Monday, June 29, 2026

Steam Summer 2026 Next Fest Breakdown

 


For me, I played a surprising number of demos during this most recent Next Fest.  I had initially written it off, but then I actually looked through some of the games that had cropped up on the Next Fest page, and before I knew it, I had downloaded a handful of demos to my laptop and Steam Deck.  All in all, I played 22 demos, most of which I was able to upload videos to our Next Fest Playlist on the YouTubes.  There were a couple I didn't upload because they were a bit on the NSFW side, but I'll get to them below here.  I had thought about doing two separate articles for the demos I enjoyed and the ones I didn't, which would also help break up the 22 demos. Still, there were significantly more games I liked than those I didn't, so we're going to just go alphabetically and go from there.


I liked the concept and look more than the execution. The parrying system, which seemed the primary hook mechanic, didn't really stick with me as I wasn't able to get it nailed down.

I really liked the look and story approach to this game.  The controls felt a little floaty at times, but after a while, it wasn't too bad.

I wanted to like this game more than I did.  Being part of an experiment should have tipped me off, but once I realized that I was now playing/thinking with portals all over again, I was significantly less interested.  The other two game modes, "Ascent" and "Endless," were also not my thing.

I really enjoyed this demo, and I'll definitely be picking it up.  I quickly became attached to the budding relationship between Zalia and Esme.  I loved the letter-writing scene, and even though I accidentally made a detour before going back to the village, it kind of made that scene all the more pointed.  I loved the homage to Zelda II: The Adventure of Link.

I really loved the look of the game and its all-hand-drawn aesthetic.  The demo itself was a little lackluster as it really only showed off some minor platforming, how to recognize it within the art style, and the most basic type of combat.  And that was it.  Unlike a lot of the demos I played, HEAVYDELIC has been released so I might just see what the full game is like.

This one was interesting.  I appreciated the experimental (literally and figuratively) aspects of the game, but I was ultimately confused by the memory removal mechanic, and I think I ended up soft-locking myself during the demo.

No, not that Journey, but the one involving an emperor penguin in a side-scrolling puzzle semi-platformer.  I kind of get the types of puzzles and how a full game of them would work, but I didn't feel really satisfied, and had the demo gone on for twice as long, I probably would have been over it before it actually ended.

I questioned this game a bit solely based on the banner art, but the NES look of the game pulled me in.  I liked a lot of the game as it reminded me a bit of Cave Story+ (please don't at me) in its look, floaty jumps, although its focus on melee instead of ranged combat was a nice change of pace.

Easily one of the standout highlights for me from Next Fest.  I loved the computer-using simulation, I loved the "found device" type of game, and the types of puzzles you needed to complete to unlock more of the story.  I am 100% buying this when it's released.

Another computer simulation game, but this one with more of a Paper's Please role to it as you moderate a camera streaming site circa late 90s/early 2000s.  The two things that I wasn't a fan of were the wording of the questions you were asked to answer; either they're right or wrong, so I had to rethink the questions to get the correct answer.  The second thing was that I wished there were more cohesiveness in the source material for the jump scares.

Our first FMV demo, and this one was interesting.  I wish that there had been more puzzle-solving and less "You'll have everything solved after you click all the clickable things."  I saw in the description that it was written as an escape room, and an FMV escape room sounded like a lot of fun, even within the confines of a Korean rom-com.  I did like that making bad/failing choices didn't result in a complete loss, and that you could start over from the last story point.

I was unaware that having an avatar of your scantily clad character taking up a quarter of the screen was something that wasn't entirely uncommon.  I did appreciate that while your character didn't have a traditional life bar, I was greatly amused that the condition and amount of their clothing was what was supposed to indicate how much life they had left.  I only played the first 16 minutes, which felt a lot like the prologue to Mega Man X, but with less clothing and with bouncing bosoms.  The gameplay was alright, but the music was actually really good.

I really, really liked this demo.  I loved the mechanics of locating objects in the desert and the two-pronged mechanic of cleaning them off.  I loved the relationship between the old man and the playable character (his daughter?).  I loved the visual aesthetic of not quite PS1 era graphics, but reminiscent of what those feel like in a modern setting.

This demo ended up being a portmanteau of a Plinko-like idle game.  It seems like it would be something that you could leave on in the background, and some of the music is calming enough, but it's not really my thing.

I played the demo for about 36 minutes, and despite the "sexual content" and "nudity" tags on Steam, I didn't see anything that wouldn't be in a PG-13 movie from 2015.  It played half like a visual novel, and the other half like a job sim with a phone repair mechanic that was really satisfying.

Another highlight of Next Fest for me was this side-scrolling creature dive into a mix between Twin Peaks and The X-Files, but with less government involvement.  I still feel a bit sad about not finishing the demo, but I'm sure that by the time the game is released, I'll have figured out where the key to the ferry building is.

