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Cake day: Jun 11, 2023

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Back in high school we played a game of this on the occasional Thursday night, as well as one long term game that took months and had its own dedicated wiki. It got pretty surreal pretty quick. The one set day a month you got penalized for each time you used a foreign loanword was brutal.



I really hoped we would get a PS6 with a built-in stern cartoon Xi blocking the buy button in the PS store, pointing his finger and shouting “No! Finish your backlog first!” but I guess you can’t have everything in life


The only outcome I can imagine is the brigade closing this write-up as a duplicate and dragging off the author kicking and screaming, never to be seen again, like what happens to the vtuber protagonist in The Waldo Moment. The idea has grown too powerful for even him to contain it anymore.


Even the bluest and whitest Israeli apologist, convinced that the Israelis are the good guys in this conflict will – if they’re being honest – tell you: “Hamas started a war and is hiding behind these civilians as human shields, so this is what happens, do not expect us to stay our hand to prevent it, or to take responsibility for it, what if it was your country in this position, you would change your tune real quick”, etc etc etc. In essence, welcome to the real world, where this sort of thing can just happen and we do not have the ethical tools or framework to make it not happen. This is depressing as fuck.

A lot of Israelis imagine that in the aftermath of all of this Gaza will lose the capacity to launch another 7/10 and ‘learn its lesson’ which in itself will magically lead to a bright and peaceful future for the region. Somehow I am not so optimistic. Pragmatically speaking the Israelis themselves are in no position to say “now that we’ve bombed you, let us uplift you” but egads, someone should do something. The knowledge that even after Israel decides it has done enough and winds down its Gaza operation apparently no sane governing body wants to take responsibility for Gaza saddens me to no end. These people just deserved better, I don’t care how much they cheered for 7/10 or whatever. There can be no justice or peace without compassion


You have my sympathy, I used to be the exact same person as you politically. Play the ball, not the player, and all that. I learned the hard way that for populist authoritarians, people like us are marks, suckers. Plain as that. Today it’s vote your conscience, tomorrow it’s think what your family would say. Today it’s “free speech absolutism”, tomorrow all the dissenters get deplatformed for the greater good. Whatever can sound reasonable and promote their agenda that Tuesday.

Considering a “reasonable” appeal they make in isolation, outside the context of their overall goals and values, is exactly what they want you to do. A separate bubble reality for each day, for each issue, for each political scuffle, where they get to pick what ethical values to emphasize and what moral high ground to manufacture. They’re happy as long as you don’t see the big picture and don’t ask yourself questions like “wait… do these people actually believe in individualism? That I should do what I want with my life regardless of what anyone else has to say about it? How important has that value been to them historically?”


Red Ed Redemption 2

After Liz Truss’ 50-day tenure I truly believe anything is possible


The 8 hours escaping the Police Station in RE2 Remake are maybe the best 8 hours of gaming I’ve ever experienced
To be frank I hate survival horror. Zombies don't do it for me. I got recommended this game as "well made" and "tests your decision making skills", and my backlog was running thin so I said sure, what the hell, let's out-decision-make some zombies. 20 minutes of intro and 8 hours later, my mind is blown. I can't remember when was the last time a game has gone full "let's see you think your way out of *that*, tough guy" on me like that. The closest thing I can think of is the later floors of Slay the Spire, and even that doesn't quite capture the full extent of the mind fuckery going on during every second you spend at that police station. Where do you go now? - Everywhere's interesting, but you need to decide where's the best payoff, and go for it. You have a small and meager bag, so what are you taking with you? - Every item is useful and important, but you need to separate the nice-to-haves from the got-to-haves. Crap, this seems like a bad situation - do you tap into your pile of 7 shotgun shells you've accumulated with infinite patience for the past 3 hours? You're going into a new zone, are you *really* feeling brave enough to go it minimal with a gun, a knife and a healing item, and hoping for the best? But on the other hand if you burden yourself with a grab bag of supplies 'just in case', what are you going to do when 20 minutes into your excursion you run into a large critical item in the middle of nowhere, and then you have to decide which one of your precious pieces of survival equipment goes in the trash? Or are you going to backtrack all the way to the nearest safe room to deposit items then all the way back -- which is an infuriating experience, incurs the risk of running into various costly surprises on the way, and most of all is an admission that now you're paying the price for your weak risk management aka cowardice? How do the alchemical properties of red pot plants play into this decision? What room was that safe in again? Integrals, matrices, cosines floating around your head... If you're the kind of player who can appreciate an experience like that, I really can't recommend this game enough. After the police station it gets more action-y, but those 8 hours alone make the game worth it.
fedilink

