Rahul Shirke
Event[0] is the sort of game that could inspire developers and spark a number of clones. As an experiment in integrating natural language processing with a game, it's a success. Kaizen works. The game is not very long, which could be a downer depending on what you think of length of games. It does however, showcase high production values, and Ocelot Society have certainly made their mark with this intriguing science-fiction adventure.
Tahira: Echoes of the Astral Empire is a well-designed game, despite its brief length and limited scope. Its morose story is illuminated by characters who laugh in the face of death. Every battle is hard-won, and every victory feels like the result of a heroic feat, even if it leaves you with little to celebrate. All in all, the game is a fine little indie game of tactical decision-making, just don't go in expecting depth and length rivalling a Fire Emblem game.
Thanks to its pleasant palette and meditative sound design, The Gardens Between is a calming experience. It may not have too much to say, but at least it doesn't overstay its welcome. A little sadly, I doubt I will be getting all that nostalgic over a game about nostalgia.
It could certainly be enough to hold a child's imagination—and I suspect that's who this game is made for—but for anyone expecting more than that, the game wouldn't offer much. What is on offer, however, is an elegant, sharp-looking and colourfully illustrated book of tales that are told according to the reader, just like a good storyteller would.
Islanders looks like an idyllic snowglobe, but it belies gears of efficiency and competition. Its islands are fun to tinker with, before you inevitably throw them away and start over.
Even though Truberbrook looks and sounds fantastic, its obtuse puzzles and forgettable storytelling make it difficult to recommend.
911 Operator is an original concept, and it's core gameplay hook of matching colours and watching vehicles trace blue lines across a city map makes for calming, even meditative play. You'd think that a game about being an emergency dispatcher might be stressful, but if the game taught me anything, it's that the job is mostly easy-going boredom. It's a game that suffers from having not much of anything: not much challenge, not much content, and not much to say.
Fimbul is a case where I have to commend the developers for effort, but I also have to advise the customer to steer clear of this bland, snowed-out adventure. Literally everything Fimbul attempts to do has already been done better by a different game. It's best if you leave this one buried in the snow.
Rough design, a lack of polish, a discombobulated story, and hard-to-bear battles make it hard for me to recommend YIIK to anyone but the most fervent collector of 'odd' games. Save yourself the time, and replay the Mother/Earthbound games instead.
It's a game with gameplay so rough, breaking the game feels easier and more interesting than actually trying to play it as intended. Ultimately, it's a shame that a game with an idea so promising ends up not only lacklustre, but thoroughly disappointing. Minor Key Games has done better than this, and hopefully, they will do better than this again. Slayer Shock, however, will have to remain as a faux-Early Access oddity of a game.