Creator's Comments:
egg [Creator]
fixed game-breaking issue 16/6/2022
same link
[2] Likes
same link
Rating: N/A
Difficulty: N/A
Jun 16, 2022
17 Reviews:
YaBoiMarcAntony
Before what you're reading now, I had written up what was by far my longest review, a lot of which was just me rambling about irrelevancies and personal shit in a vague attempt at connecting my own life with the game, but after writing it, I decided that I didn't like such a verbose and almost overwrought review for such a game as this. As it stands, I guess I just don't really know what to say about VP:SE without tending towards the overwrought and verbose, but I don't know that I'll ever write something that satisfies me seeing as I very rarely rewrite my own reviews, not because I'm just so good as to get it right the first time always, but because I'm of a lazy disposition and don't aim for writing a perfect review every time or even any time. I simply want to write something that, in my eyes, is a reaction to my time with the game, and whether it's to write something of a thank you or a damn you, that depends on the game. Here, I'm aiming for something of a thank you, though it is naturally a bit more complex than that.
I write now while listening to The Sound of Someone You Love Who's Going Away and it Doesn't Matter, and for some reason I find it to be the song most befitting of the game despite the file name being taken from a different song off Music From the Penguin Cafe. I don't know that this game is a goodbye, despite the hopes of the creator, and I think it is not worth getting into the why's and the whether-or-not's, but I will say that there is this sense that the game occupies the space between the last conversation and the goodbye, that place where you just know there's nothing left to say but you don't quite want to say that last terrifying word. As concrete a concept as it is, though, I don't find myself recalling many times where I've truly experienced that. More often than not, we're not blessed with the gift of knowing to say goodbye. Instead, it just so happens that we say our last words to someone without knowing we'll never say anything to them again. Sometimes, a goodbye isn't even the last word, but it's the last meaningful word, whether by choice or happenstance. I've known so many people throughout my life that I know I'll never see again, so many goodbyes that I'll never remember cause I didn't realize that's what they were, and I know there'll be many more to come.
Truly, there has only ever been one time I had a chance to say my last words knowingly and that was at what may as well have been my grandmother's deathbed. She wasn't able to respond, so it wasn't much of a conversation, but I had the chance to say a few things to her before she passed away. My dad told me she wouldn't be able to respond but that she could hear me, however after the fact I realized that he probably was just saying that to make me feel better, and I suppose it doesn't matter if she heard me because the last things we say to someone don't tend to be about things the other person doesn't know, but just things we wish to stress. When I told my grandma I loved her and that I was sorry I didn't spend more time with her, that I was happy to know she'd be able to see her beloved husband in heaven and to say hi to him for me, I know that I didn't need to say any of that because she knew it all. Even still, it was nice to get the chance to say it regardless.
I don't think much of anything I said here has to do with Volatile Presence (I'll be calling it that from here on out even though that's not it's official name as I don't want to write VP:SE over and over again), but all the same it's what my mind strayed to. Really, it's difficult to pin down what exactly Volatile Presence is beyond being not so much a sequel to the original, but instead the finished product - although, the game itself is and will likely remain unfinished, so perhaps that's a bit of a misnomer. Even so, finished or not, there is some sense of closure within the game's "ending," an ending that will likely catch many off guard and feel off to most, and though I fully realize it's not what the maker wanted, I think it nonetheless brings meaning to the game that may not otherwise have been there.
I originally (in my old review) described Volatile Presence as composed fragments of a mind, a museum of expressions made physical, and there's still some truth to that. I cannot tell you the meaning of each painting within this museum and truth be told I don't have much of an interpretation for almost any stage in the game. It's not so much that everything is too vague, and to be clear the game itself is not particularly subtle on a macro level, but more so that I find myself just wandering the game, not wanting to give thoughts but instead to just immerse myself. Volatile Presence is a somber game, and yet there is this feeling of warmth which works through me as I play it, not so much a warmth of kindness or happiness, but instead one of companionship.
Something I seek in everything I play is that feeling of companionship, something I could just as easily write as that feeling of humanity. Even the coldest and most depressive works have that feeling when they're done right, and it's partially what separates the good from the truly great, that sense that what you're partaking in is genuine and not fabricated artificially. The funny thing is, most pieces of art are genuine in some way, but the way I say it makes it out to be that I don't think that's the case. So, I reckon the missing link then is a need for some sort of relatability, not in the traditional sense, though. I don't know that I relate to much of what Volatile Presence deals with, though I can sympathize, of course. Instead, it's much more of a vague subconscious feeling I get that makes me think of Volatile Presence as being familiar to me. I don't relate to the game, but I relate to its general emotions, I suppose.