The Sleepless Nights Origin
I'm not going to say that this is a bad game because I failed to fully read and understand the directions, but the mechanics of crossing from one setting to the other, regardless if you spotted an anomaly, felt incredibly clunky.  And, I didn't like that you had to travel the length of the street twice if you thought you didn't spot something wrong in the setting.  Just felt like a forced way to extend the gameplay.

This was an interesting demo in that I felt I was getting a lot of Dark Souls vibes with a semi-vague story with lore and background being found in item descriptions and hints from talking with characters as to what is actually going on.  And that opening song we're going to cover very soon, mark my words.

T.W.I.R.L.
This was interesting in all of the right ways, and only odd in the height and dimensions of the doors.  I found the demo to be very unsettling in both the snippets of story that were revealed and the sound work after you enter the closet.  The voice acting was a little stiff at times, but that might've been on purpose to make the scenes awkward and additionally unsettling.

Tenebris Somnia
An interesting demo (that might have gone on a bit too long, even though I didn't finish it) and an equally interesting approach, using a combination of pixel art side-scrolling point-and-click with FMV cut scenes.  Like I mentioned in my video, I found these FMV scenes a lot scarier than if the game had made the cutscenes seamless with the rest of the game.  I also now wonder if there will be some kind of in-game revelation later on as to why there are two different visual styles.

The Transylvania Adventure of Simon Quest
I was kind of taken aback by the tongue-in-cheekiness in the opening story.  I guess if it was a direct copy of Simon's Quest, there might be lawsuits on the horizon, but I really appreciated the humor here.  I also really liked that Simon Quest only had a set number of lives when doing dungeons, which still gives the game some tension, but not the same aggrivating kind that was ripe in the NES era Castlevania games.

Well Dweller
Another demo that I started, got a great feel for, and decided not to finish.  Maybe because it was a Metroidvania set in a forest with this particular art style, I got Ori and the Blind Forest vibes, which was another game I played the demo of for about 30 minutes (a great many years ago) and decided that I would not play anymore because I knew I would (eventually) buy the game; so why bother make progress I couldn't carry over?


So those were all of the demos I played during this most recent Next Fest.  I honestly don't know what it was about this collection of games that got me as excited about playing than in previous Next Fests.  Maybe it was the quality of indie games, maybe it's been frequent announcements of major AAA game studios closing down another indie studio they bought up during the pandemic, and this was just another reminder of how great games are still found from indie developers.



~JWfW/JDub/The Faceplantman/Jaconian
Let Us Raise Our Clenched Fists in Pride

Friday, June 26, 2026

Game EXP: Game With Balls (NS2)

[Disclaimer:  I received a review key for Game With Balls through Keymailer, a third-party company that connects publishers and developers with content creators.  The game key was given without promise or expectation of a positive review, only that it be played, and content be created.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Game With Balls
Systems: Steam OS, Linux, Nintendo Switch 1 & 2
Release Date: April 6, 2026
Publisher: Sumatras Studio
Developer: Geert Verhoef
Time Spent: 2-3 Hours

When I first saw Games With Balls, I was excited for what I hoped the game would be.  When I saw that the game was controlled using the gyroscope in the Switch Joy-Cons, I was thrilled because, apart from using the Joy-Cons like traditional motion controls, I feel like there are not enough novel uses of the gyroscope that aren't centered around aiming a weapon.  There's the game Give me toilet paper, and that's just a Joy-Con in the center of a roll of toilet paper, and I honestly can't think of any others off the top of my head.  Maybe WarioWare: Move It!, but I've only played a handful of the minigames.  There's also Myahm Agana Shrine in Breath of the Wild.  But this is the kind of novelty that I would love to see more of, even if it's not directly from Nintendo.  A game that uses real-world pictures as the basis for a Labyrinth toy-type gameGame with Balls is that game.

Before we get into the weeds, I should preface that this review is specifically for the Nintendo Switch release, which is playable on both the Switch and the Switch 2.  I saw on the game's Steam page that there are additional challenge modes, which include Breakout, a Pac-Man-type game, air hockey, and possibly others.  Unless there are unlockable challenge modes after you complete some/more/all of the levels, I cannot confirm if they are available on the Switch.  So now is the time to bring up that I was not able to complete this game, at least for the moment.

In the Switch version of the game, there are five different themes for the marble labyrinths.  "Crafted" is your traditional wooden labyrinth, consisting of a maze, and after the second stage, is filled with holes to gobble up your little marble.  The difficulty of solving the labyrinth itself is not the real challenge here, but instead, is navigating around the holes that, at times, feel like they're annoyingly everywhere.  In the eighth stage, there isn't so much a labyrinth with walls as it's a labyrinth with holes.  I decided to move on from "Crafted" after the 11th stage for no other reason than to explore the other stages, although based on some of the images from the trailer, I'm a little terrified of some of the later stages.