Just because I’m calling it “hype” doesn’t mean I’m bashing the game,

Motte and bailey


How are we even having this discussion in a world where Cosmic Star Heroine exists…


You lack vision, but I see a place where people get blocked and their questions opened then immediately closed as duplicates. Opened and closed, opened and closed all day, all night. Soon, where the internet once stood will be a string of condescending experts, admonitions that “you shouldn’t do that, do Y instead”, pleas for information closed as off-topic. Passive aggression, spiteful ego contests and wonderful, wonderful karma meters reaching as far as the eye can see. My God, it’ll be beautiful.


That game stands out in so many unique ways. The story is emotionally mature, the challenge is very tough but very fair, and the soundtrack by Lena Raine is gorgeous


Two govt spooks are hunting a dangerous fugitive who is also a humanities graduate. He escapes into a sprawling maze of tunnels. “It’s hopeless,” one of the spooks says. But the other simply says, “Watch.” then proclaims loudly, “studying linear algebra is important because of its use in stochastic processes and image manipulation.” Before he finishes the sentence, the fugitive emerges back out the tunnel and shouts, “but what’s even more important --” and is immediately knocked unconscious and taken for questioning


To me vim’s main strengths are

  • It delivers the same OK-ish experience no matter what file type or language I’m dealing with. Yeah it’ll never be as good as a dedicated Python IDE for writing Python, but I’d rather know vim than 5 different IDEs for Python, YAML, Dockerfiles, Rust, Latex, whatever I need to deal with today.
  • It just edits files and doesn’t hide internal state, intermediate files, etc to make my life ‘simpler’ (notepad is the same, so I guess this is more of a strength vs IDEs). When an IDE fails to align all of its internal moving parts just right to compile a project I know I’m in for an hour of figuring out which checkbox needs to be unticked in what sub-sub-sub-sub-submenu, I like it much better to have a “flat” experience of invoking a command line and getting an error message directly from the tool I am invoking.
  • 20dd to delete 20 lines, that’s very neat.