That's my greatest difficulty with discussing Volatile Presence, I can't find myself being anything but vague. Perhaps it's a failing on my part as a writer, or maybe I've just chosen to write before I really know what to say about the game, but all the same I feel the need to talk about Volatile Presence, so here I am talking. As silly as it is to say, maybe it's just my need to still be actively participating in the game. I could replay it, but it's not what I want, truly. No, I guess it's more that I can feel that goodbye coming, and this is my silly way of trying to push it off as much as I can. I love Volatile Presence and I love the way it makes me feel. I don't think there's any other game like it, no game that could accurately replicate what it makes me feel, and so I wish it could go on forever. Of course, I know it can't go on forever, and I know the game has already said goodbye to me, a goodbye that came before I was ready to say it myself. Thinking on it now, this review isn't a thank you, but a goodbye to this game I love dearly. I'll play it again and again, but I'll never be able to go back to my time watching this game grow into something truly special, and seeing it now as a blossoming flower, one whose beauty is altogether enhanced by those missing petals, I am glad to know I was there for the journey. And here I sit, knowing I have nothing more to say but reaching for anything because I just don't want to say the last word again.
So I won't say it at all.
[9] Likes
I write now while listening to The Sound of Someone You Love Who's Going Away and it Doesn't Matter, and for some reason I find it to be the song most befitting of the game despite the file name being taken from a different song off Music From the Penguin Cafe. I don't know that this game is a goodbye, despite the hopes of the creator, and I think it is not worth getting into the why's and the whether-or-not's, but I will say that there is this sense that the game occupies the space between the last conversation and the goodbye, that place where you just know there's nothing left to say but you don't quite want to say that last terrifying word. As concrete a concept as it is, though, I don't find myself recalling many times where I've truly experienced that. More often than not, we're not blessed with the gift of knowing to say goodbye. Instead, it just so happens that we say our last words to someone without knowing we'll never say anything to them again. Sometimes, a goodbye isn't even the last word, but it's the last meaningful word, whether by choice or happenstance. I've known so many people throughout my life that I know I'll never see again, so many goodbyes that I'll never remember cause I didn't realize that's what they were, and I know there'll be many more to come.
Truly, there has only ever been one time I had a chance to say my last words knowingly and that was at what may as well have been my grandmother's deathbed. She wasn't able to respond, so it wasn't much of a conversation, but I had the chance to say a few things to her before she passed away. My dad told me she wouldn't be able to respond but that she could hear me, however after the fact I realized that he probably was just saying that to make me feel better, and I suppose it doesn't matter if she heard me because the last things we say to someone don't tend to be about things the other person doesn't know, but just things we wish to stress. When I told my grandma I loved her and that I was sorry I didn't spend more time with her, that I was happy to know she'd be able to see her beloved husband in heaven and to say hi to him for me, I know that I didn't need to say any of that because she knew it all. Even still, it was nice to get the chance to say it regardless.
I don't think much of anything I said here has to do with Volatile Presence (I'll be calling it that from here on out even though that's not it's official name as I don't want to write VP:SE over and over again), but all the same it's what my mind strayed to. Really, it's difficult to pin down what exactly Volatile Presence is beyond being not so much a sequel to the original, but instead the finished product - although, the game itself is and will likely remain unfinished, so perhaps that's a bit of a misnomer. Even so, finished or not, there is some sense of closure within the game's "ending," an ending that will likely catch many off guard and feel off to most, and though I fully realize it's not what the maker wanted, I think it nonetheless brings meaning to the game that may not otherwise have been there.
I originally (in my old review) described Volatile Presence as composed fragments of a mind, a museum of expressions made physical, and there's still some truth to that. I cannot tell you the meaning of each painting within this museum and truth be told I don't have much of an interpretation for almost any stage in the game. It's not so much that everything is too vague, and to be clear the game itself is not particularly subtle on a macro level, but more so that I find myself just wandering the game, not wanting to give thoughts but instead to just immerse myself. Volatile Presence is a somber game, and yet there is this feeling of warmth which works through me as I play it, not so much a warmth of kindness or happiness, but instead one of companionship.
Something I seek in everything I play is that feeling of companionship, something I could just as easily write as that feeling of humanity. Even the coldest and most depressive works have that feeling when they're done right, and it's partially what separates the good from the truly great, that sense that what you're partaking in is genuine and not fabricated artificially. The funny thing is, most pieces of art are genuine in some way, but the way I say it makes it out to be that I don't think that's the case. So, I reckon the missing link then is a need for some sort of relatability, not in the traditional sense, though. I don't know that I relate to much of what Volatile Presence deals with, though I can sympathize, of course. Instead, it's much more of a vague subconscious feeling I get that makes me think of Volatile Presence as being familiar to me. I don't relate to the game, but I relate to its general emotions, I suppose.