The second group of stages is titled "Drawn."  These start out as more traditional mazes, but then morph into moving around a space filled with non-traditional walls and barriers.  Some of the mazes are more focused on design and the look of the maze rather than the maze in one stage being significantly more difficult than the maze in an earlier stage.  I did finish all of the "Drawn" stages because of how calming they were compared to the later "Crafted" stages.  Along with the music that was introduced in these stages, I felt like I could enter a zen state and just enjoy the digitization of the physical art that was created for this game.  Just moving my little marble through these stages was nice, in the Christopher Lee sense of the word. 

Now would be a good time to bring up, as far as I can tell, an optional aspect of the game.  In each level, there are hidden stars to collect.  The level tells you ahead of time that there are X number of stars, anywhere between two and five (from the levels I've seen), often in out-of-the-way areas, hard-to-reach areas, or sometimes right behind the starting area, which you can easily miss if you only go forward.  Coupled with the timer, you could try to collect all of the stars in the fastest time possible, although the game only recognizes your overall fastest time.  So if you play a particularly large level and finish it with zero stars in 48.982 seconds, the game is going to remember that time versus if you collect all three stars in 4:23.877 seconds.  Sometimes I've felt compelled to hunt for stars if the level design looks like I can spot where I think a star could be hidden, but for other stages, reaching the goal is my primary target.

The third group of levels is called "History," although I'm not entirely sure why.  A handful of the early "History" levels are linear, although they're designed to trick your eye, getting you easily turned around if you're not paying close attention to which way you came and how the paths can loop back around and cross over the middle several times.  I ended up having to stop on level 10 because my ball got stuck in an area where it should not have been able to get stuck.  Kind of.  In my video, you can see the first one, where it seems like the marble is too big to fit between two lines.  The second one, the ball got stuck in a corner.  And since both of these happened within the first quarter of the labyrinth, I didn't want to invest 3-4 minutes just to have the marble get stuck/wedged between two lines and have to start over again.

The fourth group, "Redblue," is the best at telling from a video what is going on.  "Redblue" as a title is a reference to the old red and blue 3D glasses, a 173-year-old form of stereoscopic 3D effect in art called Anaglyph 3D.  I was pretty excited to play these 3D stages with my red/blue glasses, but when I started the first level, with an appropriate "3D" in the middle of the level, I was disappointed that there were no red/cyan colors to create the stereoscopic effect.  It wasn't until Level Seven, when I paused the game because my hands were shaking ever so slightly from failing for the last five minutes, that I discovered that there was an option to turn the red/blue effect on.  I sadly now cannot locate my red/blue glasses, as I thought I had put them with my copy of the original 13 Ghosts.

The last grouping of levels is titled "Mixed" for mixed media, and unlike the other four collections, this one contains only 13 levels, whereas all of the others have 20.  These levels felt closer to "Drawn" as each level was more about the visual aesthetic than the difficulty.  The first level was what looked like blue marker or paint on a bathroom tile.  Another level was a painting of a maze on an easel in a bedroom.  My absolute favorite was the cross-stitched pattern of a maze in a loop.  Just a traditional-looking maze, but the avenue through which the maze is delivered is what made that level memorable.  There were even two levels that used clay for the walls of the labyrinth, and the clay would actually slow the marble down if it came into contact with the walls.

I'm somewhat reluctant to call the entirety of Game With Balls a relaxing and casual game because there are some absolutely difficult levels in "Crafted" and "Redblue" that are anything but calming.  "Drawn" and "Mixed" feel like they were made for the pure enjoyment of visual art and mazes, and while I would like to include "History" with the latter group, being afraid to progress because of getting stuck put a damper on that one.  I would like to say that I will be finishing this game in its entirety, but I know that for some of the more difficult levels, I'll have to take my time and enjoy a game that's all about completing a labyrinth using the Switch in one of the more novel ways I've seen since the console was released.


~JWfW/JDub/The Faceplantman/Jaconian
Békében élhessen népe pusztának

Wednesday, June 24, 2026

MIDI Week Singles: "Big Guys Don't Cry" - Shank (VSD)

 


"Big Guys Don't Cry" from Shank on Xbox 360, PlayStation 3, Windows, macOS, Linux, Steam OS (2010)
Composer: Jason Garner & Vince de Vera
Album: Shank Official Soundtrack
Label: Humble Bundle
Publisher: Electronic Arts
Developer: Klei Entertainment


This song is a strange one.  On one hand, it's a great song that I feel encapsulates the early stages of the game.  Shank is running from one guy to the next, cutting, shooting, slicing, shanking his way through everything that runs at him on the screen.  The action is fast, intense, and at times unrelenting.  The music, on the other hand, often gets lost amid the background noise of guns blaring, chainsaws revving, and soon-to-be corpses of grown-ass men screaming.  Rewatching videos of my playthrough, it's often hard to pinpoint a particular song, with the few exceptions such as "Other Side of the Tracks" and "Red Lights."  

