← Return to Archives
Fully Ramblomatic

The 2025 Games I Didn't Review | Fully Ramblomatic

Duration: 8m 42s
▶ Watch on YouTube

Fully Ramblomatic

8m 42s

yVVrcj7EaQ4

Full Transcript
And so, with the hazmat suit-wearing disposal  technician of time now consigning 2025 to its well-deserved place in the incinerator of  history, the only thing left to do is scrub out the last of the carpet stains and waft  away a few lingering stench clouds. Meaning, my now-annual "games I never got around to  reviewing" video. Not so many this year, because most of the really interesting stuff got  covered in my other review series, Yahtzee Tries, in which I stream indie games and give them  little mini-reviews. It's a series I'm very fond of making because I collect emails from  people telling me their games get better after the first hour. Oh, those are just the best.  I like to print them out and scatter them from the tops of tall buildings, dreaming with  eyes agleam and chin on fists that maybe, just maybe, the winds will carry them to  someone who gives a shit. But I digress. PowerWash Simulator is like a set of bagpipes  stuffed with feces: I play the shit out of it. But it's hard to justify that professionally;  it's fundamentally reverse coloring in. It's more something I do to zone out and unwind than  something I seek when I want to appreciate gameplay design. And I was dubious about what  a sequel could offer to the classic formula of pointing at every part of a thing until the thing  is no longer covered in shit. Unless they made it open world or something and let you ensure your  future employment by hijacking sewage tankers. And sure enough, PowerWash Simulator 2 isn't  much more than a collection of new levels with a few gameplay tweaks, none of which couldn't have  simply been patched into the first game with all the other bonus levels. Now there's a circular  tool for floors, and you get soap for free in case you want to realize your whimsical fantasy  of pretending your van is made from clouds. Oh, and you have a home base now where you spend  your power washing income on new furniture to put around a big, empty room. Oh, I see.  Profiling, is it? I like cleaning games; you assume I like doll houses as well? I'm  offended. Maybe I only like power washing because I want to imagine what life would be  like if I had superhuman urinating powers. You may recall me hinting that I'd  played through Revenge of the Savage Planet way back in May but opted to drop its  review in favor of Promise Mascot Agency, and now I'm struggling to recall my time with  it, I have fresh understanding of why I didn't think it was worth talking about. I remember it  feeling like more of what the first game offered except in third person and with less tight  environment design. And I remember it having a home base with a big, empty room and a catalog  of freely placeable furniture, and thinking, "Oh, for fuck's sake. What is it with games giving me a  room to furnish as a side activity? Is it because of today's economy and that home ownership is  now on par with space adventuring, fantasy-wise? A new third-person narrative adventure by Double  Fine whose entire appeal sort of rests on the reaction to the core premise, that you play as  a sentient lighthouse that ambulates on little, scuttley crab legs. That reaction  being a resounding, "Oew-kay." I mean, it gets my attention but does illustrate that  perhaps diversity can go too far when we have to start including inanimate objects. The other  selling point of Keeper is the fantastic visual design. You scuttle your way through beautiful  environments that are like the third-stage Pokémon evolution of a Jim Henson fantasy movie full of  gigantic, grandiose monsters that are also huge islands or moving hills, like the monster designer  and the environment designer were conjoined twins. That aside, here's the main problem: the game's  completely boring as shit. All you do is press forwards until something stops you then do a  puzzle based around figuring out what specific way you need to shine a light on something to  proceed, usually with an immediately obvious solution. So couldn't recommend, frankly; if I  wanted to play a game about roleplaying a piece of nautical infrastructure, I'd go back to PowerWash  Simulator and pretend I'm a fucking bilge pump. I'm fond of a gameplay experience that's outwardly  simple but turns out to have hidden depths that just keep going until you start to think it's  got no bottom, like a disappointing lap dancer. Shit like Undertale and Stanley Parable, and I  found something like that in Date Everything. A game set entirely in one small apartment, but  the gimmick is it's a visual novel dating sim where you have the power to point to literally  anything and anthropomorphize it into a person you can talk to and ultimately seduce. And  I mean anything. The chairs, the tables, the drinks cabinet, the floor, the ceiling,  the light switches, your nightmares, the dust, the concept of failure—they're all characters  with dialogue trees and multiple-episode story arcs. I found it rather absorbing for a while  but petered off when I felt like the game wasn't really going anywhere. The eventual goal seems  to be to track down every dateable character, and after exhausting the stories of the obvious  ones, all they could do was sit there in clouds of silent resentment, watching me try to  fruitlessly chat up the skirting boards. And I was really hoping for more sauce.  Game's a bit inconsistent, there. Things got surprisingly horny while seducing the  bed—appropriately, perhaps—but I didn't see a whiff of even implied poontang from romancing  the stationery. Wasn't that a weird sentence? Now, I like the Katamari games; they create a  wonderful balance of arcade challenge, tidying up, and abusing domestic animals, but I worry there  isn't really anywhere new for them to go—not after the first two games were done having you roll up  the literal entire fucking universe. And it seems the new one, Once Upon a Katamari, broadly agrees.  Because despite a Mario 3-esque map screen and a time travel premise enabling us to abuse domestic  animals in fantasy historical settings like a pirate ship and the Wild West, the actual gameplay  feels like it's mainly replaying the old hits, culminating in—once again—a level where you  make a Katamari big enough to roll up entire continents and then one where you—once again—roll  up the entire universe exactly as before. Yawn, heard it, call me when you make a level  about rolling up stray pubes on the lower midriff of a '70s Playboy model. Among the few  new features is an obligation to find hidden crowns in each level to progress, but I didn't  like having to worry about scavenger hunts on top of the moment-to-moment cat brutalization.  Also, I feel we could have done more with the exploring history premise. Three of the  settings are Stone Age, Dinosaur Age, and Ice Age. That's three entire slots wasted  on prehistory. What about a Victorian London level? Or one where we roll up skull fragments  on the street outside the Dallas Book Depository? A short first-person horror mystery that plays  like a take on Alien Isolation if it had been developed by three dudes in a poverty-stricken  former Soviet Eastern European nation with about a hundredth of the budget. You play a gormless IT  consultant who shows up at a moon colony to unplug the mainframe and plug it back in again only  to find it deserted except for some murderous domestic robots and lots of journal entries  in which the author's descent into madness is illustrated by a gradual decline in their  punctuation and grammar skills. Our job consists of finding the right computers to touch while  stealthing around the robot murderers. The puzzles are a bit obtuse and are more about getting our  head around the functions of the hybrid camcorder label-printing device that is our only tool and  weapon, but the atmosphere's great, especially if you love Pentiumpunk as an aesthetic; you can  practically smell the mold coming out of the seams in the beige paneling of the electronics. I liked  the game up until my time in the robot-haunted shopping mall colony thing abruptly ended with  me being teleported to the second half of the game in a seemingly unrelated facility to follow  a completely different thread of events and avoid the attention of a huge, invisible Prometheus man,  and the game felt like it had lost touch with its initial intrigue. Still, it is short, as I say,  and illustrates that short concept horror games can be as enriching as any gaming experience while  also having much shorter development times—sorry, what was that? THIRTEEN FUCKING YEARS? What the  fuck were they doing, braiding their leg hairs?