Friday Night Frontlog Recap

For the last month, I’ve been indulging in an experiment over on Twitch, which I’ve tentatively labeled my “frontlog,” wherein I accept a handful of keys (or demos) without reading much about them, and then give them a fair shake with all the live and wild impressions that come from walking into a room where you don’t know anybody directly.

First off, this is fun, and I encourage people to give it more of a try! I’ve focused mainly on indie games, which tend to be more of a mystery because they tend to be more experimental and take bigger risks, but also because it’s not so expensive. (And because I’m playing them for under two hours on Steam, if you really, really, absolutely had to, you could request a refund.) But if price is an issue—admittedly, I’m not always paying for these games when I accept a key—you can always just check out demos.

Second, and this is something I’ve tried to emphasize with the live cryptic crossword solving that I also do on Tuesday nights, a “waste” of time is really just a matter of perspective, much like “gambling” comes down to intent and purpose. If you’ve chosen to spend a specific amount of money (to go to a movie, a concert, a museum, a restaurant), you’ve done so with the agreement to exchange that money (and time) for an experience; if that happens to be playing poker, and that could theoretically be finished after a single bad hand, so be it! You were willing to spend that money. Similarly, if you’re choosing to play games on, say, a Friday night after your kids finally fall asleep (and then your wife does as well), that’s the experience you’ve chosen. There will absolutely be games that you’ll purely enjoy more than others, but you have the opportunity to learn from whatever experience you have, and there’s a real value in trying to understand why something clicked for you and why it didn’t.

That’s where the live streaming comes in. I’m forcing myself to even more actively play a game: to make observations and follow through with them, and to engage with what I’m doing and how it might be perceived. Too many people mistake criticism for a “buy/don’t buy” consumer report, as opposed to what it should be, which is the stepping stone to a deeper conversation. It’s good, actually, when people disagree with you; the problem is when they can’t (or won’t) explain where they’re coming from. Talking things through, especially in discussion with a live audience, can only ever strengthen your perspective (even if that first comes from being convinced to change it).

Anyway, here are the takeaways:

THE DEMOS

For me, the best use of a demo is as a proof of concept. Your screenshots, your title, any sort of video clip or PR description serves to get my attention; the demo shows that it can maintain it.

Colorbound quickly demonstrated what made it tick: if the demo had any issues, it was that this puzzle platformer dragged things out by showing certain things off multiple times, essentially overexplaining its mechanics instead of allowing players to stumble into them. Thankfully, it’s a gorgeous game that plays very smoothly, and which follows its heart(-felt metaphor) at all times: to honor your recently passed grandfather and the way his music painted a room, you’re seeking out his former bandmates, using his panpipes to “paint” your way through obstacles. I only really saw the music/paint used in one specific way, which keeps it from attaining Celeste-level perfection, but I was successfully convinced that there was room for the game to grow, especially with the inclusion of three “hidden” levels and one hard-as-nails “bonus” level earned from finishing those other hidden ones. That world map gives me Super Mario World vibes (the Yoshi-like llamas don’t hurt that impression), so I’m there.

Chronoscript: The Endless End was the biggest test for me. It has an absolutely stunning art style that makes it look like you’re genuinely traveling through pages that have been scattered across a library, and I just feared that it wouldn’t play as well as it looked. I needn’t have been concerned. It’s a genuine page-turner, and I didn’t want to put it down, and the demo’s choice to include a bonus boss challenge from a bit further in the game (where you’d have more skills) felt a bit like how pre-binge television used to convince people to come back by teasing the next episode. Playing is sometimes believing, and watching how the impressive map screen operates, or seeing your inky skills in action—I mean, don’t take my word for it. Try it yourself.

And finally, Afterbeat had me from the jump. It helps that I had just been playing through Just Shapes and Blocks, which had a similar rhythmic bullet hell approach, as well as vivid/stasis, which baked its classic track-based rhythm games into a fourth-wall bending narrative. I was primed, in other words, for something that mashed up both, especially with such a slick presentation and a compelling batch of songs. If there’s a downside to demos, it’s that if I really like the game, I can’t keep playing it immediately; on the other hand, if the feedback the developer gets from running a demo lets them make it even stronger before launch, well, I like that even more than Early Access.