"Big Guys Don't Cry" has a lot of what makes the game itself fun to play.  A bit of a slow build with distorted guitars, a pensive yet aggressive horn section, and frequent appearances by the marracas to remind you that the sepia-toned world you're in is likely somewhere in a fictionalized Latin America.  Then, finally, at 1:20, we get a reprise of Shank's theme, appropriately heroic yet not as fast-paced as the rest of the gameplay loop.  Then we receive a solitary chime, like a church bell, as the song fades out, which I really like, even if it doesn't lend itself as well to a video game where the songs are expected to loop.

It's just a good, solemn song that captures the feeling of the game, without all of the blood-soaked bodies lying in the dusty street as blackened vultures circle overhead.



~JWfW/JDub/The Faceplantman/Jaconian
One Bullet in this Gun

Friday, June 19, 2026

Game EXP Trilogy: Shank, Cthulhu Saves the World, & Bastion (VSD)

Game EXP Trilogy is a new (permanent?) series I'm starting to cover older games from my backlog that I'm finally getting around to playing and, with any luck, beating.  I wanted to play through games that I had picked up through previous Humble Bundles (back in the days when they would typically only do periodic Humble Indie Bundles), and since these games are 15+ years old, the only audience I'm writing this for is myself and maybe a handful of people whose backlogs are larger than mine.  

In today's article, we'll be covering Shank from Klei Entertainment, Cthulhu Saves the World from Zeboyd Games, and Bastion from Supergiant Games, in brief tl;dr format if only to say, "I played, beat, and really enjoyed these games for these reasons."  I played all three of these games on the Steam Deck, and ran into zero compatibility issues.

Pretty much our whole purpose for being on the Internet.






Systems: Xbox 360, PlayStation 3, Windows, macOS, Linux, Steam OS
Release Date: August 24, 2010
Publisher: Electronic Arts
Time Spent: 4 Hours, 6 Minutes

Shank was a really fun game that I had started about a decade ago, but never got beyond the second level.  It's a good "old-fashioned" side-scrolling beat'em up with a penchant for bloody revenge-based massacre.  You play as the titular character Shank, who, I think, defended a woman against the wishes of his former boss, where he was employed as a hitman.  From what I understood, the co-op campaign was a prequel to the single-player campaign, but since this game really isn't appropriate for children, I did not play it with The Squire.  I felt a little bummed that an integral section of the game was locked behind a required co-op element, but I also didn't do anything to search out another player, so I guess that's on me too.

The game loop is pretty simple and a bit repetitive, but still very satisfying.  You run from one side of the screen to the other, killing different types of enemies that are common to this genre (close-combat, ranged-combat, enemies with grenades, enemies with miniguns, enemies that are literally three times your size, but that's just normal for mid-level and end-of-stage bad guys.  Shank is armed with a simple knife, a shank if you will, handguns, shotguns, a chainsaw, katanas, grenades, etc and a health bar that runs on beer.  At the end of each stage, you'll fight either a high-level associate of your former boss, or a miniboss, then it's on to the next stage, where you essentially do the exact same thing.  But it's fun because the fighting is fast, and Shank is just OP enough to feel like the action hero you are, while still offering enough of a challenge that the game didn't feel like a complete pushover; I think the final boss took me a handful of attempts to figure out each section of the fight.






Systems: Xbox Live Arcade, Windows, Linux, Steam OS
Release Date: July 13, 2011
Publisher: Zeboyd Digital Entertainment
Time Spent: 20 Hours, 20 Minutes

Cthulhu Saves the World is a tongue-in-cheek nod and homage to classic 16bit era JRPGs that Dr. Potts introduced me to with Zeboyd's Breath of Death VII shortly before I acquired this game.  I really enjoy the approach that Zeboyd takes to the JRPGs that they develop (the aforementioned BoDVII, Cthulhu Saves Christmas, This Way Madness Lies), often using the following mechanics:

  • Traditional four-party system
  • A set number of random battles in each dungeon
    • An optional "press button" to automatically engage in a fight against monsters in dungeons
  • You can pick your leveling bonus (beyond standard HP +10, MP +15) to somewhat customize your own playstyle with a set of predetermined parameters.

