Games Beaten 2025
Re: Games Beaten 2025
1. Growing My Grandpa! (Point-and-Click Adventure)(PC)
2. The Black Masses (Action RPG)(PC)
3. Dead Estate (Action)(PC)
4. Call of Cthulhu (Horror RPG)(PC)
5. 100 Asian Cats (Puzzle)(PC)
6. Blade Chimera (Action)(PC)
7. Bloodstained: Ritual of the Night (Action)(PC)
8. 7 Days to Die (Action)(PC)
9. An Arcade Full of Cats (Puzzle)(PC)
10. Excive A-1000 (FPS)(PC)
11. Only Lead Can Stop Them (FPS)(PC)
12. Home Safety Hotline (Horror)(PC)
13. Viewfinder (Puzzle)(PC)
14. Star Wars: Dark Forces Remastered (FPS)(PC)
15. Wanted: Dead (Action)(PC)
16. Crime Scene Cleaner (Action)(PC)
17. Beyond Citadel (FPS)(PC)
18. Turbo Overkill (FPS)(PC)
19. Project Warlock 2 (FPS)(PC)
20. Saints Row: The Third (Action)(PC)
21. Saints Row: The Third - GenkiBowl VII (Action)(PC)
22. Saints Row: The Third - Gangstas in Space (Action)(PC)
23. Saints Row: The Third - The Trouble with Clones (Action)(PC)
I beat Saints Row: The Third as part of this year's Summer Challenge. Previously I had played Saints Row 2, and I've gone through most of the PS2-era Grand Theft Auto games, so I knew what SR was parodying and having fun with. SR3 goes even more ridiculous and over the top, in a way that feels ludicrous but entertaining and fun, and it also offers up a ton of side content as well as choices that sometimes have important impacts on playing the game. This includes a canon ending and an alternative one that is...well, a little lackluster.
You're Playa, your gang members are international celebrities, and you rob a bank that belongs to an international criminal cartel which is primarily based in the city of Steelport and run by a bunch of James Bond-style villain rejects. And then the government gets involved, which means you also face a paramilitary force with laser rifles and a willingness to take out civilians.
So you do missions to take out your rivals, but there are also activities, ranging from surfing on top of cars to robbing stores to base jumping after jumping out of an airplane. You can steal vehicles, perform assassinations, dress up your character how you like, and redo yourself in the plastic surgery boutiques whenever you like. This time I started as She-Hulk, became Jason Statham, and then Pam Grier for a bit, because I could and because it was fun. There are a lot of ways to enjoy SR3, and I happily dove in to them all.
The one area that feels a little lacking is the gunplay, unfortunately. Even fully upgraded, some of the firearms just don't feel powerful. I rarely ever used the shotgun, and the fully upgraded base assault rifle was useful mainly because it had an underslung grenade launcher. That said, there are also a lot of ridiculous weapons too which are better for comedic effect, so you may find some things which appeal to your taste that didn't work for me.
And then we have the three DLCs that add new missions: GenkiBowl VII, Gangstas in Space, and The Trouble with Clones. These expand on storylines and activities. GenkiBowl VII is like a murderous Japanese game show with bizarre challenges, Gangstas in Space is a bad sci-fi film production, and Trouble with Clones involves the cloning storyline with a nerdy obsessed fanboy that is...well, it's awkward. Reviewers at the time seemed to like Trouble with Clones the most and GenkiBowl the least, but I actually prefer them the other way. At least GenkiBowl added more than just a repeating loop of missions.
I liked it. One day I may play Saints Row 4...one day.
2. The Black Masses (Action RPG)(PC)
3. Dead Estate (Action)(PC)
4. Call of Cthulhu (Horror RPG)(PC)
5. 100 Asian Cats (Puzzle)(PC)
6. Blade Chimera (Action)(PC)
7. Bloodstained: Ritual of the Night (Action)(PC)
8. 7 Days to Die (Action)(PC)
9. An Arcade Full of Cats (Puzzle)(PC)
10. Excive A-1000 (FPS)(PC)
11. Only Lead Can Stop Them (FPS)(PC)
12. Home Safety Hotline (Horror)(PC)
13. Viewfinder (Puzzle)(PC)
14. Star Wars: Dark Forces Remastered (FPS)(PC)
15. Wanted: Dead (Action)(PC)
16. Crime Scene Cleaner (Action)(PC)
17. Beyond Citadel (FPS)(PC)
18. Turbo Overkill (FPS)(PC)
19. Project Warlock 2 (FPS)(PC)
20. Saints Row: The Third (Action)(PC)
21. Saints Row: The Third - GenkiBowl VII (Action)(PC)
22. Saints Row: The Third - Gangstas in Space (Action)(PC)
23. Saints Row: The Third - The Trouble with Clones (Action)(PC)
I beat Saints Row: The Third as part of this year's Summer Challenge. Previously I had played Saints Row 2, and I've gone through most of the PS2-era Grand Theft Auto games, so I knew what SR was parodying and having fun with. SR3 goes even more ridiculous and over the top, in a way that feels ludicrous but entertaining and fun, and it also offers up a ton of side content as well as choices that sometimes have important impacts on playing the game. This includes a canon ending and an alternative one that is...well, a little lackluster.
You're Playa, your gang members are international celebrities, and you rob a bank that belongs to an international criminal cartel which is primarily based in the city of Steelport and run by a bunch of James Bond-style villain rejects. And then the government gets involved, which means you also face a paramilitary force with laser rifles and a willingness to take out civilians.
So you do missions to take out your rivals, but there are also activities, ranging from surfing on top of cars to robbing stores to base jumping after jumping out of an airplane. You can steal vehicles, perform assassinations, dress up your character how you like, and redo yourself in the plastic surgery boutiques whenever you like. This time I started as She-Hulk, became Jason Statham, and then Pam Grier for a bit, because I could and because it was fun. There are a lot of ways to enjoy SR3, and I happily dove in to them all.
The one area that feels a little lacking is the gunplay, unfortunately. Even fully upgraded, some of the firearms just don't feel powerful. I rarely ever used the shotgun, and the fully upgraded base assault rifle was useful mainly because it had an underslung grenade launcher. That said, there are also a lot of ridiculous weapons too which are better for comedic effect, so you may find some things which appeal to your taste that didn't work for me.
And then we have the three DLCs that add new missions: GenkiBowl VII, Gangstas in Space, and The Trouble with Clones. These expand on storylines and activities. GenkiBowl VII is like a murderous Japanese game show with bizarre challenges, Gangstas in Space is a bad sci-fi film production, and Trouble with Clones involves the cloning storyline with a nerdy obsessed fanboy that is...well, it's awkward. Reviewers at the time seemed to like Trouble with Clones the most and GenkiBowl the least, but I actually prefer them the other way. At least GenkiBowl added more than just a repeating loop of missions.
I liked it. One day I may play Saints Row 4...one day.
- alienjesus
- Next-Gen
- Posts: 8886
- Joined: Tue Feb 24, 2009 7:10 pm
- Location: London, UK.
Re: Games Beaten 2025
I don’t have any big tips for this one really, except that I always historically changed the view in the space levels to third person, but on this playthrough I used the first person view and found it easier to judge distanceLimewater wrote: ↑Tue Jul 08, 2025 5:32 pm Regarding Start Fox:
I still don't understand how to figure out when to accelerate to dodge large things in the space levels.
Without having the ground to tell you how far away something is, how do you do it?
I am asking seriously. I only ever completed Star Fox on the easiest route because of this.
Well, I mean, maybe for other things too, but it was my weakest point in the easy route and ended my run on the middle route.
- RobertAugustdeMeijer
- 64-bit
- Posts: 330
- Joined: Fri Sep 02, 2022 10:15 am
Re: Games Beaten 2025
First 39:
40. Einhander
That SquareSoft shmup hopefully got some folks into this underrated genre. But this one is more about survival than high scores, so I doubt this is a gateway drug to the classics. Like a 3D Thunderforce IV, it's explosive and stylish, and there's a hint of Gaiares as you can steal weapons from enemies. But also Gradius, as a death can set you back heavily. Your big hitbox, and unclear hitboxes of enemies don't help either. There are three ships: normal shot power, bonus weapon power, or bonus weapon versatility. That's pretty much the extent of depth this has.
5/10
41. Super Mario RPG
A novel concept at the time, it's hard to fully enjoy a game that relies heavily on knowing it's doing something different. There are still a couple of quirky moments worth a chuckle. And luckily it's so easy you don't have to grind, with things moving at a swift pace. The best part is seeing how this was a stepping stone towards later sequels. Alas, the story, characters, and combat are even flatter than Paper Mario.
6/10
42. Metro Exodus
The best parts are when it's trying to be Deus Ex. The semi-open world maps facilitate creativity, while also still having fairly good level design to facilitate challenge. And the enemy AI is relentless and patient, giving your tactical options a lot of weight. The worst parts are when it tries to be Half-Life. There are plenty of scripted events. And perhaps it tries too hard for you to like the other characters, with lots of superfluous (unskippable) dialogue. But some folks you stumble across in the wild have colorful lives.
7/10
That SquareSoft shmup hopefully got some folks into this underrated genre. But this one is more about survival than high scores, so I doubt this is a gateway drug to the classics. Like a 3D Thunderforce IV, it's explosive and stylish, and there's a hint of Gaiares as you can steal weapons from enemies. But also Gradius, as a death can set you back heavily. Your big hitbox, and unclear hitboxes of enemies don't help either. There are three ships: normal shot power, bonus weapon power, or bonus weapon versatility. That's pretty much the extent of depth this has.
5/10
41. Super Mario RPG
A novel concept at the time, it's hard to fully enjoy a game that relies heavily on knowing it's doing something different. There are still a couple of quirky moments worth a chuckle. And luckily it's so easy you don't have to grind, with things moving at a swift pace. The best part is seeing how this was a stepping stone towards later sequels. Alas, the story, characters, and combat are even flatter than Paper Mario.
6/10
42. Metro Exodus
The best parts are when it's trying to be Deus Ex. The semi-open world maps facilitate creativity, while also still having fairly good level design to facilitate challenge. And the enemy AI is relentless and patient, giving your tactical options a lot of weight. The worst parts are when it tries to be Half-Life. There are plenty of scripted events. And perhaps it tries too hard for you to like the other characters, with lots of superfluous (unskippable) dialogue. But some folks you stumble across in the wild have colorful lives.
7/10
- ElkinFencer10
- Next-Gen
- Posts: 8989
- Joined: Fri Aug 13, 2010 8:34 pm
- Location: Elkin, North Carolina
- Contact:
Re: Games Beaten 2025
Games Beaten in 2025 - 9
* denotes a replay
January (Not Shit Beaten)
February (Not Shit Beaten)
March (Not Shit Beaten)
April (Not Shit Beaten)
May (Not Shit Beaten)
June (6 Games Beaten)
July (3 Games Beaten)
9. Final Fantasy Pixel Remaster - Switch - July 12

