YaBoiMarcAntony's Profile
Send a PMJoined on: Apr 26, 2020
Bio:
I used to be here four years ago but I left. I was Guitarsage2k/Parallax5.
These fangames mean a lot to me (attempt at order)
1. I Wanna Kill the Kermit 3
2. I Wanna Walk Out in the Morning Dew
3. I Wanna Be the Volatile Presence: Stagnant Edition
4. Crimson Needle 3
5. I Wanna Kill the Kermit 2
6. I Wanna Figure
7. Phonotransmitter
8. VoVoVo
9. I Wanna Reach the Moon
10. untitled needle game
11. I Wanna Burnmind
12. Domu
13. I Want To Meet Miki
14. I Wanna Go Across the Rainbow
15. Alphazetica
16. I Wanna Stop the Simulation
17. I Wanna Hydrate
18. I Wanna Be the Ocean Princess
19. I Wanna Vibe with the Gods
20. I Wanna Be the Vandal
21. I Wanna Pray to the Platform God
22. I Want
23. I Wanna Pointillism
24. I Wanna Be Far From Home
25. I Wanna Be the RO
I've submitted:
276 Ratings!
237 Reviews!
5 Screenshots!
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276 Games
237 Reviews
For: Crimson Needle 3
I feel as if there is no point in describing the positives and negatives of CN 3 because they're all well known by this point. 31 is no longer a revelation, the highly experimental nature of the game is a well-established fact, the game no longer finds itself in a position of being a surprise. In fact, I wasn't even here during all the hullabaloo surrounding the release of CN 3; I was a late-comer to the party! Of course, I myself am no stranger to fangames - in fact, I was apart of the community near the beginning, if not the beginning altogether (my memories remain fuzzy in this regard). Nonetheless, I left in 2016 and didn't come back until April of 2020, choosing Crimson Needle 3 as I believe the first game to try that released in my absence. I had never been a great fangame player, and four years of rust ain't nothing to sneeze at, so I had a lot of difficulty with even the first 30 screens. I did stick it out, though, despite how difficult it was for me, and so I came to floor 31. As I said before, I wasn't here to experience the controversy/excitement of release week, and so I knew nothing about CN 3 by this point. Imagine, then, showing this game to someone back in 2016, someone that didn't even begin to consider just how far fangames could go. This was more or less the context for my floor 31 experience. To say it was one hell of a ride is a bit of an understatement. For 50 hours, I toiled away at floor 31, all the while being utterly astounded by everything I was experiencing. I spent seven long hours in Wonderful area, lamenting my inability to beat the last two screens but inevitably doing so, as well as spending a similar amount of time in Golden area. Clearing the double diamond secret took me four hours in which I could feel every single passing second, but I did it. I worked so hard to beat floor 31 that just seeing the warp upon getting every letter was a moment of ecstasy in its own right - and then came the 70s.
At least, the first four levels.
I spent a decent amount of time grinding out 73, that being the first real challenge, and I did eventually clear it, I did! 74 was a great challenge for me as well, but then something awful happened, something truly horrendous - I factory reset my computer. Now, something I didn't know at the time was that games made in Studio store their saves in the AppData folder, something that was wiped in that factory reset. So, I found myself with a lost save and a broken heart. I could have just asked Plasma for a new save, but I decided to do something far more difficult and time-consuming, I decided to do it all over again!
My second playthrough through floors 1-31 was a much smoother experience, but it was just as incredible as the first. This is the sort of game you could play over and over again and come to love it more and more every single time through - even with the loss of that first playthrough experience, you find yourself introduced to this new, even greater love, that of familiarity and experience. You may develop a great sense of love for someone you've only just met, but that love is multiplied tenfold as your relationship with them grows deeper. As you come to know their various secrets and quirks, you realize much more clearly what it is about them that makes you love them so fiercely. This is what my replay of CN 3's first half taught me.
All told, it took around 20 something hours to reach my previous best in CN 3, that of floor 74, thus beginning the final grind, that grind towards the end. Truth be told, it was not hugely eventful, though it was no less exciting for me. While the excitement of floor 31 was over and done with, there was a new source of joy to draw from in going from floor to floor, each one vastly different from the other, so on and so forth until I found myself at the bad end screen. Though it was an ending of sorts, it felt strangely empty. I was happy with all that I had done, but it was naturally not the ending that I wanted - I needed to see this out to the end.
91-99 feel vastly different from everything before. Though they hold the same design philosophies and general aesthetic, they feel so much more magnificent than what came before, holding the weight of their finality. In my time playing these floors, I was so happy to be coming to the end, but each successful screen was one step closer to just that - an ending.
I've become rather familiar with endings in the past year or so. My life has gone through so many changes, and so much of what made me happy before is gone. The chapter of my life in which I lamented so much while missing all the ecstasies which crowded around was done with and I wanted nothing more but to go back and re-live those times forever. The loss of my mother of course fuels this want even more, but I miss the times when I would ride to school with my best friend and we would share music with each other, or when we would go to church and sing to each other on the way there. I miss the bus rides to a band competition and just shooting the shit with my friends, lost in the happiness of relationships. I miss being in political science and just never really caring about anything because I was around people that I loved, or performing stupid church songs while I listened with more love in my heart than I've ever felt to my best friend singing those saccharine songs. Most of all though, I do miss coming home and telling my mom how my day went. All things, however, come to an end, whether or not you want them to. I will never get those times back, I will never again experience any of these things, and that's okay. Though these times may have come to an end, they will never be forgotten - and in that sense, they go on forever.