Like all of the other JRPGs from Zeboyd I've played, there are several "extra" rules to combat that make it different from Dragon Quest.  First, the "Enemies gain a +10% to their Strength/Magic attacks" at the beginning of each round during the battle.  On the one hand, I like it because it means I actually have to think about the battles and can't (often) just button-mash my way through, although I still do sometimes.  But on the other hand, it makes some run-of-the-mill encounters real slogs if you have a bad combination of monsters and not enough area-of-effect attacks.  Getting overwhelmed can happen very quickly.  Secondly, you're able to regain MP (used for magic and techniques) after every battle, but how much you regain depends on how many rounds the battle took.  More rounds mean fewer MP restored.

Again, the writing here in all aspects, from the story, the dialogue, the enemy descriptions, and the fourth wall-breaking narrator, is easily one of the highlights of the game.  I'm not going to try to describe the writing further than the screenshot to the right, as trying to "describe comedy" inevitably fails.  I also played with the Director Commentary on, which had no effect on being able to complete the game, so I was happy to have bits of insight as I played.  I only wish that there were more question marks to read more.

I could probably write more about this, but let's leave it here.  It's a short-form article after all. 






Systems: Windows, Linux, Steam OS, OS X, Xbox 360, Xbox One, iOS, PlayStation 4, PlayStation Vita, Nintendo Switch 
Release Date: August 16, 2011
Publisher: Supergiant Games
Developer: Supergiant Games
Time Spent: 10 Hours 36 Hours

I loved Bastion.  I first started it back in 2021 after writing a MIDI Week Singles article, and didn't play it beyond those first 15 minutes.  I loved the implied agency of the player with the rebuilding of the Bastion, even though the town was going to get built as you progress through the story, regardless.  I loved the semi-fourth wall breaking and how the narrator, Rucks, would interject whenever the player would do something a little off, often leading to something bad happening to The Kid.  It kind of reminded me a bit of the narrator from The Stanley Parable, but less smarmy and omniscient and more connected to the story.  The story is something that's unraveled over the course of the game, and I won't get into the details here, but for those familiar with the endings, I chose the Evacuation Protocol.

One of the really fun aspects about Bastion was the different combinations of weapons, subweapons, skills, and buffs (amusingly in the form of alcohol) that you could pick along with modifiers to make enemies more difficult, but reward you with additional experience points and additional in-game currency to upgrade your weapons.  What really surprised me was that I would play a stage or two with a particular weapon and subweapon, the Breaker's Bow with the War Machete, and feel that I'd found my weapon combination for the rest of the game.  But then I would use another weapon, the Brusher's Pike with the Galleon's Mortar, and fall in love with that combination.

There were a couple of times when the game felt difficult, but not too difficult that I felt discouraged.  Just the right amount to make me feel that I could've approached the stage differently, or that I didn't pay enough attention to my health and didn't use a healing potion in time.  Just a really satisfying game.  I think y'all should keep your eyes on Supergiant Games; I think they're going to have a bright future.*

~JWfW/JDub/The Faceplantman/Jaconian
Who Am I To Say Or Criticize?


P.S.  Y'all, I'm playing Hades, you can calm down.

Wednesday, June 17, 2026

MIDI Week Singles: "Descending Forever" - Cthulhu Saves the World (VSD)

 


"Descending Forever" from Cthulhu Saves the World on Xbox Live Arcade, Windows, Linux, & Steam OS (2011)
Composer: Gordon McNeil
Album: Cthulhu Saves the World Original Sound Track
Label: Zeboyd Games
Publisher: Zeboyd Digital Entertainment
Developer: Zeboyd Digital Entertainment

In Cthulhu Saves the World, "Descending Forever" plays during the final two dungeons in the game.  The first time is when you enter the lost City of R'lyeh, and the second time, after you defeat Golthulhu and you enter Beyond Angled Space to take on the final-final boss.

The song itself feels overly dramatic as your little 16x16 sprite crawls through this expansive dungeon, through winding paths and across vertigo-inducing bridges.  If you played the game in any way similar to me, you might have spent the first half just trying to survive, making it to each next save point all the while lamenting the number of healing potions you last bought and your 1-Ups slowly dwindling as you revive your party yet again.  Then, halfway through, you find yourself hanging around your recent save point, triggering fight after fight to work your way up to clearing out the remaining number of battles, and then finishing the dungeon to not be constantly attacked by wandering monsters.  But even then, I still heard this song for well over an hour as I figured out the maze-like passages of R'lyeh.

It's a great song to (nearly) end the game on, and thankfully isn't nearly as chaotic as you might expect a dungeon called "Beyond Angled Space" to be, considering you're quickly approaching a battle between two elder gods.


~JWfW/JDub/The Faceplantman/Jaconian
His Tentacles Spreading Endlessly

Monday, June 15, 2026

Summer Game Announcements: Stage Select Start Reacts!