The original Final Fantasy, releasing on the Famicom in 1987, revolutionized the RPG genre. Arguably the most influential JRPG of all time and definitely the most influential JRPG on the NES, Final Fantasy launched a series that spans well over 100 games and has earned Square approximately ten gajillion dollars. I actually have pretty limited experience with Final Fantasy having only played Final Fantasy, Final Fantasy III, Final Fantasy VII, Final Fantasy VII Crisis Core, Final Fantasy XVI, and Final Fantasy Mystic Quest. Of those, my first was this game, the original release of Final Fantasy on NES. Having played the original release of the game and now the most recent release of the game, it definitely follows the trend of "older games are harder" because the Pixel Remaster on Switch, PS4, Xbox Series, and Steam definitely take off a ton of the BS and bugs that made the original release a bit of a slog in parts.

The version I most recently played and will be focusing on here is the recent Pixel Remaster, and while it's a faithful remake of the original game, it makes some stylistic changes that may not appeal to purists. There are sharper visuals, updated (and much more detailed) sprites, an updated UI that actually allows for full words and a much more readable font, and a plethora of quality-of-life changes. The visual changes are mainly to keep a relatively consistent visual presentation across the six games included in the Pixel Remaster collection, so this game looks more akin to its Super Nintendo descendants and the original NES release. The nostalgic part of me mourns the loss of those clunky sprites, but I would be lying if I said the overall feel and tone of the game didn't benefit from more detailed pixel sprites. To the remaster's credit, the sprites weren't just redone by random interns; they were redone from the ground up by the original artist, Kazuko Shibuya, so they very much feel authentic even if they're new and more detailed. The remaster has also been designed for wide screen, although there are some minor frame pacing issues, so folks sensitive to frame rate dips might notice some mild jitter. I, personally, didn't notice anything, but I'm not terribly sensitive to jitter, and I know it's a common complaint online.