I Played Road 96 AND the Prequel – Yes, They Made a Road 96 Prequel (review, minor spoilers)
### What is Road 96? A campy political narrative-driven episodic survival horror roguelike (or, as I've alternately heard it: "procedurally generated walking simulator with permadeath"). If that sounds insane to you, that's because it is. In this game you play as a sea of faceless, nameless teens, each trying in succession to road-trip their way out of the country of Petria, as they flee from the iron fist of the despotic President Tyrak, who -- following a terrorist attack in '86 -- rose to eminent power, Drained The Swamp and Built the Wall. There's a lot to like about this game. Apart from its multiple endings and surprisingly good soundtrack, probably the main reason is its absurdly refreshing, genre-busting concept. In what other game do you get to say "wew, I spawned super far from the border this time so good thing I just found this bag of cashew nuts, also that artsy girl NPC's epic quest to upload a bunch of damning evidence to wikileaks is two thirds of the way through, I still have my mind-activated food voucher from the rabid news anchor and the blue party is up +4% in the polls, we may win this yet"? In what other game do you control a sequence of political victims who go from horrified pushovers to an army of miniature Jason Bournes who can talk their way out of every situation, break any lock and hack into any computer? Also, in what other game do you find anything like the pure lunacy of trying to complete a run and cross the border in this game? Let me paint you a picture of how this typically goes. You reach the border, and then "Let's see here -- I've got $47, an oxygen mask, a bag of marbles, a USB stick that can auto-hack any Windows XP machine, a hospital clown's phone number, a pan flute and 5 energy units. Let's do this". You spear-dive into a water reservoir by the border checkpoint, swim underwater to the other side using your oxygen mask, float back up, and throw the marble bag by the feet of the nearest guard. He trips, which bolsters the success rate of your skill check to silently move past him from 30% to 45%. You pass this check by the skin of your teeth only to encounter 5 Humvees full of hostiles who immediately open fire at you. With a split-second reaction you parry all the bullets using the pan flute and reach the border wall, then climb the wall after bolstering your rock-bottom motivation by a strategic quick phone call to the hospital clown. But then the guard cat pounces on you. You have the tuna can, right? Wait, you don't? Listen, the tuna can was right there inside a locker at a dilapidated motel that you passed by in map 4 out of 19 of your run. If you failed to pick it up you have no one to blame but yourself. Now your skill check to evade the guard cat has a 15% success rate, and I shouldn't have to tell you where this is going. The cat's screeching meows summon 17 armed guards to your location. They forcibly overpower you and throw you in a cell where your eyelids are taped wide open and you are forced to watch re-runs of Tucker Carlson Tonight for the rest of your waking life. Game over, and don't try to pull the same stunt again with your next teen and bring the tuna can this time; the Tyrak regime has learned from this experience and dried up the reservoir. Having waxed poetical about the good, I am also obliged to mention the bad. I won't mince words, when I say this game is campy I mean it in the full sense of the word. Road 96 has last-century production value, and insofar I am qualified to judge the writing, I judge it as not great. The order in which you encounter scenes is random a lot of the time, which forces the 6 NPCs (who are the stars of the show) to spoonfeed you an exposition of their connections with each other repeatedly, 30 times each. More generally the storytelling in this game just has no subtlety; characters plainly shout their motivations at the top of their lungs, and act as simple caricatures more often than not. I don't know if it was on purpose, but the game did in fact remind me of a 90s game in many ways, whether it's the plethora of absurd mini-games (air hockey! Racing! Play 'bella ciao' on the trumpet! Bartending! Man the Gas pump!) or the way its mechanics remain exactly as simple no matter the effect on the audience's willing suspension of disbelief. e.g. you can vandalize Tyrak's posters in front of his sea of guards and supporters, with no consequences; you can be inside a locked car with a serial killer, with a gun pointed to your head, and you will have the option to unironically break the ice with "so... You're gonna vote on September, right? We're getting rid of Tyrak?" because that's how the game is built, you have that option in every dialogue, serial killer or no. In fact 70% of the work in politically deposing Tyrak, should you choose that route, is done by vandalizing his posters and throwing one-off talking points at his die-hard supporters. I will carefully say that based on my own experience, politics doesn't work like that. ### The Prequel: Road 96 -- Mile 0 If I am reading my Google and Wikipedia correctly, the original Road 96 was published by a small studio that, at the time, had never tasted anything resembling proper commercial success. After showing this game's demo at an expo they were bought out for an undisclosed sum (7 studios including this one were acquired for a total of ~$300 million). The first Road 96 spread by word-of-mouth, or, to put a finer point on it, by the sheer incredulity of people digesting the fact that yes, someone had actually made the game they just played. So, looking back, a sequel or a prequel or another quel of some sort to Road 96 was inevitable. Still, when it was announced, I could not contain my instinctive response: "Hah! Really?". The original game was a wacky, self-contained pearl -- lightning in a bottle that could only be captured by a singular stroke of genius, daring and a complete lack of self-awareness. Replicating it seemed impossible, and building upon it also seemed a tenuous proposition. In response to my skepticism the devs just shouted YOLO and showed me that if they were able to produce an entertaining roller-coaster that completely disregarded all my notions of good taste *once*, they could do it *again*, and even more emphatically this time. With two games now in the Road 96, uh, franchise, I can say one main thing to characterize it: the highs are very high and the lows are very low. One moment you're saying "wow, they really nailed this", and the next you're saying "come on, seriously". I will stop talking around the issue. This is a game about an unlikely connection between two ostensible political enemies, peppered by intermissions that are instrumental pieces that you roller-skate / QTE through while evading obstacles and collecting rings (which doesn't *really* literally happen, it's just a metaphor) as the country around you slowly descends into a fascist dystopia. That's right: you're playing West Side Story meets Sonic The Hedgehog meets Nineteen Eighty Four. Two or three of these instrumental intermissions are -- definitely not master strokes of art, but also definitely master strokes of something. If you don't mind spoilers I invite you to watch [The Attack in '86](https://www.youtube.com/watch?v=PjP0F6JpufA) which is, read this carefully, a ring-collecting obstacle course through which a broken girl works out her falsified memories of a terrorist attack at a political rally, while her friend tries to force her to confront the fact that no, it didn't happen like that. Also [Ten More Years of Tyrak](https://www.youtube.com/watch?v=S-wUaGRvN8A) which is reminiscent of the [bad trip the protagonist of Catherine experiences regarding his crippling fear of commitment](https://youtu.be/VTt-Ixxh1vw?list=PLB5E17F41973D1013&t=19). I must give the game's climax its due credit: it is the dankest possible climax they could have written, given the game's premise. If they had outsourced the climax to the internet and said "top comment gets to pick what happens in the game's climax", the top comment would be the exact thing that happens, in the exact way that it happens. What other games can lay claim to that particular distinction? It's a very short list -- I would say maybe SOMA and Untitled Goose Game. Also I must give credit to the game's lapses into amazing displays of self-awareness, such as an over-the-top newspaper delivery mini-game where everything and everyone reacts accordingly to the fact that you just threw a newspaper at them; and, also, everything to do with Tyrak's son Colton, whose swing you are honored to push in what is a truly transformative experience. As for areas where the game could have been better, one major point is that the marketing says "your every choice matters" and that's... not technically a lie, but the closest something can be to a lie without crossing the line. This claim was clearly made to appeal to the sort of people who nagged the devs to add the 'Stay loyal to the Dark Lord' ending in *Tyranny*. Actually in the Road 96 Prequel your every choice affects one of 2 karma meters, which in turn modify maybe a total of 4 lines of dialogue and force your hand in 2 major decisions, each of which modify 10 more lines of dialogue (and, granted, decide whether 2 supporting cast members survive or not). Also, the game's opening sequence is a narrative train wreck. It tries to say "and then, following that monumental loss, an unlikely friend appeared, who comforted Kaito in his time of sorrow", which is well and good, but to communicate this, this friend appears out of nowhere inside of a psychedelic dream sequence while loudly playing the trumpet as Kaito repeatedly moans "ow, stop it, ow". That's, excuse my French, too clever by half. So anyway if you want to roller-skate your way through a deranged crowd of political fanatics shouting "ten more years! ten more years!" then let's face it, you don't have an alternative. After this they're going to make a deckbuilder horror FPS about the political rise of Tyrak, and a Puzzle Racing Visual Novel about Tyrak's replacement rebuilding NATO; and who am I kidding, I'm going to pay for those, too. So here's to 10 more years of Road 96 madness. It's happening, and it's my fault. I'm sorry.
fedilink