I waited a long time to actually sit down and beat the final floor of Crimson Needle 3. It was intimidating, to be sure, but more importantly I just didn't want it to be over. This was something that I had been experiencing more or less for over a year, so to say goodbye to something like that was difficult for me. But, all things must come to an end, and we can only hope that immutable ending is as fantastic as that which came before it. And of course, that is the case for Crimson Needle 3.
Beating Crimson Needle 3 is the hardest thing I've ever done. It was a journey which took me through more than any other game, and it was all created by just a few people. I am so thankful for this experience, and though I mourn the ending, I shall always celebrate this journey of mine.
For: efficient
For: I Wanna Be The Caretaker
Nonetheless, Caretaker (which is how I will be referring to the game from here on out), is a damn fine gimmick needle game which actually manages to innovate on some of its chosen gimmicks. Particularly, I found the last few stages to be especially good, the last one ESPECIALLY so thanks to its intelligent combination of the various gimmicks within previous stages. Visually, Gizmo chooses a more simplistic approach, succeeding greatly in what they set out to do. The game is at its best in this respect also at the last stage. Truly, the only problem I had with this game was with the platforms being a bit goofy, not allowing you to stand on them without issue. This made a couple saves more difficult than I'm sure they were intended to be - unless this was on purpose. If so, I do not get it, though I could come up with some reasons for it, I'm sure.
All that, however, doesn't truly matter. Whether or not Caretaker was made purely to recreate the album its based on or to meditate on the themes of that album, I do not know; however, speaking on Caretaker purely on its own merits, I believe it to be a genuinely thought-provoking experience. I have little experience with dementia, but I do know how it feels to see someone you love deteriorate, and the end result is one I don't think anyone should have to see. As such, if you have had the unfortunate weight on your mind of such an experience, then this game will likely resonate heavily with you. It offers insight into how it might feel to be on the other side of the wall, feeling yourself become all static and unfamiliar, suffering a fate worse than death - the death of one's own mind.
Do I even need to tell you this is a game well worth playing?
For: I Wanna Eat My Literature Textbook
For: I wanna be the Volatile Presence
Volatile Presence is simply brilliant in every sense of the word and in every facet possible. While the gameplay is outright gorgeous, what I truly love most about the game is its cohesion in meaning and the inspiring level of thought put into the game's design inside and out. The big thing about this game is its core gimmick - not within the game, but instead how it is only available sometimes! Some may think of this as gimmicky for the sake of it, but to think of it as such would be missing the point to me. Personally, you can recognize the point of a gimmick and just not believe it works, that's quite alright, but then to just say there is no point behind the gimmick other than for the sake of it? Well, that's just ignorant. What, then, is the point of VP's gimmick? Answer: it's in the title!
Volatile Presence is itself a volatile presence online, being available sometimes and other times not with no pattern to said availability. This concept of volatility is also found within the game design itself, further strengthening its statement through ingenious means. All but one stage is comprised of one screen, and all of these stages focus on one unique gimmick, a design choice which necessitates those single screens being extremely dense and well made so as to eke out all of the quality available with each gimmick; furthermore, many of VP's stages change in some way how you're allowed to traverse the screens within. You're never allowed to get comfortable with any one gimmick as they're subject to change at the game's whim, and they always do change with success - at least, until the last stage.
So far as I'm concerned, this feels like a very personal statement or at least a presentation of a very personal concept - that of being yourself volatile, something I can relate to and hell, I imagine most people can relate to it too. It's fairly common to get this feeling of not being available all the time to the people surrounding you, that at any moment you'll force yourself to shut off and hide away from the people you love. Emotions control us all to some degree or another whether or not we want to admit it, and sometimes it feels hard to feel as if you have no part in the direction your life takes, no say in what you can and cannot do, no control. Thus is how Volatile Presence feels. There is no flexibility in what you're really allowed to do, you are simple forced to go about each screen exactly as intended, and never are you allowed to get comfortable enough with any one gimmick for that to become otherwise.
While this particular sense of volatility that VP deals in doesn't really hit home for me, it is inspiring the lengths vi took in order to bring this meaning to the forefront, the genius required to make it work as well as it does while also making consistently brilliant saves. I did not love every section of the game, but the overall experience is one you'll never find anywhere else.
9 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
A Sky Blue Denouement | 88.8 | 8.4 | 10 |
April is the Cruelest Month | 84.8 | 8.8 | 19 |
I Wanna Flying Disc | 91.5 | 9.3 | 4 |
Frankie Teardrop | 2.2 | 6.0 | 10 |
I Don't Wanna Dwell | 69.2 | 7.3 | 14 |
Nebulous Thoughts | 80.0 | 9.1 | 32 |
Strewn Detritus | 69.0 | 7.3 | 14 |
The Sunken Cathedral | 69.5 | 8.2 | 28 |
I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games