The biggest change here - and one that I personally adore - is that the soundtrack has been completely redone. You can still set it to use the iconic original chiptune soundtrack if you want that nostalgia trip, but the new arrangement is a beautiful orchestral recreation that feels more like a realization of what the original soundtrack was meant to be if not for the limitations of 8-bit hardware than an attempt to "change" things, per se. Don't get me wrong, I love a good chiptune soundtrack, but having been a trumpet player from 5th through 12 grade, I have a real soft spot for orchestral soundtracks, so the arrangement made for the pixel remaster really blew me away. I definitely recommend using the new soundtrack for those playing on Switch, PS4, Xbox Series, or Steam.

The QoL features are really what make the most difference here with this new remaster. The biggest aspects of that are the ability to toggle run as your default movement speed in towns and dungeons, the ability to toggle random encounters on or off (super useful if you're out grinding and overextend yourself a bit and need to get back to town safely), and the boosts. These boosts allow you to adjust the rate of xp, ability points, and gold gain from 4x the normal rate for an easier, less grindy experience all the way down to 0.5x if you not only want the original grind but want to Dark Souls the original grind and overall difficulty. Additionally, you have the ability to quick save anywhere you want - even in dungeons right before a boss - and these quick saves can be accessed even if you close the game and turn off the system. That alone makes bosses a lot more manageable, although I personally didn't find any of the bosses to be particularly difficult save for the final boss. You also have a bestiary that catalogues things like stats and drops for the monsters you defeat, making it easy to reference the strengths and weaknesses of the foes you'll face in any given dungeon.

The overall experience is preserved very well from its NES roots. The six classes - Fighter, Thief, Black Belt, White Mage, Black Mage, Red Mage - are still your class options, and the quest to restore the four crystals and defeat Garland is unchanged. At default xp, ability point, and gil drop settings, which is how I played, the game is a challenge but very manageable if you're willing to grind a little bit, and the overall improvement to the flow and speed of the game makes it less time consuming to grind than the NES original, especially the ability to toggle auto battle. Being an early 8-bit JRPG, Final Fantasy doesn't hold your hand as far as where you go and what to do. It definitely tells you what you need to do next, and it usually tells you the general direction of where you need to go, but you need to make sure you talk to every NPC because that direction is not always given by the "important" NPCs exclusively. It also requires a fair amount of good ol' fashioned exploration. Fortunately, the pixel remaster lets you pull up a world map that shows you where each location you've visited is and even how many chests you've opened and how many chests there are total, so that definitely makes it more user-friendly than the NES original since it can be hard to remember the name of each town and village and where in the game's world each one is.

In general, I consider the pixel remaster to be the definitive way to experience the original Final Fantasy. This is especially true of the Switch version; it boasts slightly faster load times than the PS4 or PC versions, and it gives the option of portability (I played the entire time while lounging in bed with my girlfriend over the course a week). There is, however, a definite downside that needs to be noted. While the visuals, orchestral soundtrack, and QoL changes are amazing, the pixel remaster does lack the extra content found in the GBA and PSP versions of Final Fantasy. If you're going for the most content possible and are willing to sacrifice the modern improvements and conveniences found in the pixel remaster, one of those versions might be a better fit for you.

The original Final Fantasy, while arguably the progenitor of the JRPG as we know it alongside Enix's Dragon Quest, hasn't aged terribly well despite being a solid game. The pixel remaster definitely gives it a nice face lift and addresses some of the things that aged poorly such as the lack of full backgrounds in battles and the absolute slog that grinding can be, but because it's a faithful remake, it retains some things that just don't stand up today such as a thin story, non-existent character development, and often obtuse objectives. That said, the pixel remaster does make the game much more approachable for younger gamers, and it's faithful enough to keep older gamers like me happy with this modern take on the experience. If you're into retro-style indie RPGs released in recent years, give the original Final Fantasy a shot in the pixel remaster collection; you'll probably find that a lot of what you like in modern indie JRPGs is borrowed from a nearly-40-year-old juggernaut.
* denotes a replay
January (Not Shit Beaten)
February (Not Shit Beaten)
March (Not Shit Beaten)
April (Not Shit Beaten)
May (Not Shit Beaten)
June (6 Games Beaten)
The original Final Fantasy, releasing on the Famicom in 1987, revolutionized the RPG genre. Arguably the most influential JRPG of all time and definitely the most influential JRPG on the NES, Final Fantasy launched a series that spans well over 100 games and has earned Square approximately ten gajillion dollars. I actually have pretty limited experience with Final Fantasy having only played Final Fantasy, Final Fantasy III, Final Fantasy VII, Final Fantasy VII Crisis Core, Final Fantasy XVI, and Final Fantasy Mystic Quest. Of those, my first was this game, the original release of Final Fantasy on NES. Having played the original release of the game and now the most recent release of the game, it definitely follows the trend of "older games are harder" because the Pixel Remaster on Switch, PS4, Xbox Series, and Steam definitely take off a ton of the BS and bugs that made the original release a bit of a slog in parts.

The version I most recently played and will be focusing on here is the recent Pixel Remaster, and while it's a faithful remake of the original game, it makes some stylistic changes that may not appeal to purists. There are sharper visuals, updated (and much more detailed) sprites, an updated UI that actually allows for full words and a much more readable font, and a plethora of quality-of-life changes. The visual changes are mainly to keep a relatively consistent visual presentation across the six games included in the Pixel Remaster collection, so this game looks more akin to its Super Nintendo descendants and the original NES release. The nostalgic part of me mourns the loss of those clunky sprites, but I would be lying if I said the overall feel and tone of the game didn't benefit from more detailed pixel sprites. To the remaster's credit, the sprites weren't just redone by random interns; they were redone from the ground up by the original artist, Kazuko Shibuya, so they very much feel authentic even if they're new and more detailed. The remaster has also been designed for wide screen, although there are some minor frame pacing issues, so folks sensitive to frame rate dips might notice some mild jitter. I, personally, didn't notice anything, but I'm not terribly sensitive to jitter, and I know it's a common complaint online.