Your comment makes me personally angry. After considering several ways of explaining why it makes me personally angry, I’ve settled on telling you about this person I worked with a long, long time ago – let’s call her Anya.

Anya is the model employee per your value system. A risk-taker, a people person, full of gumption and ambition to get ahead. All her life she’s used these skills to project the image of someone knowledgeable, dependable, who is on top of things. So far so good. Unfortunately at one point she realized that she is much more capable at this, by many orders of magnitude, than at actually becoming knowledgeable or on top of anything. To her, learning and understanding the details of a system is a hassle; so why go through the hassle when it’s so much easier to just navigate every conversation about the system, and appear knowledgeable? Why make the effort to improve at the actual job when it’s so easy to judo-deflect every negative incident as actually a positive, or someone else’s fault? She has a gift; being a human, and not a saint, she is compelled to make use of that gift.

Anya is not a bad person. She just takes the path of least resistance – let he among us who is without that particular sin cast the first stone. Maybe she even has the natural capacity to match and exceed the skill level of her colleagues; it’s just that she never will, because what’s in it for her. One way or the other, navigating any problem with Anya on your team is an ordeal. Every step forward involves defusing some part of whatever elaborate web of obfuscation she’d weaved to maintain her image. To be blunt, the thought of people like her being actually in charge of some truly technical system, something that can’t be reasoned with or bullshitted, that will cause damage and cost lives if not handled properly – that thought puts the fear of god in my heart.

So in conclusion, being familiar with Anya, I don’t buy your Randian Dr. House fantasy, this dichotomy of skillful extroverted pushy go-getters who know the job and don’t take no bullshit and ‘tell it like it is’ vs risk averse socially inept introvert moochers. Given the choice between working with Anya on a project or instead working with Anya’s risk averse socially inept introvert colleague who is actually physically capable of articulating the words “I don’t know, I’ll go check” – give me the colleague any day of the week.



