tldr videogame curation
melbourne, australia

My search for a monster-hunting game I actually enjoy, regrettably, continues. Clearly, plenty of people love the heavy, sluggish movement and combat - some might even like the characters and story. But for me, everything is just too hard in all the wrong ways. The difficulty itself is fine, but every action feels like wading through mud: the sheer effort required to do anything - progress quests, rush through lifeless dialogue, and of course the combat - are just draining, not engaging. And, like always with this franchise, hunting feels more like an endurance test than an actual thrill.

Die in the Dungeon is a fresh roguelike deckbuilder that trades cards for dice, aiming to combine strengths of strategy with unpredictability of randomness. The charming art and unique mechanics make for a compelling experience, but early-game monotony and balance issues hold it back a bit. Runs are looong too, so you gotta be up for that. Lots of potential, though, and absolutely worth playing.

It’s a game about digging a hole. But is it merely a task, or a reflection on modern gaming - an endless pursuit of progress, framed as purpose? Is the act of digging its own reward, its own quiet compulsion? Simple, but mildly compelling.

[Early access] Great potential, but core mechanics are currently working against the experience. Parrying mostly not worth it, healing tedious, and weapon durability killing loot excitement. Needs better onboarding, difficulty scaling, and meaningful rewards. Most of all though, I don’t feel particularly connected to the original Hyper Light, whose setting and vibe were top-notch. Hoping for improvements - will keep an eye on it through EA.

A surreal mystery built on perception, memory and art, wrapped in a cryptic, looping narrative. Its design deliberately disorients, making you feel lost - both physically, within its maze-like setting, and mentally, as you untangle cryptic symbols, shifting perspectives, and hidden logic. Like a living puzzle box, every solution peels back another layer of meaning, rewarding deep engagement and lateral thinking. Very good.

A solid follow-up with a “refined” UI (which I’m still not sure whether I like) and quality-of-life “improvements” (which I didn’t really feel necessary), atop weaker storytelling and puzzle design. The mystery unfolds a bit too predictably, and some puzzles feel like busywork rather than meaningful deduction. Still enjoyable, but an unfortunate step down.

A chilling, surreal horror experience about control, routine, and survival. The eerie, industrial world traps you in an unsettling repetition exploring themes of labour and sacrifice. Short but haunting. Play blind.

Kojima has unveiled a new Death Stranding 2: On the Beach trailer at SXSW 2025, confirming a June 26 release, with early access from June 24 for deluxe buyers. The trailer is characteristically bonkers, revealing new gameplay, stunning environments, and an old friend! Can’t wait.

After nearly two years of attempts, German streamer Dinossindgeil has pulled off what some thought impossible: The God Run 3 Level 1. That already sounds impressive, but it’s worth actually breaking down what it means. He beat Demon’s Souls, Dark Souls, Dark Souls 2, Bloodborne, Dark Souls 3, Sekiro, and Elden Ring—back-to-back, at level one, without taking a single hit… An absolutely staggering achievement.

Visionary art director on Half-Life 2 and Dishonored, Viktor Antonov, has passed away at 53. Writer Marc Laidlaw posted: ”… I don’t have details. Just sadness. Brilliant and original. Made everything better.” Antonov’s work was timeless, inspired and immeasurably influential. A tremendous loss. Vale, Viktor Antonov