That's my greatest difficulty with discussing Volatile Presence, I can't find myself being anything but vague. Perhaps it's a failing on my part as a writer, or maybe I've just chosen to write before I really know what to say about the game, but all the same I feel the need to talk about Volatile Presence, so here I am talking. As silly as it is to say, maybe it's just my need to still be actively participating in the game. I could replay it, but it's not what I want, truly. No, I guess it's more that I can feel that goodbye coming, and this is my silly way of trying to push it off as much as I can. I love Volatile Presence and I love the way it makes me feel. I don't think there's any other game like it, no game that could accurately replicate what it makes me feel, and so I wish it could go on forever. Of course, I know it can't go on forever, and I know the game has already said goodbye to me, a goodbye that came before I was ready to say it myself. Thinking on it now, this review isn't a thank you, but a goodbye to this game I love dearly. I'll play it again and again, but I'll never be able to go back to my time watching this game grow into something truly special, and seeing it now as a blossoming flower, one whose beauty is altogether enhanced by those missing petals, I am glad to know I was there for the journey. And here I sit, knowing I have nothing more to say but reaching for anything because I just don't want to say the last word again.
So I won't say it at all.
Rating: 10.0
Difficulty: 85
Jun 18, 2022
Nearigami
I Wanna Be The Volatile Presence is a game that has always been marked by some sort of drama. Whether it be the discussion it caused of the nature of private games, or the more contained drama of stagnant edition, drama and controversy has followed the existence of this game.
Despite what the delfruit title implies, this is the Stagnant Edition of VP, released in a semi-unfinished state. It is still possible to complete the game, but some polish might not be there, and some unintended bugs likely are. What you see here is likely Egg’s final game. I can’t say I’m not sad it ended up this way. Truthfully, I’m devastated. Egg has become a somewhat close friend of mine over the past few months, and ultimately I just want her to be happy. VP is in my top 3 favorite fangames ever made, and I was looking forward to this game in its finished state.
What is here however, is unlike any experience I have ever had with a fangame, and I’m truthfully endlessly impressed with what I’ve been able to see. It pushes the boundaries of what I thought was possible with needle as a genre, and fangames as a whole. I can’t give a full rating because I still haven’t seen everything there is to offer, but I hope that whoever is reading this is able to see this game for what it is. Games like these are why I play fangames nearly 6 years after finding them.
[7] Likes
Despite what the delfruit title implies, this is the Stagnant Edition of VP, released in a semi-unfinished state. It is still possible to complete the game, but some polish might not be there, and some unintended bugs likely are. What you see here is likely Egg’s final game. I can’t say I’m not sad it ended up this way. Truthfully, I’m devastated. Egg has become a somewhat close friend of mine over the past few months, and ultimately I just want her to be happy. VP is in my top 3 favorite fangames ever made, and I was looking forward to this game in its finished state.
What is here however, is unlike any experience I have ever had with a fangame, and I’m truthfully endlessly impressed with what I’ve been able to see. It pushes the boundaries of what I thought was possible with needle as a genre, and fangames as a whole. I can’t give a full rating because I still haven’t seen everything there is to offer, but I hope that whoever is reading this is able to see this game for what it is. Games like these are why I play fangames nearly 6 years after finding them.
Rating: N/A
Difficulty: N/A
Jun 15, 2022
fha183
Absolutely 100% masterpiece
The ending of the game just corresponds to the text in the game - "THOUGH LET IT BE KNOWN IT WILL ONLY LEAD TO VAST NOTHINGNESS."
After clearing the game, the error message pops up, what brings me is not the joy of clearing the difficult game, it is just like the game said, there is only nothingness
This is a game that can never be cleared, and it is also the most meaningful game in the history of IW
[5] Likes
The ending of the game just corresponds to the text in the game - "THOUGH LET IT BE KNOWN IT WILL ONLY LEAD TO VAST NOTHINGNESS."
After clearing the game, the error message pops up, what brings me is not the joy of clearing the difficult game, it is just like the game said, there is only nothingness
This is a game that can never be cleared, and it is also the most meaningful game in the history of IW
Rating: 10.0
Difficulty: 87
Jul 2, 2022
Forehead_Man
This game makes an attempt to provide you new experiences using wacky gimmicks, but fails since many of these gimmicks are annoying and, in some cases, boring to the player. The level design is done in such a way that the gimmicks don't flow correctly with it. This can be observed in the Reveal Spoiler and the Reveal Spoiler . Even in rooms that lack gimmicks like the Reveal Spoiler I didn't find them enjoyable.
[4] Likes
Rating: 1.7
Difficulty: 90
Oct 6, 2022
TheJPEGDemon
not enough rats but still pretty cool otherwise
[4] Likes
Rating: 10.0
Difficulty: 87
Jun 27, 2022