OC/DC's video game assassination log OC/DC’s profile

Welcome, weary traveler, to my log of video game assassinations!

I supplement my backlog system with info from my Steam Hunters profile.

So my rule for whether a game can move from unfinished to beaten is if it passes my profile average completion or my average SH points per game (i calculate that one manually for now).
This means that i don’t have to bash my head against really hard/grind-y games (measured here by having high total SH points), trying to get their completion higher than my average.
This also, however, means a game can move back from beaten to unfinished, if both of my profile averages climb higher than its completion metrics.

I generally work through my backlog in chronological release order (about seven years behind currently), and try to keep a limit on how many games can be in the playing pile at one time (see: my only list). Although, these rules can be temporarily broken (sometimes games just take your interest.. and sometimes they don’t).

I’ll try and write a post once a month - talking about the games i played, and any interesting thoughts about them or their achievements.


I like it when games want you to break them

92.0 hours
5219

Finally finished Slay the Spire, and yes, it is as good as all the nerds say it is. As you can see, it took me many hours to finally call it beaten, but during that time it such a strong hold on my waking thoughts - other parts of my life may have suffered a bit during, but don't tell them i said that

Not a huge CCG guy growing up, mostly for financial reasons, but cards are nearly fundamental to games (in general) and i always enjoyed playing them, collectible or otherwise. I did jump on Hearthstone when it came out, and spent a few years trying to keep up with that, until eventually burning myself off of it during lock-down. At some point during that Slay the Spire must've emerged, and cards in digital games have mostly exploded since then

Anyway, enough of (personal) history. For those who don't know, StS is a card game rogue-like, you start with a basic deck of ten or so cards, and can add a shiny new card to it after each victory against the various enemies of the Spire, on your way to the top. Other traditional rogue-like elements are here too; character-changing relics, treasure rooms with free goodies, shops with (hopefully) the things you're looking for, risk-reward elite enemies, and bosses ending each act

While there are common card mechanics across the board, each playable character has their own suit of cards, and embodies a broadly different win strategy - having within a few deck archetypes you can build towards (or mix and match). They're introduced in what feels like simplest-to-hardest to understand, but most importantly they all feel quite different to play (some more unique than others perhaps)

Took me a while to realise that i needed to resist the urge to add new shinies to my deck, as having a smaller more focused deck is often better than an overall more powerful deck, that's harder to find the things you need, when you need them (just a basic tip from me).
Good good stuff. Now i want to play every other card game in my library..


January 2025

Not a bad start to the new year

Played: 8

Started: 4

Beaten: 4

Added: 3

Completion avg: 81.197% (+0.022)

Points avg: 4869 (+9)

Progress bar:

11% (144/1318)
25% (334/1318)
2% (26/1318)
59% (783/1318)
2% (31/1318)

Beaten:

Progressed:

Added:

Not a bad start indeed. Managed to cut back on adding too many new games (even in my birthday month), and beat a healthy amount. All of the beatens were fresh and enjoyable too, so i really have to thank the Play or Pay group for that. Doom: Eternal is not technically beaten by my personal rules, but like RE7, i've decided to wait until i grab the DLC before continuing

My completion rate got high enough last month that quite a few games came back for a percentage boost, rather than the usual points, so that's kind of new

  • Collected all of the monster souls in Castlevania: Aria of Sorrow. Bit of a grind, but not so bad
  • Finished the next B-side level in Celeste (with assists of course - i barely made it through the base game without)
  • Achieved "True Adventurer" in all the levels of Lego Lord of the Rings (basically just victory laps with different characters)
  • And then i'm still working my way through Slay the Spire. Beat the main game with each character, but now i need to do the true ending with them (along with some trick achievements)

For next month, it's mostly back to my chronological method. Finally got my hands on Divinity: Original Sin, so probably going to try start that, after Slay the Spire and a few polishes. Hope you're all having a good 2025 so far

Playable Album 2: The only thing they fear is you

22.8 hours
2764

Doom: Eternal is pretty much exactly what the algorithm for generating a sequel to Doom 2016 would produce: same fundamental game structure, with more things built on top of it - more mechanics, more systems, more world(s), more story and lore.. more everything, for better or worse.