Why I Probably Hate your Favorite Video Game’s “Awesome Story” (an incomplete list)
### Your favorite game's "awesome story" merely goes through the motions when portraying conflict The protagonist mulls over destroying the food supply of an entire town to gain some strategic advantage. The team pipes in: "Are we really doing this?", Alice asks; "I guess there is no other way," Bob sighs, and that's that. Once the deed is done the town mayor's elite guard chases the team and shouts: "You will pay for this!". The chase sequence is over. Total casualties: twenty people, and seventy thousand more in a month or so. The incident is brought up exactly once later in the game, where Alice notes that "we maybe overdid it blowing up that food supply". The game is full of this kind of stuff, and is hailed as "exciting" and "eventful". ### Your favorite game's "awesome story" is carried by an episodic plot This is a flaw so old and so pervasive that Aristotle complained about it: just one thing after the other. Oh no, we've got to hit the road! Oh no, the chariot broke. Need to get spare parts. Oh no, the nearby village is full of killer robots... Oh no, the killer robot repellent stocks are in the next village over... Oh no, the people of the next village over are starving and hostile... Oh no, all the emergency food rations have been claimed by bandits, and the bandit leader refuses to negotiate on account of the roadblock to the southeast, etc, etc, etc... Now of course this is less of a problem if the audience is at least forced to concede "wow, that was some experience dealing with the chariot breakage", "wow, that was some experience getting the spare parts", "wow, that was some experience dealing with the killer robots". But in practice stories are often built this way in a futile effort to achieve a magic gestalt effect where a sequence of forgettable episodes is somehow more than the sum of its parts. ### Your favorite game's "awesome story" is one of those pieces of 'environmental storytelling' Imagine a person who claims that in terms of pure gameplay mechanics, walking simulators are generally superior to soulslikes. They explain that it's exactly the fact that walking simulators do not involve strategic decision making, hair-trigger reaction times, or skill with controller input, that makes them typically such a master class in mechanical design. Because you see, these things are all crutches, and the superior philosophy is for the game mechanics to engage with the player without relying on these crutches, as the typical walking simulator does. This is what it sounds like to me when someone extols the virtues of the "amazing story" in a game where none of the characters have friends, families, conversations, goals, fears, or first names. At that point you're way past "less is more", you're practicing narrative homeopathy. I'll grant maybe the game is a compelling piece of art, and that's something different. ### Your favorite game's "awesome story" robs the player of a basic sense of agency It is generally not awesome for the player character to join a cult, agree to assassinate their boss's boss, cheat on their life partner, pick a side in a major power struggle, voluntarily inject themselves with an experimental nano-fluid, etc, without the player's consent. ### Your favorite game's "awesome story" is a 5-hour affair fit into 50 hours Half a book page's worth of plot. 4 sidequests, 10 errands, 80 points of interest, 3 broken bridges, 2 days of real time. Half a book page's worth of plot. Repeat. ### Your favorite game's "awesome story" falls apart the moment you try to put yourself in any character's shoes and consider their supposed motives and means There isn't a dull moment: backup plans are revealed, friendships are made and ruined, alliances are brokered and broken, bold gambits are attempted and thwarted. But wait, didn't Alice swear to destroy her father's company? So why did she agree to call in a favor with that elite mercenary unit last mission, when we decided to run a crucial errand that helped stabilize the same company? And where were these mercenaries back in mission 1 the moment things went south and we were surrounded by 30 armed bad guys? Also, isn't this the third time already that Eve's changed her allegiance? At this point the Nutella conspiracy that she is orchestrating goes, what, four levels deep, and she has been able to act perfectly and maintain the deception for each level so far until revealing the next?... "We will bypass the front security using this special security-bypasser that I have assembled for this mission", says Qarxas the alien; this useful contraption has never been brought up before, and will never be brought up again. See also: mind control, parallel universes, get-out-of-death-free cards and time travel. Of this, H. G. Wells famously said: "If anything is possible, nothing is interesting". ### Your favorite game's "awesome story" at its core has, let's be tactful and say a pathological fixation on things as opposed to people The story's central conflict is fundamentally and entirely about the nuke and the facility and the energy field and the virus and the organization and the protocol etc etc. The people are set pieces; at best they get to momentarily be people while caught up in all the above, at worst not even that. For some reason sequels are extra eager to walk into this trap, thinking the energy field and the virus are what made the original so compelling, so this time let's have the story revolve around 3 energy fields and 8 viruses. Actually what made the original so compelling was the distraught scientist who worked herself half to death on a vaccine and got all the players to root for her because hey this is just like that time they pulled 3 all nighters in a row on that project. Unfortunately the sequel kills her two minutes into the intro, so as to establish that virus #6 is not fucking around and everyone is in really serious danger this time. ### Your favorite game's "awesome story" is just a bunch of jerks speaking in riddles over and over Come, friend; it's time that all questions be finally answered, and all mice go back to their holes, and the mighty be brought low. Or were we ever friends at all? Are you going to surrender to these doubts or push through, like a mother pushes through when she gives the gift of life? Can we break free of the past? Can we forge a future? Have you stopped to consider whether we *should*? What price are you willing to pay to make that happen? Can you tell the difference between good and evil? Truth and fabrication? Competent prose and whatever the hell this is? **Edit:** Christ almighty where's the "disable inbox replies" button on this thing
fedilink