The biggest change here - and one that I personally adore - is that the soundtrack has been completely redone. You can still set it to use the iconic original chiptune soundtrack if you want that nostalgia trip, but the new arrangement is a beautiful orchestral recreation that feels more like a realization of what the original soundtrack was meant to be if not for the limitations of 8-bit hardware than an attempt to "change" things, per se. Don't get me wrong, I love a good chiptune soundtrack, but having been a trumpet player from 5th through 12 grade, I have a real soft spot for orchestral soundtracks, so the arrangement made for the pixel remaster really blew me away. I definitely recommend using the new soundtrack for those playing on Switch, PS4, Xbox Series, or Steam.

The QoL features are really what make the most difference here with this new remaster. The biggest aspects of that are the ability to toggle run as your default movement speed in towns and dungeons, the ability to toggle random encounters on or off (super useful if you're out grinding and overextend yourself a bit and need to get back to town safely), and the boosts. These boosts allow you to adjust the rate of xp, ability points, and gold gain from 4x the normal rate for an easier, less grindy experience all the way down to 0.5x if you not only want the original grind but want to Dark Souls the original grind and overall difficulty. Additionally, you have the ability to quick save anywhere you want - even in dungeons right before a boss - and these quick saves can be accessed even if you close the game and turn off the system. That alone makes bosses a lot more manageable, although I personally didn't find any of the bosses to be particularly difficult save for the final boss. You also have a bestiary that catalogues things like stats and drops for the monsters you defeat, making it easy to reference the strengths and weaknesses of the foes you'll face in any given dungeon.

The overall experience is preserved very well from its NES roots. The six classes - Fighter, Thief, Black Belt, White Mage, Black Mage, Red Mage - are still your class options, and the quest to restore the four crystals and defeat Garland is unchanged. At default xp, ability point, and gil drop settings, which is how I played, the game is a challenge but very manageable if you're willing to grind a little bit, and the overall improvement to the flow and speed of the game makes it less time consuming to grind than the NES original, especially the ability to toggle auto battle. Being an early 8-bit JRPG, Final Fantasy doesn't hold your hand as far as where you go and what to do. It definitely tells you what you need to do next, and it usually tells you the general direction of where you need to go, but you need to make sure you talk to every NPC because that direction is not always given by the "important" NPCs exclusively. It also requires a fair amount of good ol' fashioned exploration. Fortunately, the pixel remaster lets you pull up a world map that shows you where each location you've visited is and even how many chests you've opened and how many chests there are total, so that definitely makes it more user-friendly than the NES original since it can be hard to remember the name of each town and village and where in the game's world each one is.

In general, I consider the pixel remaster to be the definitive way to experience the original Final Fantasy. This is especially true of the Switch version; it boasts slightly faster load times than the PS4 or PC versions, and it gives the option of portability (I played the entire time while lounging in bed with my girlfriend over the course a week). There is, however, a definite downside that needs to be noted. While the visuals, orchestral soundtrack, and QoL changes are amazing, the pixel remaster does lack the extra content found in the GBA and PSP versions of Final Fantasy. If you're going for the most content possible and are willing to sacrifice the modern improvements and conveniences found in the pixel remaster, one of those versions might be a better fit for you.