THE MISSES

They say you only get one chance to make a first impression, but I did my best to give these titles a fair shake and they just didn’t hold up.

Having played Akatori, I know that it’s a Metroidvania. Is there anything else I can tell you about it that would be distinct from dozens of other games of that ilk? No, not really. It has a fluid animated style that reminds me a bit of Xenogears and Suikoden, and you can swap between two dimensions at certain key points, but there’s no real sense of place or purpose behind them, beyond just serving to give you platforming obstacle courses. The combat’s also irksome, with players taking so much damage so quickly that progressing is more sluggish than it should be. Not every game can or should be like Hollow Knight, but if they insist, they should study a little more the fairness of its enemies and give you some way to dodge or parry your foes earlier. Look, every game needs some sort of compelling reason to forge on: the mystery of the worldbuilding, the invitation of a robust skill tree, a direct plot or character you can’t stop following. Akatori feels like a game designed by a checklist, and the sort of game that will be completed only by those who feel obligated to dutifully follow through on those.

I’m just not sold on the genre in which The Alighieri Circle: Dante’s Bloodline exists. I get that there’s a whole class of people (like me) who struggle with the constant fear of being pursued in certain first-person games like Alien: Isolation or SOMA, but I a walking simulator (with the occasional puzzle) plays it way too safe. Gameplay should at least meet the narrative halfway, and if this character is truly a once-in-a-generation “sacrifice” who must descend into a version of Hell (like his ancestor Dante), then the journey should be a bit more disturbing, and no, writhing limbs at a distance, or reddish pools cutting through the gray like some sort of bleeding chiaroscuro isn’t exactly doing it. It also feels notably overstuffed in trying to adapt the poetry, and I say that because the player moves as if they’ve eaten so much that they can only move like molasses, which is particularly annoying when you have to slog through the world seeking out the items you need for puzzles. A tighter version of this game would’ve just cut directly to the puzzles and would’ve “padded” out the game by having more of them, but even though those are the strongest part of the game, I’m not sure that would’ve entirely helped. After all, there are plenty of games with puzzles, and even the ones that are successfully Inferno-themed aren’t so good that they stand out in a crowded field.

As for Sil and the Fading World, it succeeded only in showing me that you can make a solo WOW-like based on raids (although I knew that already from the wonderful Rabbit and Steel). I’m not sure why you’d want to demonstrate that you kept the worst and most grindy parts of the raid instead of allowing me to focus on learning neat mechanisms and phase changes. Repetition is a thing that should come only at the end-game, for players who really want to master their builds and face increasingly tough bosses. Expecting players to grind from the start—there’s a reason the main campaign of Diablo IV doesn’t require players to progress in The Pit—suggests a weak, padded game. Simply put: I don’t like the choices this game is making. If stripping out co-op requires you to add in a tome that explains all the mechanics of a raid encounter before you’ve even attempted it, then you’ve not sufficiently done a good job of indicating to players what they should be doing, or how things work. And the most damning thing about this title is that even with all the extra text, I still often wasn’t sure what was happening in the thick of things; even with a DPS-check meter, I had no true gauge of success or danger. I felt trapped in an auto-battler. In short, I think the boss-raid-only style has legs, and I’m interested in playing more of this ilk, but it needs to be way more focused.

THE MIDS

This one’s not really a miss, so much as a missed opportunity to be fully recommended. The Sinking City 2 has an amazing setting for a survival horror game (a flooded city and its various facilities), and the detective puzzles that Frogwares has been perfecting since the Sherlock Holmes days are a great fit for that genre, giving you a real reason to look closely and return to previous areas. But it also feels wildly imbalanced; an early visit to a fire station flooded the area with monsters, and I enjoyed figuring out how to flee without engaging foes. Except that there were hidden collectibles I had to later return to, and doing so absolutely drained my limited ammo and healing. This happened again and again, often with multiple enemies instantly spawning in extremely cramped and confusing corridors, always pushing me toward fighting, but seemingly punishing me for doing so. It’s a shame, because I loved the puzzles and Lovecraftian lore, and there were some genuinely creepy bits and character designs. Just set it to the easiest combat difficulty, I guess, and soak up the atmosphere.