In the predecessor your basic mechanics were shooting to do damage, glory kills to restore health, and chainsaw kills for ammo. Eternal adds a flame belch for armor, and a frag & ice grenade for some crowd-control, with those and one pip of the chainsaw now on cool-downs (so technically you have unlimited resources, if enemies are around). Keep the double-jump from 2016, and add a double-dash, then add a high-damage blood-punch charged by glory-kills, as a nice removal tool

We're not done adding new things though. Give us some character upgrades in the form of Praetor suit tokens, while still keeping the Argent upgrades to health/armor/ammo, but add some more bonuses to that system as well. Keep all the weapons and their mods (with a few minor tweaks), but in addition to mission challenges for weapon upgrade points, give us some secret encounters that reward them as well. Add some hidden keys to hidden Slayer Gates that give a new super-weapon upon completing, and then add cheats, toys, music tracks, and lore pages all over every level because why not

As incentive to use all of these new systems, enemies have specific weaknesses to 1 or 2 weapon attacks. The difficulty felt cranked up slightly as well, with more demon types, and in greater numbers. Eternal really doesn't care about making you sweat though, giving extra lives to collect, and letting you use cheats without blocking progression. If you die enough in one spot, you can opt for a super-suit to get you through that bit - might've had to use this on the final boss…

There's lots more lore to read as well, with a few more characters floating about - the plot is still primarily a vehicle to get you level to level though (at least to me). What levels though! The world design is gorgeous. I know it's probably just flat images, but damn are they good images to stare at between bouts of carnage

Soundtrack is still ridiculously good, maybe even a touch better in some tracks. Overall Doom: Eternal is easily a great game; lots of fun had i while playing here, and lots of hours spent doing it. I can't help feeling a bit odd about it. It's simultaneously a natural expansion of the original, which feels kind of safe, and also quite experimental with all its new systems. In a good way though.. mostly

I read an article recently about the upcoming Doom: The Dark Ages, comparing it to Doom: Eternal - they said that where Eternal feels like piloting a fighter jet, Dark Ages should feel more like driving a tank. Following that analogy, as thrilling as high-speed flying may be, i'm not sure i'd make the best fighter pilot. I think i'm more of a tank guy, i've just decided… yes, let's go with that…

Oh god, i forgot to mention the Doom Fortress with its Sentinel Battery unlocks, and the Crucible sword weapon…


Everyone is a sexy bikini lady (yes, even you)

17.1 hours
3836

From a a singing bard to a dancing genie, it seems my month is developing a theme. Shantae is a fairly long-running franchise of metroidvania games, with Seven Sirens being the latest (and the only one i've personally played)

As a metroidvania, it's pretty good. The world is nice to explore, and each new ability is fun to play with, although only about half of them pass the test of "is-it-just-a-glorified-key?" - for extra credit, even the ones that fail will add a sort of mini-game to the unlocked "doorways", which is different at least. Enemies (and bosses) will test you in interesting ways, and controls are tight enough for you to respond. It's not as expansive as the better Castlevania's or Metroid's but it doesn't really have to be

Difficulty-wise, Seven Sirens has the odd quirk where things will get easier over time (at least if you aren't intentionally limiting yourself). The first boss was probably the hardest for me, as character upgrades are scarce at that point, but by the end of the game i was just tanking bosses while whipping them to death with my upgraded hair. I know people are divided on which way a difficulty curve should progress - i'm not even settled on an answer myself - but i found it a touch too obvious here

For aesthetic and narrative, it's (just) pretty good as well. Nicely animated style, and lots of weird characters along the journey. Story has a mild mystery to it, but nothing too wild. Soundtrack has some good bops in there. I guess it's overall well made, and nothing seems out of place.. i'm just kind of running out of things to say…

I want to make it clear though: Shantae and the Seven Sirens is a good game. I enjoyed my time with it, even it was very familiar ground. If this was my first metroidvania, i'd probably like it more