Things I wish I’d Been told in advance about Cyberpunk 2077 (no spoilers)
This game was memed so much that going in, I had surprisingly little knowledge of what actual experience I should expect, so here are some of my spoiler-free notes. These by no means cover everything relevant to know about the game in advance, just some things that jumped out at me. * This game borrows heavily from the immersive sim tradition. A lot of "quirks" will seem immediately familiar to anyone who's played Bioshock or any of the Deus Ex games; most prominently the hacking system, the "caper" framing of most tasks and the multiple possible approaches to each of these "capers". * I won't blame anyone for calling the exposition and the setting "cringey", "cheesy" or "over-the-top" but to its credit, the more the game progresses the more the setting matures and comes into its own. By the end I was eager to engage with the setting on a more meaningful scale, even more eager than the game ultimately allowed for. * Choices kind of matter occasionally and for the short-term only. This isn't Tyranny or Mass Effect. You can set the flavor of what the main character says, but the course of the plot is mostly set in stone. Exceptions to this are sidequests, where a wide array of outcomes is possible; and endings, of which there are about 4 or 5 that you can unlock depending on whether and how you resolved some sidequests. The game won't mollycoddle you about your ending choice, be ready to live with the consequences of your actions. * At some point 1/3 of the way into the game the deuteragonist Johnny is introduced (this is Keanu Reeves' character). The thing is, by that time you've spent exactly enough time immersed in the game's various factions, conspiracies, pushes and pulls to care about them much more than this Johnny, who at first comes off as a distraction, an obstacle. But having played the game, in retrospect I can say most of the narrative effort of the main plot is spent on Reeves' character. The rest of the main character's problems, friends, enemies, hopes and dreams just kind of come and go and pass him by, sometimes very abruptly. When you see Reeves' character just buckle up and accept him as the main act from that point on, for better or worse. If your immediate thought is "I can't stand this asshole" then by all means, spend the game stewing in that thought. * Yes, this game has the infamous "AT HIM! Where's your pretty stealth build now huh" third act conga line. * There's a point in the game where you say to yourself "hey, I'm a badass now, I can handle myself". But before that point there is a phase of early game hell where you had better mind your own business and stick to the main plot and to quests where the danger is "moderate". I played on hard difficulty and in the early game, getting involved in any ongoing incident or high-level sidequest was a death sentence, no matter what clever strategy I tried. YMMV obviously.
fedilink

These are some games I’ve played that do not require reacting in real time.

Cosmic Star Heroine – described as “remember your favorite 1993 JRPG? this plays like your fond memory, as opposed to how that game actually played”. Ultra-polished gameplay, blunt, thin plot, no dialogue trees and no sob stories. OK, one sob story.

The Witness – also known as “fuck yeah science, the puzzle game”. Unleash your inner Feynman and make sense of the unspoken 'puzzle rules` by reasoning about examples.

Superliminal – The inverse puzzle game to the above, where you can only get ahead by aggressively keeping your inner Feynman in check, and thinking laterally. Has similar snarky, meta vibes to Portal and Stanley parable.

Inscryption – people say this is a “deckbuilder roguelike” so the immediate response is “oh you mean like Slay the Spire?” and the answer is no. While there is some deckbuilding and some roguelike-ing, this game stays away from the pure mechanical polish of those genres, and you could even say the entire game is a commentary of the sterility of pure mechanical polish in game design.

Wasteland 3 – an irreverent turn-based RPG set in a post-apocalyptic future, and honestly a breath of fresh air in the landscape of generic high fantasy RPGs where you spend 30% of the game running an errand, taking the wrong turn, stumbling on a magic fire-breathing weasel 15 levels higher than you, getting wasted and loading your save.

9 People, 9 Hours, 9 Doors – a classic of the visual novel genre. A bunch of strangers trying to survive a sadistic game – so, inspired by Jigsaw, and in turn a part of the genre that ended up inspiring Squid Game, if that helps set your expectations. Has some of the infamous excesses of Japanese media but concludes in what is IMO a contender for the best twist ending of all time. For most platforms this game can be found bundled with its sequel, under the name “The Nonary Games”.