I’m told that Staffer Retro simply has a weak first case, and I can understand that. There’s a lot of lore to explain, and the game has a slow build of investigatory techniques to make sure that players understand just how much depth there can be in its simple-seeming “match something from the list on the left to something on the list on the right.” It’s not as if the similarly themed Ace Attorney games don’t hit the exact same snags, after all. Thankfully, the “Retro” mechanism of this title kept me intrigued enough to push through the most trope-y bits, and I admire the fact that each case is “solvable” in multiple ways. Players can proceed once they’ve arrived at a solution, but the really attentive ones will notice where the facts aren’t quite adding up, or where there are still some unresolved threads, and can investigate further to find a darker truth behind them. This is basically detective catnip to me, closest in vibe to the Zero Escape games, where there are layers beyond what you think you’ve figured out.

Marsupalami 2: Salsa Palombia is one of those games that I knew I was going to like going in, and, unsurprisingly, I did. It’s a colorful Donkey Kong Country Returns-esque platformer with more than a few musical beats that bring Rayman to mind. But I wasn’t blown away by this in the way I wanted to be. I wanted each new level to introduce some clever trick, and instead, I spent the first world basically repeating similar platforming challenges. The neat twist here, and which elevates this one, is that you have three characters, but the game automatically assigns two of them to each level. Sometimes you’ll be able to double-jump, sometimes you’ll be able to air-dash, and other times you’ll be able to turn into a ball that can bounce along spikes. Frequently, even in the early levels, you’ll have to swap between the two characters to pass an obstacle, and that tickles the right part of my brain. Couple this with the game’s “Salsa” remixes, where you have to replay a stage while avoiding damage and collecting as many items as possible, and you’ve got a game that rewards but never requires mastery. It’s pleasant, but maybe I’m a masochist for wanting something even tougher?

Anomaly President feels like a funny version of Absolom, swapping out the fantasy rogue-like beat-’em-up mechanics for those of a political campaign that’s settled with one’s fists. And for someone like me who is meh on both rogue-likes and beat-’em-ups, this game gets about the maximum mileage it can. The bosses are fascinating, there’s new lore each time you have to replay, you’ve got a campaign-bus-building game between runs, and it hits good. But it is also inescapably repetitive, and done so in that cheap way where you’re probably going to lose not necessarily because of skill, but because you haven’t gained enough political support yet. And, I mean, that accurately sums up the American electoral process more than anything else, but hey, I thought this was a satire meant to help me punch my way out of the dread?

THE HITS

I don’t get the appeal of all those simulator games; powerwashing and painting are chores. But the Tom Sawyer-ish developers at Ambrosia Sky found my sweet spot: wrap those “chores” in a rich science-fiction narrative, where you’re basically cleaning out a dangerous fungal growth as you explore damaged stations in space. Oh, and you’ve got a nifty grappling hook to not only get around faster, but to really make the most of some vertical, secret-passageway-ridden areas. All of this is to say that it’s taken a passive act and turned it into something more active: painting a kitchen, but a kitchen that’s trying to kill you, or washing a garage, but a garage that folds in on itself like it’s from House of Leaves. That’s the lever that gets me moving—burying the chore inside something more directly aligned with my interests, like exploration.

I would have played through all of Backpack Boy in one sitting if I hadn’t gotten an unfortunate fatal crash, and I think that’s the highest praise I can give for any of the games on my frontlog. Usually, I play just long enough to get a sense of what the game has to offer, but this particular title went all Godfather on me, and every time I thought I’d seen enough to get out of that initial session, it pulled me back in with a new twist on its central hook: i.e., you have a flashlight, and whatever you shine it on reveals the past. (Later, you’ll be able to invert this, so that you are now in the past, and you shine things to reveal the future.) You have to actively platform around while also changing the environment strategically as you go, and not only did I not tire of the puzzles, but I was also invested in the time-traveling lore. This is the sweet spot all puzzle games should aim for, however long they go: if you reach a point where players are just repeating the same thing over and over again, you need to end sooner. Better to emulate this game’s style, where even if the backpack isn’t an infinitely large bag of holding, it makes you want to keep playing just to see if you’ll ever actually exhaust all of its tricks. (You won’t.)

