Stop me if you’ve heard this before, but Foregone is an early access, side-scrolling, pixelated action game, akin to something like a Metroid or Castlevainia. In my short time playing it I can safely say that it never reaches the highs or lows of the genre, but just ends up feeling like yet another one of “those” kinds of games, that’s totally serviceable.
Foregone wastes no time before hurling you into the action, giving you mere sentences of story before letting you loose in the world. The first thing that struck me was how good the game looks. From character and world design, down to individual animations, Foregone is a good looking game. It reminds me of Dead Cells a lot in its visual design, and might even look better in some spots in my opinion.

Not seconds after being impressed by its quick start and stunning visuals, I was confronted with what might be the biggest flaw that’s persistent throughout Foregone – playing it. Foregone isn’t a bad game by any stretch, but everything feels mushier and less responsive than I’d like out of a game like this. Everything in Foregone feels like it lacks any impact whatsoever.
Like I said, none of it feels outright bad, but the sheer act of attacking an enemy just feels hollow. You can’t stagger enemies in the early stages, which leads to a lot of you just mashing the attack button until your enemy either dies or counterattacks you. The core combat loop doesn’t just lack tactile feedback, but it’s kind of boring. Every one on one encounter boils down to you just dodging behind an enemy that’s winding up an attack, and just mashing the attack button behind them until it’s over.

What does help break that monotony up though is your secondary attacks, constant weapon drops and special abilities. Along with your basic melee attack, you have a ranged weapon that starts off as a pistol, but in my short time with Foregone I ended up with a bow, pistol, shotgun and assault rifle that I could choose from. These all have ammo restrictions that are pretty interestingly implemented too. Every melee hit you land, grants you one bullet for your ranged weapon that maxes out at whatever the weapon dictates as its max. So I can bank 13 bullets and expend them all on one enemy, but that means I’ll have to get in close to get my ranged abilities recharged. It’s a smart system that encourages diversifying your play style.
You also have some magic abilities that I assume get more wild as you play more of the game. In the first few minutes, you get both a dash that hurts enemies, as well as a manual healing ability. The dash seemed to recharge on its own, but I couldn’t tell if the healing one did as well or if they were tied to certain health pickups. Either way, I failed a lot before implementing these moves into my repertoire.

What was also a pleasant surprise was the amount of loot drops I got within my first hour of play. I got to snag a variety of melee weapons from daggers, claymores and shortswords, to various sets of armor, trinkets and the ranged weapons I mentioned earlier. It allowed me to find a play style that suited me best, as early as possible in the game.
But all of these bits of praise don’t cover up the sudden difficulty spikes, lack of checkpoints, mushy controls and my biggest gripe with Foregone, the lack of feedback. Now, when I say feedback, I don’t mean that I want the game to let me know how I’m doing or make me do a bunch of tutorials. What I actually mean is that in Foregone, it’s incredibly easy to die to some bullshit.

There are certain ranged enemies who utilize their own guns, who under normal circumstances can be dodged fairly easily. The problem is when you come across an enemy with a minigun or some sort of turret. They can hit you multiple times very quickly, draining your health in an instant. In other games you would be very aware of these events, but in Foregone, there are very little indicators that you’re being peppered to death by some off screen enemy until the screen goes red and it’s too late. In addition to that, there aren’t any invincibility frames that you might get in other games, so each bullet is hitting you and giving you no opportunity to escape.
And that’s kind of the underlying theme of Foregone. You will die to things you can’t even see sometimes, and your only path of recourse is to trial and error your way through levels, memorizing enemy placements. A lot of people might find this loop rewarding in other games like Dark Souls, but at least in that series the combat feels good and responsive.

Take note of the enemy with a minigun, hidden behind a wall, actively killing me.
Most of my complaints with Foregone comes down to mechanical and control issues that could be ironed out over the course of early access. But it’s still lacking some basic functions like being able to do an upward slash to attack enemies on the ceiling, or downward attacks for those below you. Combat doesn’t feel great as is, and on top of that, your moves are limited.
There’s a lot to like about Foregone, but there’s a ton of room for improvement too. I like that it’s a visually striking game that doesn’t waste your time, and is constantly feeding you new items and abilities. I just think it’s mechanically flawed, making it pretty laborious to play, especially when there are so many other games that are doing what Foregone does, but better. Hopefully these issues are ironed out before Foregone makes it’s full release in the future.



















PRAEY FOR THE GODS

It was supposed to be cute and happy, but it very quickly went from charming to annoying and then to frustrating. So how could something designed to be so lighthearted become so despised by many Animal Crossing: New Horizons players? Well there are a few reasons.
The second and possibly biggest reason has to do with one of the core mechanical changes in Animal Crossing: New Horizons, crafting. In New Horizons a focus has been put on crafting furniture and tools through the use of raw materials that you find throughout the world. Chop a tree for would, hit a rock for iron and so on and so forth. The problem is that while you could whack a tree reliably for three pieces of wood, now there’s a high chance that at least one of them will actually be an egg. How an egg was hidden inside the bark of a tree, I’ll never know.
This leads to my third issue with Bunny Day. Even though I’m actively not participating, I’m still wasting my time getting bamboozled by what looks like fish in the water, but are actually sentient, swimming eggs. I’ll go to dig up what should be a fossil, and instead it’ll be a special subterranean egg. Not only does it waste my time, but it wears on my tools. My fishing rod will break because I wasted it’s good fishing energy on a stupid egg, which leads to me having to march over to a tree to get wood (and more eggs), head to a crafting table to make another fishing rod, and then head back to do this stupid cycle over again.
For those keeping score at home, this holiday was forced upon me, even if I don’t participate in it I have to suffer through its dumb mechanics, and it’s a colossal waste of time and resources that I cannot escape from and must endure. Bunny Day sucks shit and it goes on too long. I don’t want your heinous egg-themed furniture, I don’t care about any of it, I just want it to go away.








































The broad pitch for The White Door is that it’s a psychological mystery game about a man who is in some sort of medical facility. His memory is fractured which requires his doctors to frequently quiz him on details about his life. The whole game sets up this idea that this man had a mental break after a series of failures and missteps in his personal life.
While the story itself is mediocre, the gameplay is somewhere between dull and bad. It’s a point and click style adventure game that has you interacting with the environment along with playing a few mini-games, but the collection of puzzles included range from painfully easy to unbelievably obtuse. Memorizing patterns and answering the questions your doctors give you are pretty straightforward, but later in the game you’re tasked with identifying symbols and numbers that in some cases, are almost impossible to figure out without some outside help.
I don’t mean to sound so hard on The White Door because I genuinely think there are some good ideas on display here. The presentation and storytelling methods are neat and deserve to be fleshed out more, while the puzzles could certainly use some refining. It isn’t a bad game, hell, you might even enjoy it. It’s only about two hours long which is nice, but even in that short window I started to feel as if it was overstaying its welcome. I’d be curious to see what a second pass at The White Door looks like, but I can’t say that I’m impressed with the game as is.



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