The original Final Fantasy, while arguably the progenitor of the JRPG as we know it alongside Enix's Dragon Quest, hasn't aged terribly well despite being a solid game. The pixel remaster definitely gives it a nice face lift and addresses some of the things that aged poorly such as the lack of full backgrounds in battles and the absolute slog that grinding can be, but because it's a faithful remake, it retains some things that just don't stand up today such as a thin story, non-existent character development, and often obtuse objectives. That said, the pixel remaster does make the game much more approachable for younger gamers, and it's faithful enough to keep older gamers like me happy with this modern take on the experience. If you're into retro-style indie RPGs released in recent years, give the original Final Fantasy a shot in the pixel remaster collection; you'll probably find that a lot of what you like in modern indie JRPGs is borrowed from a nearly-40-year-old juggernaut.
Patron Saint of Bitch Mode
Re: Games Beaten 2025
This looks great and is the Pixel Remaster I'm most likely to pick up (for purely nostalgia-related reasons). But I'm concerned that there's frame rate jitter on a title like this. There is just no reason there should be any performance hitching at all.
- ElkinFencer10
- Next-Gen
- Posts: 8989
- Joined: Fri Aug 13, 2010 8:34 pm
- Location: Elkin, North Carolina
- Contact:
Re: Games Beaten 2025
The problem is apparently that the default movement speed is 80 pixels per second, and the mismatch between that and the 60 frame per second frame rate causes the slight jitter. I never noticed it at all, but that's what I've read.
Patron Saint of Bitch Mode
Re: Games Beaten 2025
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
9. Citizen Sleeper 2 - Switch
10. Vengeful Guardian: Moonrider - Switch
11. The Last Faith - Switch
12. Anger Foot - PC
13. Avowed - PC
14. Bloodstained: Ritual of the Night: Classic Mode - Switch
15. Bloodstained: Ritual of the Night: Classic II: Dominque's Curse - Switch
16. The Legend of Heroes: Trails Through Daybreak II - PS5
17. Pacific Drive - PC
18. Mekkablood: Quarry Assault - PC
19. Tempest Rising - PC
20. Astalon: Tears of the Earth - Switch
21. Voidwrought - Switch
22. Death's Gambit: Afterlife - Switch
23. Mechwarrior 5: Ghost Bear: Flash Storm - PC
24. Clair Obscur: Expedition 33 - PS5
25. Doom: The Dark Ages - PC
26. Haiku the Robot - Switch
27. Alwa's Awakening - Switch
28. Warhammer 40000: Boltgun: Words of Vengeance - PC
29. Alwa's Legacy - Switch
30. Wizordum - PC
31. Project Warlock II - PC
32. Exophobia - PC
33. Haunted Castle Revisited - Switch
34. Mario Kart World - Switch 2
35. Rebel Transmute - Switch
36. Guns of Fury - Switch
37. Street Fighter Alpha 3 - Dreamcast
38. Street Fighter III 3rd Strike - Dreamcast
39. Vampire Chronicle for Matching Service - Dreamcast
40. Record of Lodoss War - Dreamcast
41. Skald: Against the Black Priory - PC
42. Between the Stars - PC
Between the Stars is an indie space game that features capital ship combat, unlike most games which tend to be at the starfighter level. You server as a captain in the Republic as the war between the Republic and the Children of the Sun heats up. You're going to have to pull out all the stops if you're going to hold back their massive fleet.
The game starts you off in your choice of three small ships, and you begin to go through patrols and basic duties. But then the story kicks in, and you'll get the opportunity to get bigger ships with more weapon hardpoints. Upgrading your weapons is critical; there is a significant power difference between the starting weapons and the later ones, and it allows you to take out ships fast so you can deal with the sheer numbers being thrown at you. The game uses the fairly standard "energy for shields, ballistic for hull" system, encouraging a weapon mix. By end game, though, the best ballistic weapon is almost as good against shields, so you'll just swap to that fulltime. Also, the game has a lot of weapon variants, but they all are worse than the standard energy and ballistic series, so they aren't worth exploring (of particular hilarity is the beam weapons, which are the worst of both worlds; slightly better than lasers against hull and slightly better than ballistic against shields). Because you're flying capital ships your maneuvering is more about getting as many of your turrets on target as possible, rather than dodging fire.
The game is full of systems, and most of them are half-baked. Whenever you jump to a star there will be randomly generated events available for you to engage with. Some of these lead to sidequests, including one bizarre repeating one with a guy who is convinced you're a long time compatriot who went insane (and I never got an explanation on it by the end of the game). These often involve long dialog sessions, better suited for a text-based RPG, and the writers have never heard of less is more. Sometimes you'll get skill checks, which will roll one or more D10s trying to make a target (on a single die, so multiples is just advantage) against your or your crew's skill levels. Other times you'll have a full-on ground combat session, which involves each side rolling a die to see what actions they have available (and you hare heavily advantaged here, as you get extra action possibilities on the die AND you get items to do extra damage AND you act first). You and your crew level up, which buffs your ship a bit, but never by a noticeable amount. There's a crafting and upgrade system for your weapons, but most of it is going to be looted from enemies (and then maybe topping off with an upgrade), and the weird thing is every time you craft or scrap something it takes time. But only like, 30 seconds at a time, so it feels like an unnecessary delay. Either make it instant or have things take a meaningful amount of time you do in the background.
The game also just ends up being too long for every story arc. At every turn when it feels like a story beat should be finished, there is one or two more steps in the chain. Given you'll have one of the best ships in the game by the midway point and be routinely pounding everything you encounter, this length inflation leaves the latter half of the game being more humdrum, as the game ran out of things to show you. And the final couple missions have zero real difficulty because they want to progress through their extremely lengthy dialog sequences, so the enemy doesn't actually give you any real threat but you also can't actually do anything to the enemy.
Overall, it's a middling experience, mostly saved by the novelty of being a big ship game in the already sparse space genre.
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
9. Citizen Sleeper 2 - Switch
10. Vengeful Guardian: Moonrider - Switch
11. The Last Faith - Switch
12. Anger Foot - PC
13. Avowed - PC
14. Bloodstained: Ritual of the Night: Classic Mode - Switch
15. Bloodstained: Ritual of the Night: Classic II: Dominque's Curse - Switch
16. The Legend of Heroes: Trails Through Daybreak II - PS5
17. Pacific Drive - PC
18. Mekkablood: Quarry Assault - PC
19. Tempest Rising - PC
20. Astalon: Tears of the Earth - Switch
21. Voidwrought - Switch
22. Death's Gambit: Afterlife - Switch
23. Mechwarrior 5: Ghost Bear: Flash Storm - PC
24. Clair Obscur: Expedition 33 - PS5
25. Doom: The Dark Ages - PC
26. Haiku the Robot - Switch
27. Alwa's Awakening - Switch
28. Warhammer 40000: Boltgun: Words of Vengeance - PC
29. Alwa's Legacy - Switch
30. Wizordum - PC
31. Project Warlock II - PC
32. Exophobia - PC
33. Haunted Castle Revisited - Switch
34. Mario Kart World - Switch 2
35. Rebel Transmute - Switch
36. Guns of Fury - Switch
37. Street Fighter Alpha 3 - Dreamcast
38. Street Fighter III 3rd Strike - Dreamcast
39. Vampire Chronicle for Matching Service - Dreamcast
40. Record of Lodoss War - Dreamcast
41. Skald: Against the Black Priory - PC
42. Between the Stars - PC
Between the Stars is an indie space game that features capital ship combat, unlike most games which tend to be at the starfighter level. You server as a captain in the Republic as the war between the Republic and the Children of the Sun heats up. You're going to have to pull out all the stops if you're going to hold back their massive fleet.
The game starts you off in your choice of three small ships, and you begin to go through patrols and basic duties. But then the story kicks in, and you'll get the opportunity to get bigger ships with more weapon hardpoints. Upgrading your weapons is critical; there is a significant power difference between the starting weapons and the later ones, and it allows you to take out ships fast so you can deal with the sheer numbers being thrown at you. The game uses the fairly standard "energy for shields, ballistic for hull" system, encouraging a weapon mix. By end game, though, the best ballistic weapon is almost as good against shields, so you'll just swap to that fulltime. Also, the game has a lot of weapon variants, but they all are worse than the standard energy and ballistic series, so they aren't worth exploring (of particular hilarity is the beam weapons, which are the worst of both worlds; slightly better than lasers against hull and slightly better than ballistic against shields). Because you're flying capital ships your maneuvering is more about getting as many of your turrets on target as possible, rather than dodging fire.
The game is full of systems, and most of them are half-baked. Whenever you jump to a star there will be randomly generated events available for you to engage with. Some of these lead to sidequests, including one bizarre repeating one with a guy who is convinced you're a long time compatriot who went insane (and I never got an explanation on it by the end of the game). These often involve long dialog sessions, better suited for a text-based RPG, and the writers have never heard of less is more. Sometimes you'll get skill checks, which will roll one or more D10s trying to make a target (on a single die, so multiples is just advantage) against your or your crew's skill levels. Other times you'll have a full-on ground combat session, which involves each side rolling a die to see what actions they have available (and you hare heavily advantaged here, as you get extra action possibilities on the die AND you get items to do extra damage AND you act first). You and your crew level up, which buffs your ship a bit, but never by a noticeable amount. There's a crafting and upgrade system for your weapons, but most of it is going to be looted from enemies (and then maybe topping off with an upgrade), and the weird thing is every time you craft or scrap something it takes time. But only like, 30 seconds at a time, so it feels like an unnecessary delay. Either make it instant or have things take a meaningful amount of time you do in the background.
The game also just ends up being too long for every story arc. At every turn when it feels like a story beat should be finished, there is one or two more steps in the chain. Given you'll have one of the best ships in the game by the midway point and be routinely pounding everything you encounter, this length inflation leaves the latter half of the game being more humdrum, as the game ran out of things to show you. And the final couple missions have zero real difficulty because they want to progress through their extremely lengthy dialog sequences, so the enemy doesn't actually give you any real threat but you also can't actually do anything to the enemy.
Overall, it's a middling experience, mostly saved by the novelty of being a big ship game in the already sparse space genre.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
- PartridgeSenpai
- Next-Gen
- Posts: 3188
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2025
Partridge Senpai's 2025 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat
1~50
51. Wave Race 64 (N64)
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)
55. Weird and Unfortunate Things are Happening (PC)
56. Kirby and the Rainbow Curse (Wii U)
57. Mario Kart Wii (Wii)
58. Wario Land: Shake it! (Wii) *
59. Mario Party 8 (Wii) *
60. Zack & Wiki: Quest for Barbaros' Treasure (Wii)
61. SimCity 2000 (N64)
62. Prototype (PS3)
63. Prototype 2 (PS3)
64. Final Fantasy X (PS2) *
65. Final Fantasy X-2 (PS2)
66. Grand Theft Auto: Vice City (PS2)
67. Crackdown (Xbox 360)
68. Crackdown 2 (Xbox 360)
69. Alan Wake (Xbox 360) *
----
70. Dead to Rights (Xbox)
----
71. Medal of Honor (PS3)
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat
1~50
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)
55. Weird and Unfortunate Things are Happening (PC)
56. Kirby and the Rainbow Curse (Wii U)
57. Mario Kart Wii (Wii)
58. Wario Land: Shake it! (Wii) *
59. Mario Party 8 (Wii) *
60. Zack & Wiki: Quest for Barbaros' Treasure (Wii)
61. SimCity 2000 (N64)
62. Prototype (PS3)
63. Prototype 2 (PS3)
64. Final Fantasy X (PS2) *
65. Final Fantasy X-2 (PS2)
66. Grand Theft Auto: Vice City (PS2)
67. Crackdown (Xbox 360)
68. Crackdown 2 (Xbox 360)
69. Alan Wake (Xbox 360) *
70. Dead to Rights (Xbox)
71. Medal of Honor (PS3)
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
- ElkinFencer10
- Next-Gen
- Posts: 8989
- Joined: Fri Aug 13, 2010 8:34 pm
- Location: Elkin, North Carolina
- Contact:
Re: Games Beaten 2025
Games Beaten in 2025 - 10
* denotes a replay
January (Not Shit Beaten)
February (Not Shit Beaten)
March (Not Shit Beaten)
April (Not Shit Beaten)
May (Not Shit Beaten)
June (6 Games Beaten)
July (4 Games Beaten)
10. Clair Obscur: Expedition 33 - Series X - July 14