Finally, He Who Watches is just a really well-designed puzzle game in the style of meta-hub First Person Puzzlers like The Talos Principle (but without all that plot getting in the way). Levels have names that hint at the techniques you’ll need to learn and master, and as you progress, you’ll need to take those skills into the actual hub, using them to reach secrets that once seemed impossible. Above all, it takes the best hint system I’ve ever seen (from Can of Wormholes, and I know that probably wasn’t the first), which ensures that you’re always learning by doing: instead of showing you a series of steps to take, the hints here are separate, smaller puzzles that help to demonstrate a part of the more complex version you’re trying to complete. All of this keeps the player completely immersed in this gravity-defying world, sopping in the symbols and trying to make sense of this magical world. What I think is most telling about the natural learning curve for this puzzler is that if you get stuck, walk away for a day, and then return once your brain has had time to process the impossible things it is being asked to do, you’ll likely make new progress. And that is the kind of puzzle-brain learning I go for.

Desktop Explorer: What If I Told You Computers Were Dangerous?

There are plenty of games that ask players to piece together a life once lived by the objects that have been left behind, doing detective work to read between the lines of the information collected in an unusual database. But the efforts to turn research into a game can sometimes come across clunkily, and there isn’t always the most compelling of reasons given to be searching a stranger’s device. Desktop Explorer wisely gets that out of the way immediately, and as a result feels all the more honest and powerful for it.

Shortly after booting up the game and loading the only available user profile, Halibut, your protagonist is able to install the executable DesktopExplorer.exe, and before long you’re speaking with a Clippy-like personal assistant, Pizarro, who explains that the program operates by sorting through a user’s history on that computer and then generating a narrative and set of puzzles from it. Your character is looking for insight into her uncle “Halibut,” but she’s not really browsing her uncle’s desktop so much as she—and you by extension—is interacting with what Desktop Explorer (DE) knows about “Halibut.” Though the game is set in 2012 and plays out on a ’90s era device that nostalgically evokes Windows 97, it’s immediately in modern-day conversation with the idea of interacting with AI facsimiles of the dead.

In making DE a part of the narrative, Desktop Explorer is cleverly gamifying memories (while also questioning whether that’s a good thing). This framework also removes the need for any cruft or red herrings. Every text file, image, and program has a twofold purpose: it gives you clues about the habits, passions, and flaws of the desktop’s former users while also hiding the answers to some increasingly devious puzzles. The result is an engaging, interactive warning about what happens when you let technology—in this case a computer daemon (pun very much intended)—decide what’s best for the user.

Because the game’s detective portions require you to pay such close attention to visual clues, some of which are really well hidden (looking at you, MineSniffer), you can’t help but also read between the lines of how the game’s various user profiles are connected. After all, you can’t really modify the source code of a file if you don’t understand what it currently says and know what you need it to change to. Desktop Explorer doesn’t require you to be on the same level as its users—you won’t need to dive deep into command lines or master the MSPaint-like program Sketch—it just requires you to listen to them and, more importantly, to remember what you’ve learned so that you might apply it in increasingly unusual circumstances. (For instance, an early puzzle is directly solved by resizing a text box’s window; a late-game puzzle indirectly suggests how a series of resized windows can help decipher another clue.)

Desktop Explorer is a smart and efficient puzzler for users of all ages, but it’s especially effective for those who grew up with computers, for as you peel back the layers of each user’s memories, you’ll also be confronting your nostalgia for these interfaces. That familiarity also helps with the game’s lo-fi horror elements, where things that seem familiar end up glitching just enough to create a sense of the uncanny. Renaming files or altering source code can conjure up all sorts of eerie surprises. 

That atmosphere is enhanced by Desktop Explorer’s seemingly inexhaustible bag of tricks and a narrative that’s so tightly woven around them that they never feel like gimmicks. The more you learn about the user behind the Halibut profile, the more it becomes clear why the plot of his puzzles veers so much toward Egyptian mythology, specifically death and guilt. By contrast, for one of the other users, a would-be art-major going by M4x1mus, Desktop Explorer mashes together their SecondLife-y online community, goth sensibilities, and web searches. The result is a terrifyingly empty mall that player avatars can explore, one that gives a physicality to M4x1mus’s fears of abandonment. 