There have been a lot of announcements over the last couple of weeks, what with PlayStation's State of Play for June 2026, the Xbox Games Showcase, and, most recently, Nintendo's Direct for June 2026.  You know, someone should put all of these together, maybe over the course of a weekend in a large exposition hall when they do their announcements.  That would be helpful and entertaining rather than having to scour multiple places to find all your information, all in one place.

I wasn't initially planning on doing a write-up for all of the showcases, but the more I looked at what was announced from the big three, I thought that it should be something to do rather than just focus on Nintendo.  And to show that we're not showing one platform favoritism over the others, we're just going to list the games in alphabetical order, so let's get to it, because there are a lot of games to cover.


Ace Combat 8: Wings of Theve (PS5,Win,XB S/X) 10/2/2026
Coming off of Ace Combat 7: Unnown Skies, I'm pretty excited to play a new Ace Combat game that looks like a souped-up version of AC7, and not an attempt to reinvent the wheel like AC: Assault Horizon.

Bad Magpie (Win,XB S/X) 2026
I am 100% eager to play another game like Untitled Goose Game.

Big Walk (PS5,Win,NS2) 8/4/2026
Speaking of House House, who developed Untitled Goose Game, I'm moderately intrigued by Big Walk, but I have a couple of questions.  Is there crossplay available?  I can think of a couple of people with whom I would play this, but one friend doesn't have a Switch 2, and Dr. Potts has a PS5.  So could someone on Switch 2 play concurrently with someone else on a PS5, and on Steam?

Castlevania: Belmont's Curse (PS5,XB S/X,Win,NS 1/2) 10/15/2026
Hell yeah!  That's it.

Control: Resonant (PS5,Win,XB S/X,mac) 9/24/2026
I've played the demo for Control, and then when I heard that Control takes place in the same universe as Alan  Wake and Max Payne, I tried to play the first two games in the Max Payne series, but you can read all about that if you Google "Max Payne jpeg crash."  Anyway, kind of tangentially excited about this one. 

DK Challenge (NS 1/2) 6/9/2026 - 9/1/2026
I have mixed feelings about this and the semi-related Super Mario Bros. Collaboration DLC crossover event.  And I say "event" because both the DK Challenge and the SMB Collab are time-limited, with, at the moment, hard cut-off dates.  At first, I liked the idea of there being smaller versions of ReMix (like the Ultimate NES ReMix that came out on the 3DS and Wii U) tied to a singular franchise across different games and systems, but I don't like how it's a timed event.  And I really don't like that there's DLC for Donkey Kong Bananza that will cease to exist after September 1st; yes, it's DLC for the DLC, so if you don't have the DK Island & Emerald Rush DLC, you can't play this DLC.

DOOM: The Dark Ages / Revelations (PS5,Win,XB S/X) 7/27/2026
Speaking of DLC, at first I didn't realize that this was DLC to DOOM: The Dark Ages, and that it was a new entry in the new DOOM trilogy.  I still haven't played DOOM: Eternal, let alone DOOM: The Dark Ages.  I should eventually get on that.

Dragons Dogma II: Dark Arisen (PS5,Win,XB S/X,NS2) 10/9/2026
I have the first game, and I did play about an hour, but I didn't really feel the character I had created, so I stopped.  That being said, I really liked everything I heard about DDII, and I'm excited to see how the game performs on the Switch 2, considering I read/heard about it having a lot of issues on both the Steam Deck and the Rog Ally X when the game came out in 2024.

The Duskbloods (NS2) Summer 2026
I'm more intrigued than actually excited about this game.  The first trailer felt like a conglomeration of different styles and settings, and I couldn't quite get a grasp on what the game was supposed to be about, apart from there being vampires.  With the recent trailer during this month's Direct, I couldn't tell you anything more about the game apart from it's coming out on the Switch 2 sometime this summer.  And it takes place at night time.

Fable (XB S/X,Win) 2/23/2027
I've had Fable: The Lost Chapters on Steam now for over 12 years, and I've only played for about 30 minutes, but like another game on this list, I feel obligated to be excited for it.  I like the tongue-in-cheek humor from the couple of trailers that came out over the last year or two, and I do like the fantasy, storybook setting.  We'll see, I guess.

Final Fantasy Resonance (PS5,Win,XB S/X,NS 1/2) 10/22/2026
Yeah, I'm a sucker for Final Fantasy.  And then I thought I recognized the wavy sword, and that's when I realized I had already played a portion of this game in Final Fantasy: Brave Exvius, gacha mechanics and all.  Although the devs have said that this is not a port or remake of Brave Exvius, so I guess we'll see.