Released by French studio Sandfall Interactive, Clair Obscur: Expedition 33 is a turn-based RPG that is best described the way my friend, Pat, described it to me - "very sad and very French." It is definitely very French with names like Gustave and Renoir, and even before you know what's going on in this world, the deep sadness that consumes every facet of the game's world feels ever pervasive. The "Expedition 33" part of the title becomes apparent almost immediately as the intro unfolds, but the "Clair Obscur" part of the title took me a long time and a Google search to figure out of which I'm sure my college art history professors would be ashamed. Clair obscur is the French term for the Italian art term "chiaroscuro" which refers to an art style that creates drama through the use of strong contrast between dark and light. It's obvious from the start of the game that "artistic expression" was the core development philosophy, but as you progress through the story, you begin to see that art itself is at the heart of the narrative.

The game follows the survivors of "Expedition 33," a team sent from the island city of Lumiere to "the continent" (representative of the French mainland) with the mission of reaching and eliminating The Paintress, a giant sad-looking lady who spends her entire life sitting at the base of a monolithic rock and paints a number on that rock every year, originally counting down from 100. Anyone who is the age painted on the monolith or older - 33, in this case - will "gommage" or disappear, the word translating from French to "to rub" or "to erase" in English. Basically, if you're 33 on the day the Paintress painted the 33 on the monolith, you're going to disappear into a cloud of rose petals. The exact mechanism by which this works or that causes this is unknown. At least until the end of the game. The game's world is shrouded in a palpable sense of misery, but it's done so with exceptional beauty thanks to the use of Unreal Engine 5 and well executed ray tracing effects.

Expedition 33 is one of those games, like Bioshock or SOMA, that I would describe as "cerebral," forcing the player to think and reflect on the experience as much as just play and enjoy the game. A lot of the game, especially the last few hours of the game, is deeply philosophical and not nearly as straightforward or black-and-white as "kill the big evil to save the world," something that you slowly piece together as you make your way towards the Paintress. This is, in my opinion, what should immediately come to mind when you hear the phrase "adult game" - not some garbage sex nonsense but a game that makes you ponder the very nature of existence in a way that children and even most teenagers wouldn't be able to appreciate fully. One of the most effective tools the game uses to create this outcome is stellar voice acting. The voice acting is some of the best I've heard in recent games, and the writing is absolutely top tier. The lines of dialogue, nine times out of ten, feel very intentionally and carefully written. Very, very few lines feel extraneous or like filler. The game's dialogue skillfully builds the sense that the continent isn't what you were led to expect and that there are major machinations going on behind the scenes to which your character isn't privy. These secrets and hidden plans are very slowly and very deliberately hinted at throughout the game but rarely revealed until the last quarter or so.