As it happens, maybe the real secret to empathy isn’t walking a mile in another person’s shoes, but being made to solve a bunch of puzzles from their point of view.

Product received for free courtesy of popagenda.

The Fun Release I Didn’t Know I Needed: KAZ

Once you stop playing KAZ you don’t stop playing KAZ because the fifteen-second timer is ticking down and in this ambitiously minimalistic twist on whack-a-mole you have keep moving from square to square, maximizing your actions-per-minute (APM) by smashing the highest-value targets while dodging traps and casting spells—and OK, yes, you do get a break between rounds where you can consider which power-up will synergize best with your chosen character’s abilities (or which debuff you can live with if you’ve been carelessly stomping on trap tiles), but this is a game that revels not only in calculating your APM but its effectivity, which is to say, whether you’re always moving toward a target—and so but then anyway, the point is that when you’re moving, you’re really moving, and while it’s neat to see Balatro played a high-level at GDQ, there you’ve got a pre-set strategy and you can plan for the upcoming blinds, and in KAZ you’ve just got to keep reacting (usually poorly) to all the chaos that’s developing around you; and there is a method behind all that madness, because as you continue to complete in-game challenges, you’ll unlock abilities that basically let you hack the whack-a-mole board, from minor conveniences like forcing enemies to spawn more frequently, or closer to your position, to spells that you can cast by pressing a certain series of inputs, like down down down up in order to invert every tile, such that if every square were blank, now every square has an enemy on it—oh, and these abilities are funny, like the way in which Crypto Guy increases the value of every enemy you attack but only up until you hit your first wall, or the way in which the Three Body Problem debuff will obnoxiously display the end-round timer in the middle of the screen, slightly obscuring your vision—and I marvel a bit at how easy KAZ is to interpret even at high speeds, because it really is a classic arcade game with only three enemies (static, moving, shielded), one kind of trap, and the occasional high-valued star to collect (assuming that’s a power-up you’ve chosen), which leaves you safe to try and manage all the power-ups, like a disco ball that turns each stage into Crypt of the Necrodancer, giving extra points for each foe hit while on a lit square, or to remember on what move your chosen weapon is going to activate—and in fact, part of KAZ‘s addictive “one more run” charm (apart from the brevity) stems from all the unique skins you can unlock, such that Rhythm Doctor unsurprisingly earns bonus points from every seventh enemy (all of which look like beats on a heart monitor) while Christophe Galati’s character from Save me Mr Tako can dig an extra tile each round (while stylishly slaying various octopi in black and white)—which is all to say that while not every character or ability seems equally powerful and you’re certainly at the vicissitudes of whether you’re offered enough ways to increase your score before the cap exceeds your APM capabilities, because these are at most five minute mad-dash score rushes with so many striking aesthetics to shift through, KAZ kept surprising me more than irking me and if the game felt unfair it never felt unfun which is really what you’re looking for when you’re just trying to let off some Steam.

Code for this game was provided by Two Frogs in a Trenchcoat.

Under All the Grime (II), a Platinum Surfaces

On PlayStation alone, I’ve got 478 gold trophies, 1,773 silver ones, 8,572 bronze ones. This isn’t meant as a humble brag—in fact, I’m sure some people would say I’m not really a gamer with such a paltry showing. Until a few days ago, upon fully beating Grime II, I had only 7 platinums, last being for Tales of Kenzera: Zau. Before that, it was Robocop: Rogue City; prior to that, Ratchet & Clank: Rift Apart, and earlier, Batman: The Telltale Adventure.

What these share in common is that most or all of their achievements are tied directly to things you already want to be doing in the game, and are generally things that can all be done on a standard difficulty and a single playthrough. In short, there’s no cruft. Yes, Ratchet & Clank makes you use weapons, and yes, Tales of Kenzera: Zau asks you to explore a bit, but that’s sort of the point of those games. Rogue City has optional missions, but why are you playing a Robocop simulator if you’re not interested in fighting all the crime?

But thanks to the all-powerful algorithm and its friends SEO and GEO, the video game industry feels flooded by metrics that define not games, but customers. One day, it’s concurrent player counts. The next, it’s the time players have spent within a single title. Listen to the noise, and you’ll forget that it’s never been about quantity so much as quality—especially in a world where there’s already the overwhelming quantity of the number of games from which to choose. Even if you limited yourself simply to playing titles released in a given year, SteamDB says there were 18,540 on Steam in 2024 and 21,448 in 2025.