Fire Emblem is a strange franchise for me.  Ever since I played Shadows of Valentia on the 3DS, I've been a fan of the games, although I've only finished two of the five games that I've played; I am still occasionally playing Awakening at work, but I don't feel driven, and I think I'm around 75% of the way through the Virtual Console version of Blazing Blade on the Wii U.  I think I'm just not as excited about the relationship building aspect of the game that seems to be one of the key mechanics.

God of War: Laufey (PS5) 2027
I haven't actually played any of the last two God of War games, and Sony's recent statements about single-player games on anything but the PS5 all but guarantee I'll likely never play this, but the two that I've played on the PSP have an amazing flair for cinematic spectacle that I can get behind.  I am also morbidly excited to see all of the choads get all butt hurt because Kratos is not the main character (or playable), and if you think people were vocal about Zelda being the main character in Echoes of Wisdom, this is going to be on a whole other level, and I've got 33oz of Flavacol in my cupboard.

I know I was recently, as recently as a few months ago, annoyed with the idea of Ocarina of Time being remade, and I still feel that way for the most part.  After watching the trailer, though, and seeing the visual direction Nintendo is taking this remake, I am significantly more intrigued.  So much so that I thought, "Wow, it's coming out in 2026!?  That's quite surprising.  I guess I'll be playing it later this year."

Metaphor: ReFantazio (PS 4/5,Win,XB S/X,NS2) 11/12/2026
Yes, I know this game came out about two years ago, but it was featured during the Direct, and I was excited for the game reaching new audiences.  If/Whenever I do buy the game, it will likely be on the Steam Deck, unless the Switch 2 version is significantly cheaper and there haven't been significant cuts to the quality of the game.

Metro 2039 (PS5,Win,XB S/X) 02/2027
I've only played the ReDux version of the original Metro 2033 and really enjoyed it for what it was.  Maybe not as scary as I had been hoping and less interesting when you were fighting your way through groups of Nazis and Communists, but the gunplay was still felt really good.  I'd also still like to read the original novel at some point now that I have a different e-reader than the one I'm 99% sure I left at my previous job.

Nintendo Switch Sports Resort (NS2) 10/22/2026
When I was watching the trailer, I was thinking that this would be a fun game to play with The Squire.  I hadn't previously been interested in Nintendo Switch Sports, partly because of how the game was released piecemeal.  But there was just something about this trailer that made me go, "Yeah, that would be a fun game to play."  I'll let y'all know in late October, early November.

Orbitals (PS5,Win,XB S/X,NS2) 9/3/2026
I'm not entirely sure why I'm listing this game here because the co-op aspect, being one of the main mechanics, doesn't really interest me.  I love the art and look of the game, though, so that's probably why I'm mentioning it.  If you know of other games that use a look that's nearly identical to 1980s anime (moderately bad dubbing, film grain, and all), I might be more interested.

Senua (XB S/X,Win) 2027
I loved the first game and had been on the fence since I heard that Senua's Saga didn't play very well on the Steam Deck, but it might be time to try it out if there's a sale come the Steam Summer Sale next week.

Tomb Raider: Legacy of Atlantis (PS5,Win,XB S/X,NS2) 2/12/2027
I've only played through one Tomb Raider game, and I really enjoyed that one, and my impression is that this reboot will be closer in gameplay style to that 2013 reboot.  The only "ugh" thing about this is that it's another media referencing a city that never existed, and that a certain segment of the population is convinced that all knowledge is being hidden away from the public by a cabal of evil archeologists.

Until Dawn 2 (PS5) 2027
I really liked the idea of the first Until Dawn and the general look of the game, but I've still never played it, even after it was ported to Steam in 2024.  It's also not currently supported on the Steam Deck, and despite being an 11-year-old game, Sony is still asking $59.99 for it.  Anyway, Until Dawn 2 is likely another game, like God of War Laufey, that I'll never be playing.


And that's it for the game announcements.  There was a fair amount of talk after the Xbox Games Showcase about another round of Xbox console price increases, as well as speculation that the next-gen Xbox might cost upwards of $1,000, which is absolutely bat-shit bonkers.  I know the CEO of Xbox has also been pretty vocal about taking the Sony PlayStation route and making more games exclusive to Xbox after their failed 'everything is an Xbox' campaign.  I don't have anything additional to add to this, as I did about Sony's poor Steam sales reports, but it's 100% worth mentioning.