The combat follows the common turn-order setup that many JRPGs use but with a QTE feature reminiscent of Super Mario RPG. When a character's turn comes up, they have a few options. Obviously, you can skip your turn, but that's rarely wise. You can use an item - a healing potion, an AP (action point) potion, or a revival potion. You can also use a basic melee attack which generates one AP or a basic ranged attack which costs 1 AP and can be used as many times as your AP can afford per turn. Then you've got skills which will be your bread-and-butter damage dealers. These might be healing abilities, buffs, debuffs, or attacks. There are numerous kinds of damage - physical, fire, ice, electric, earth, dark, light, and void - and skills can either be single target or hit all enemies at once. They can also inflict status ailments like burn, slow, stun, etc. Each skill costs AP with the weaker ones' costing one or two and the strongest ones costing a full 9 AP, the maximum you can have at one time. Lastly, you have your gradient attacks. These are special very powerful skills that use gradient points to use. You generate gradient charge for each AP that your skills burn to fill the meter, and you can store up to three gradient charges at once with each gradient skill using one, two, or all three charges. Like your skills, some of these are powerful moves, like an attack that hits a target ten or twelve times, and some are powerful healing skills, like one that revives all downed allies and buffs them. Unlike skills, which you unlock using skill points gained upon level up, gradient skills are unlocked by progressing through the game and building relationship levels between characters.

I mentioned that the game features a QTE element a la Super Mario RPG. This comes in with the skills, both regular and gradient. When you use a skill, you will have to make between one and three QTE button presses with success granting a better effect and failure granting either a lesser effect or, in some cases, causing damage to you instead of your enemies. This QTE timing also comes into play with defense. When you're attacked, there's a tiny window of time where you can press the correct button to do a parry. If you parry every hit in an enemy's attack, you'll automatically trigger a counterattack. You can also choose to dodge these attacks which requires pressing a different button at the right time. Some attacks require you to jump to avoid them which is a different timed button press followed by another button press to perform a counterattack. It sounds super complicated, and it can definitely take a bit of practice to get used to pressing the right buttons at the right time for the right attacks, but the game introduces these various QTE elements to you slowly over time. You've got pictos, items of which you can have up to three equipped at a time, that give passive combat abilities. You can "learn" these after using them in battle enough and use your lumina points to keep them activated even when the picto is unequipped. There's a lot of depth of the combat beneath the turn-based surface, and you'll probably be halfway through the game before you truly get fully comfortable with all aspects of it.

The game's soundtrack is best described as "haunting" with an orchestral and operatic style that sets it apart from anything I've played recently. Even Final Fantasy VII's One Winged Angel track with its operatic vocals doesn't achieve the depth of emotion that Clair Obscur's soundtrack creates. The soundtrack's somber vibe is the perfect support for the game's pervasive themes of mortality and loss. It's not just the sound design that I consider to be virtually perfect; the game is also what I would call a perfect length, clocking in at between 30 and 40 hours for most players depending on how much you go out of your way for side content. There are some definite problems with the game - there are occasional clipping and lip sync issues, exploration is a pain with no minimap, some of the relationship building dialogue does feel a bit ancillary and forced, and there are definitely some difficulty spikes that can frustrate players who aren't adequately levelled and comfortable with the combat system. That said, the emotionally gripping storytelling, captivating soundtrack, beautiful world, and replayability via New Game+ all far outweigh those negatives.

Clair Obscur: Expedition 33 isn't literally a perfect game, but it's damn close, especially considering it's the debut game of a studio with fewer than three dozen team members. If this is their first game, imagine what they could do with more experience and a bigger budget. This is one of those instantly classic games, like Legend of Zelda: Ocarina of Time for the 5th gen, Persona 4 for the 6th gen, and Xenoblade Chronicles for the 7th gen that will continue to be revered and discussed for years and decades to come. There are few games I consider true must-plays for literally every gamer, but this is definitely one of them. The story will grip you, the characters will enchant you, the soundtrack will captivate you, and the tragedy of it all will move you. It's only available for modern platforms minus Switch 2 - something I actually approve of since it would need serious cuts for the hardware, and this game deserves to be experienced as envisioned by the artists - so you'll need to have an Xbox Series S or X, a PS5, or a gaming PC to play it, but if you have one of those platforms, you seriously owe it to yourself to play Expedition 33.
* denotes a replay
January (Not Shit Beaten)
February (Not Shit Beaten)
March (Not Shit Beaten)
April (Not Shit Beaten)
May (Not Shit Beaten)
June (6 Games Beaten)

Released by French studio Sandfall Interactive, Clair Obscur: Expedition 33 is a turn-based RPG that is best described the way my friend, Pat, described it to me - "very sad and very French." It is definitely very French with names like Gustave and Renoir, and even before you know what's going on in this world, the deep sadness that consumes every facet of the game's world feels ever pervasive. The "Expedition 33" part of the title becomes apparent almost immediately as the intro unfolds, but the "Clair Obscur" part of the title took me a long time and a Google search to figure out of which I'm sure my college art history professors would be ashamed. Clair obscur is the French term for the Italian art term "chiaroscuro" which refers to an art style that creates drama through the use of strong contrast between dark and light. It's obvious from the start of the game that "artistic expression" was the core development philosophy, but as you progress through the story, you begin to see that art itself is at the heart of the narrative.

The game follows the survivors of "Expedition 33," a team sent from the island city of Lumiere to "the continent" (representative of the French mainland) with the mission of reaching and eliminating The Paintress, a giant sad-looking lady who spends her entire life sitting at the base of a monolithic rock and paints a number on that rock every year, originally counting down from 100. Anyone who is the age painted on the monolith or older - 33, in this case - will "gommage" or disappear, the word translating from French to "to rub" or "to erase" in English. Basically, if you're 33 on the day the Paintress painted the 33 on the monolith, you're going to disappear into a cloud of rose petals. The exact mechanism by which this works or that causes this is unknown. At least until the end of the game. The game's world is shrouded in a palpable sense of misery, but it's done so with exceptional beauty thanks to the use of Unreal Engine 5 and well executed ray tracing effects.

Expedition 33 is one of those games, like Bioshock or SOMA, that I would describe as "cerebral," forcing the player to think and reflect on the experience as much as just play and enjoy the game. A lot of the game, especially the last few hours of the game, is deeply philosophical and not nearly as straightforward or black-and-white as "kill the big evil to save the world," something that you slowly piece together as you make your way towards the Paintress. This is, in my opinion, what should immediately come to mind when you hear the phrase "adult game" - not some garbage sex nonsense but a game that makes you ponder the very nature of existence in a way that children and even most teenagers wouldn't be able to appreciate fully. One of the most effective tools the game uses to create this outcome is stellar voice acting. The voice acting is some of the best I've heard in recent games, and the writing is absolutely top tier. The lines of dialogue, nine times out of ten, feel very intentionally and carefully written. Very, very few lines feel extraneous or like filler. The game's dialogue skillfully builds the sense that the continent isn't what you were led to expect and that there are major machinations going on behind the scenes to which your character isn't privy. These secrets and hidden plans are very slowly and very deliberately hinted at throughout the game but rarely revealed until the last quarter or so.