Unsurprisingly, data-driven Microsoft was the first to really popularize mass achievements, syncing up its Gamerscore to the Xbox 360. It’s hard not to see a direct throughline from this to the most toxic GamerTM behaviors, heating up the console wars by giving players a reason to commit to a single console even for multiplatform games, and giving players the same (bad) reason to fight against accessibility as has been employed against social services: if others can succeed, my status will be diminished. “Git gud” isn’t the rallying cry of a person who plays and enjoys games: it’s the smug put-down of a person who cares only about the value a game has toward defining their identity.

Sony only compounded this issue across platforms, as it distinguished itself by categorizing trophies not by point scores but by valuable metals, with the rarest trophies given only to players who gained every achievement for a game, an extrinsic Platinum carrot, if you will, to get people playing games far beyond simple completion. The manipulation becomes even clearer when you consider that Sony doesn’t allow just any game to have a Platinum trophy—as Kojima disclosed back in 2014 for Metal Gear Solid V: Ground Zeroes, they at the very least they had to be a full-price game. I can respect that Sony doesn’t allow its storefront to be filled with Platinum shovelware, as there are achievement hunters out there who would seek stuff like that out (see, for instance, the list of videos and guides to the “easiest Platinums,” as if that’s a good reason to play a game). But when games like The Exit 8 and Overcooked also go Platinum-less (presumably because of length), I find myself concerned about intent.

On a personal level, I’m not bothered by any of this. I’m confident enough in my convictions (and increasingly limited enough in time) to play games however I want to play them. There are plenty of games that I completed 90% of more of the achievements for, and probably could have gotten a Platinum on, but I didn’t feel I’d missed anything by not getting all the “mastery” in Chorus or missing an outfit or two in Marvel’s Guardians of the Galaxy.

Which brings me back to my latest “acquisition”—Grime II. This is not a short game by any means, nor an easy one, but if you’re enjoying it as much as I was, you’re probably going to get the platinum. Exploring this twisted world is fun in of itself, and doing so nets you more than enough currency to buy all the armor and weapons you need. Its achievements operate like a Table of Contents, indicating that there are big objectives yet to complete—bosses and breathcrown-possessing prey—as opposed to what happened in the last great Metroidvania I played, MIO: Memories in Orbit, which was more of an index of meaningless activities, or Constance, which was a grueling series of unwanted speedrunning challenges, including to beat the game in under three hours, and to 100% it in under 8 hours. In Grime II, I could see on the map (or through the markers I’d left) where there were areas I hadn’t explored; with MIO, I had no idea where the coatings, cores, or modifiers that I was missing were, which turned a fun act of naturally filling in the map into a frustrating task of scouring it.

To be clear, that doesn’t take anything away from MIO or Constance: my whole point is that achievements are external, secondary, and a game is not itself any less good because it has a missable trophy or time-consumingly effortful achievement to collect. But because achievements are so front and center (or upper-lefter on the PlayStation), I can’t avoid thinking about them. I can’t fully ignore, much as I’d like to, the FOMO of seeing that I didn’t accomplish everything in a game upon beating it, and that leads me inevitably to browse the trophy list, to see if there’s anything yet worth accomplishing.

I hope that developers think long and hard not just about what to include, but why they’re including it. After all, those who want to speedrun a game will do so, just like those who want to set brutal challenges for themselves (like not getting hit by a boss). I’ll always appreciate the fourth-wall-breaking The Stanley Parable for mocking the very nature of its own achievements, as much as I’ll despite the people who, missing the point completely, reset their internal clocks to earn “Go outside” (Don’t play The Stanley Parable for five years), tweaked their set-ups to get “Commitment” (Play The Stanley Parable for the entire duration of a Tuesday), or just broke into the developer console or configuration files to get “Unachievable” (It is impossible to get this achievement).

In the meantime, here’s the achievement I’ll be chasing: the one where you ignore all the other achievements and all the spoiler-y checklists of what exactly to do (and where exactly to go) to earn the achievements, and just play through the game itself. I’m pretty sure that’s a Platinum worth earning.