~JWfW/JDub/The Faceplantman/Jaconian

Friday, June 12, 2026

First Impressions: The Stone of Madness (PC)

[Disclaimer:  I received a review key for Stone of Madness through Keymailer, a third-party company that connects publishers and developers with content creators.  The game key was given without promise or expectation of a positive review, only that it be played, and content be created.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

The Stone of Madness
Systems: Windows, PlayStation 5, Xbox Series S/X, Nintendo Switch, Linux, Steam OS
Release Date: October 10, 2024
Publisher: Triplewire Interactive
Developer: The Game Kitchen
Time Spent: 2 Hours 24 Minutes
Chapter 1 Playthrough video on YouTube

I was expecting The Stone of Madness to be a moderately stressful game, seeing as how The Game Kitchen also developed the Blasphemous series, but I wasn't expecting to feel stressed out on so many levels all at the same time.  The Stone of Madness is a stealth game.  It is also a game where you have to manage the sanity level of your character.  It is also a game where you play, at least through the end of the first chapter, three other characters with a total of five by the end of the game.  I was not prepared to be stressed by the combination of managing three characters' sanity among their respective skill sets, coupled with the 'stay out of sight' stealth mechanic.  On top of all that, while playing the first chapter, there was the stress of recording my gameplay for the above videos and appearing like a complete rube for the video that I put up on Tuesday.  And the final nail in the proverbial coffin was the text that popped up, that the game frequently autosaves during the prologue, but will eventually only save at the end of every day.  This mechanic then adds a level of added stress to a person who already has a limited amount of time, even when a day cycle only lasts about 20 minutes.  But then that begs the question if there is a time limit to complete the game, or if the "timer" is the sanity of your characters?  So many questions.  So many things to stress about.

But it's the fun kind of stress because it's a video game, and one steeped in Catholic horror, similar to Blasphemous, but in a less Dark Soulsy way, and more in a The VVitch meets Indiana Jones and the Last Crusade with a smattering of Umberto Eco thrown in for claustrophobic measure, but in a kind of way that I can't explain further.  In short, the game plays as a mystery with the player controlling multiple characters in "real time" as they try to, initially, find out the whereabouts of a young woman who was taken deeper into the bowels of a monastery turned asylum.  You start out the game with one character, Father Alfredo, and by the end of the first chapter, you have two additional characters in your party, all with their own abilities, strengths, and weaknesses that you have to manage.  Father Alfredo is afraid of corpses, Eduardo is afraid of the dark, while Lenora has a fear of large open fires (anything bigger than a torch or lantern).  Any confrontation with their phobias results in damage to their sanity.  Sleeping in their cell at night also results in an automatic -12 to their sanity.

If you've watched any of my first play videos, you'll see I make plenty of mistakes, and some of that is stress-related from knowing I'm recording a video for public viewing.  There's also quite a bit of getting used to new mechanics, how to efficiently and effectively use the controller, how to efficiently and effectively plan out the actions of three people, and what exactly everything in the game does.  While watching parts of my Chapter 2 Part 1 video, I realized I should have stationed Lenora or Father Alfredo to carry out actions instead of having Eduardo do all the literal heavy lifting.  I should have had Lenora search the body of the priest before stuffing him into a crate.  I should have tried using Father Alfredo's "Bless" ability to drive off the ánimas instead of it taking out all my characters.  I also didn't realize Lenora's "Black Market" skill meant trading materials for money instead of the other way around; I was saving those rags to try to craft a priest robe for Father Alfredo to make traversing the courtyard of the asylum/monastery less conspicuous.

At the moment, Father Alfredo's sanity is down to 1, Eduardo's is down to 45, and Lenora is sitting high at 54.  I'm only in the early stages of Chapter 2, and I'm not feeling like my prospects are particularly high.  I am really tempted to start over, but this time, attempt to play through on Easy/Story Mode instead of the Normal difficulty setting.  Does that make me a bad gamer?  Eh, I don't care, the stress will still be there, but it might allow me to more familiarize myself with all of the game mechanics without feeling like I'm backing myself into a corner that I won't be able to get out of.  Maybe we'll just see how Days 3 and 4 pan out, and go from there.

One of the few critiques I have is the difference in art styles depending on what you're doing in the game.  The character portraits have a more hand-drawn and scratchy aesthetic that I really like.  The animated sequences have more of a Saturday morning cartoon appearance, if animated cartoons existed in 18th century Spain and were put out by the Church to scare the masses into believing in the healing power of their God.  The in-game appearance is a mix between the two, leaning more towards the cartoonish look, but it's less obvious because the griminess of the setting and how far the camera is from the characters draws less attention to the cleanliness of the colors/paints of the characters.  There is a bit of a whiplash going from one art style to another and then back again, but I feel that after a few more hours, that's likely to change and will be something that I'm used to.

I think I'll really be able to dive deep into The Stone of Madness in the coming weeks as I git gud with everything the game is throwing at me, be it in Story Mode or Normal difficulty, and know how best to use each character while maintaining their sanity while smacking guards, nuns, and priests with boards and stuffing them into boxes and closets.  There's always fun to be had in the stress-induced darkness of this cloister.



~JWfW/JDub/The Faceplantman/Jaconian
He Tells Me What To Do