The combat follows the common turn-order setup that many JRPGs use but with a QTE feature reminiscent of Super Mario RPG. When a character's turn comes up, they have a few options. Obviously, you can skip your turn, but that's rarely wise. You can use an item - a healing potion, an AP (action point) potion, or a revival potion. You can also use a basic melee attack which generates one AP or a basic ranged attack which costs 1 AP and can be used as many times as your AP can afford per turn. Then you've got skills which will be your bread-and-butter damage dealers. These might be healing abilities, buffs, debuffs, or attacks. There are numerous kinds of damage - physical, fire, ice, electric, earth, dark, light, and void - and skills can either be single target or hit all enemies at once. They can also inflict status ailments like burn, slow, stun, etc. Each skill costs AP with the weaker ones' costing one or two and the strongest ones costing a full 9 AP, the maximum you can have at one time. Lastly, you have your gradient attacks. These are special very powerful skills that use gradient points to use. You generate gradient charge for each AP that your skills burn to fill the meter, and you can store up to three gradient charges at once with each gradient skill using one, two, or all three charges. Like your skills, some of these are powerful moves, like an attack that hits a target ten or twelve times, and some are powerful healing skills, like one that revives all downed allies and buffs them. Unlike skills, which you unlock using skill points gained upon level up, gradient skills are unlocked by progressing through the game and building relationship levels between characters.

I mentioned that the game features a QTE element a la Super Mario RPG. This comes in with the skills, both regular and gradient. When you use a skill, you will have to make between one and three QTE button presses with success granting a better effect and failure granting either a lesser effect or, in some cases, causing damage to you instead of your enemies. This QTE timing also comes into play with defense. When you're attacked, there's a tiny window of time where you can press the correct button to do a parry. If you parry every hit in an enemy's attack, you'll automatically trigger a counterattack. You can also choose to dodge these attacks which requires pressing a different button at the right time. Some attacks require you to jump to avoid them which is a different timed button press followed by another button press to perform a counterattack. It sounds super complicated, and it can definitely take a bit of practice to get used to pressing the right buttons at the right time for the right attacks, but the game introduces these various QTE elements to you slowly over time. You've got pictos, items of which you can have up to three equipped at a time, that give passive combat abilities. You can "learn" these after using them in battle enough and use your lumina points to keep them activated even when the picto is unequipped. There's a lot of depth of the combat beneath the turn-based surface, and you'll probably be halfway through the game before you truly get fully comfortable with all aspects of it.

The game's soundtrack is best described as "haunting" with an orchestral and operatic style that sets it apart from anything I've played recently. Even Final Fantasy VII's One Winged Angel track with its operatic vocals doesn't achieve the depth of emotion that Clair Obscur's soundtrack creates. The soundtrack's somber vibe is the perfect support for the game's pervasive themes of mortality and loss. It's not just the sound design that I consider to be virtually perfect; the game is also what I would call a perfect length, clocking in at between 30 and 40 hours for most players depending on how much you go out of your way for side content. There are some definite problems with the game - there are occasional clipping and lip sync issues, exploration is a pain with no minimap, some of the relationship building dialogue does feel a bit ancillary and forced, and there are definitely some difficulty spikes that can frustrate players who aren't adequately levelled and comfortable with the combat system. That said, the emotionally gripping storytelling, captivating soundtrack, beautiful world, and replayability via New Game+ all far outweigh those negatives.

Clair Obscur: Expedition 33 isn't literally a perfect game, but it's damn close, especially considering it's the debut game of a studio with fewer than three dozen team members. If this is their first game, imagine what they could do with more experience and a bigger budget. This is one of those instantly classic games, like Legend of Zelda: Ocarina of Time for the 5th gen, Persona 4 for the 6th gen, and Xenoblade Chronicles for the 7th gen that will continue to be revered and discussed for years and decades to come. There are few games I consider true must-plays for literally every gamer, but this is definitely one of them. The story will grip you, the characters will enchant you, the soundtrack will captivate you, and the tragedy of it all will move you. It's only available for modern platforms minus Switch 2 - something I actually approve of since it would need serious cuts for the hardware, and this game deserves to be experienced as envisioned by the artists - so you'll need to have an Xbox Series S or X, a PS5, or a gaming PC to play it, but if you have one of those platforms, you seriously owe it to yourself to play Expedition 33.
Patron Saint of Bitch Mode
Re: Games Beaten 2025
So, Clair Obscur: Expedition 33 is raising a lot of questions, again, about what is an indie game. Because Kepler (the publisher) and Sandfall (the developer) are not one of the big studios or publishers. That said, this game is steeped in investment money. It had a large team and was well-funded. This is sort of the opposite of the whole Dave the Diver thing where it was a small game developed by a small team (Mintrocket) which just happened to be owned by Korean gaming monolith Nexon. So if Indie means small, it doesn't matter who owned and supported/funded Dave the Diver's development team. But if Indie means outside the major players, it doesn't matter than Clair Obscur was made with many many millions of dollars in a way very much like development at the major players.
This is all a way of saying Indie has become as meaningless in games (at least on a precise definition level) as it is in music, where the biggest artists basically create their own labels. Did you know Adele is her own label? Yup. She's distributed by Sony, though. And Adele isn't Indie at all. Because it's basically a genre at this point and doesn't have as much to do with how music is made, exactly. I think Indie in gaming is now in the area of "I know it when I see it" because the "rules" are meaningless.
This is all a way of saying Indie has become as meaningless in games (at least on a precise definition level) as it is in music, where the biggest artists basically create their own labels. Did you know Adele is her own label? Yup. She's distributed by Sony, though. And Adele isn't Indie at all. Because it's basically a genre at this point and doesn't have as much to do with how music is made, exactly. I think Indie in gaming is now in the area of "I know it when I see it" because the "rules" are meaningless.