Dosa Divas Prepares the Right Ingredients the Wrong Way

For a too-long period after college, I didn’t cook. I was working two essentially full-time jobs, barely waking up in time to run to a 9–6 office job that didn’t have a refrigerator to a theater-reviewing gig, and when I got home, I’d generally be trying to get ahead of deadlines and filing copy before going to sleep somewhere around 2 AM. So I understand the dangerous convenience that lies at the center of Dosa Divas, where pre-packaged, convenient LinaMeals have replaced the idea of having to do your own cooking, damn the consequences.

Of course, the consequence of eating so many fast-food, microwavable, or otherwise thoughtlessly prepared meals is that I grew up having no connection to them: I didn’t enjoy meals, and I rarely shared them with others. I got through them as quickly as possible so that I could get on to the next thing, which Dosa Divas very bleakly (and ironically) represents as the harvesting of the materials for LinaMeals. That time saved on cooking actually came full circle to consume me, whether that’s the wage slavery of Dosa Divas or just, you know, the depression of days being lived for nothing more.

So yeah, Dosa Divas absolutely has the right recipe, and their previous turn-based RPG release Thirsty Suitors proves that they know how to cook, too. Unfortunately, not only does everything get in the way of the strong character dynamics between three estranged sisters and the staff they once ran a family restaurant with, but the plot of Dosa Divas is often diegetically (or should I say digestically) at odds with its own messaging. The story details a food revolution, in both senses, as you fight back against the mercenary reduction of food (and the memories it can carry) to a bland, effortless paste, and suggests that the work that goes into cooking is what provides real nourishment, not just of the body, but the soul. But the game’s work—running through the same three biomes to scavenge ingredients and fight corporate goons—gets in the way of the wholesome plot.

Where the game struggles most is in its QTE-“enhanced” turn-based battles. The first few combat encounters in each area tend to be a blast. Lina’s legal team throws paper work at you before hitting you with a low blow, the security enforcers come at you hard and fast with their “non-lethal” riot gear, and the tech-bro developers have a lot of flashy moves before they try to sneak a hit or two. But where games of this Super Mario RPG style might throw in new enemies or moves, Dosa Divas just increases the HP of existing enemies until ever battle is just a matter of spamming the two moves that most effectively hammer an opponent’s weakness until they’re “stuffed” (or “broken,” ala Octopath Traveler).

This is most noticeable in the game’s second act, where you have to revisit all three locations. While the people have new things to say, nothing else has really changed, and if grinding additional HP didn’t seem so necessary to survive a missed or unblockable attack, I would have skipped as many encounters as possible. The game keeps introducing new recipes for you to cook, and there’s unique art for each finished dish, but the ways in which you gather recipes, prepare the meals, and face your foes is stagnant. It’s like living in a giant metropolis, filled with cuisine from all over the world, and choosing to eat at the same two or three restaurants every night. That’s a gastronightmare!

You can see, at every turn, how the ingredients of Dosa Divas have been rationed out, stretched to last a certain amount of time when the tastier solution would have been to add more ingredients and different flavors to the mix. Though Lina’s food empire is said to span 40+ identically processed and named towns, there are only three places to explore in food-punning Meyndish: Buroth Village, Canopea, and Port Zest. In each of those areas, you only really have to learn three types of enemy attack patterns before facing one of the game’s robotic DiVA (Divine Automaton) bosses. And when cooking meals to aid in combat or save villagers, you’re just doing the same five types of mini-games (with a few modifiers here and there). These empty calories are the opposite of nourishing: they filled me up with so much slop that I found it hard to continue on with the story.

Perhaps Dosa Diva‘s flaws are most apparent because it is a game about food. People seem to be more fooled by ambiance, service, presentation, etc., when it comes to a video game than when it comes to eating at a restaurant where, at the end of the day, something either tastes good or it doesn’t. Games can obfuscate a lot more, making you think there’s something substantial under all the razzle-dazzle (see all the current discourse about Crimson Desert). But because Dosa Diva keeps reminding you to look under the hood, it’s hard to ignore that there’s just not that much there.

This game was reviewed with a code provided by the publicist.

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