Healing the world through the power of song

12.3 hours
2184

Wandersong is one of the most genuinely lovely games i've played in a long while. It's an honestly good game, in all meanings of the word

You play as a bard, and so not the hero of the story. This is made explicit at the beginning, and repeated throughout, and yet it never stops you from going out to save the world anyway. You eventually meet the actual hero, as your respective quests are directly linked, and in a fun twist, achievements are earned through her actions, not yours. This made things slightly frustrating as an achievement hunter, but is also a brilliant way to reinforce this core theme

All you can do is sing (at pretty much any time, even cut-scenes), and so that's your only option for completing quests. It's definitely being optimistic about the power of solving problems through song, but what sells it is how creatively the game gets you to engage with that simple mechanic. You end up pushing the "sing" command every time you get mildly stuck, letting you feel the same joyful surprise when it actually has a useful effect on the world around you

The visual style is very colourful, emulating paper-craft, and so gives the vibe of a children's story book. The game is easily suitable for young ones, but it also talks about its themes with a certain bravery and grace, rather than holding back or "dumbing things down". As an adult, this meant it felt like talking on the same level, but i'm sure i would've appreciated this tone as a kid. Music is of course lovely, matching the happy, enthusiastic aesthetic, but still manages to create different feelings to match different areas and story beats

Wandersong is great. It's a celebration of creativity, and the joy of existence, and centres that with the humane idea that everyone is special, simply for being themselves. Very happy this was picked for me


“Updated my backlog”

45.9 hours
7124

And so i finish my four-month sprint of the Infinity Engine games with the best one, Planescape: Torment. I did manage to finish it in December, but only after my monthly post, so i decided to roll it over to 2025

There's a few reasons why it's the best of the four, but the simplest one is the de-emphasis on combat, which was the least entertaining part of these games for my modern brain. Not only is there a lot less combat overall, but your main character is immortal, so combat deaths are just an inconvenience, rather than a game reload. He also gains the 'raise dead' ability pretty early, so companion deaths are similarly inconsequential

Replacing the missing combat is a much greater focus on writing and dialogue, which suits me nicely. The lore of the Planescape setting is so dense and strange, and the characters so rich and interesting, that i rarely got tired of reading about it all. Dialogue choices are expanded as well, with more options for persuasion, intimidation, or even sneaky logical deduction. Most conversation paths simply lead to more exploration of the world, characters, and the various themes floating around, however

For some plot setup: your character wakes up in a mortuary with no memory. Your initial goal is to find out where you are, who or what killed you, and why it didn’t stick. You find some notes tattooed on yourself as starting pointers, and following these eventually reveals your immortality and the numerous lives you've already lived – which obviously leads to a quest to resolve that mystery. Along the way, you'll meet an array of strange characters in stranger settings, attracting the strangest to be your companions

Like i said before, a lot of Planescape: Torment is reading, even if it's very good reading. I got the same feeling exploring the details of this uncanny world as i did reading fantasy novels in my younger years, and so every now and then, i wondered whether a medium like a book or movie would suit the story better. I would always quickly reject that idea, because so much of the story is centered around your narrative choices, and how you (the player) choose to present this character, when faced with the results of his past actions

Planescape: Torment is a lot more narrative and dialogue-focused than Baldur's Gate or Icewind Dale, which i think is a better fit for this genre – although it's easy to say that with writing this good. Be prepared for lots of reading, but also for some new existential thoughts and questions living in your head


Year of 2024

Steam Replay

Played: 75

Added: 85

Beaten: 43

Started: 34

Completion avg: 81.281% (+0.606)

Points avg: 4875 (+348)

Progress:

11% (144/1316)
25% (334/1316)
2% (22/1316)
60% (786/1316)
2% (30/1316)
Half-Life 2

Batman: Arkham Knight

Guardian of Gotham
57.1 hours
87 of 113 achievements

Arkham Batman once again - freeflow combat, detective mode, gadget exploration - blended seamlessly into the fully fleshed out Gotham City. The best Batman simulator so far, and a fitting end for the series

Half-Life 2

The Final Station

Soaked in Atmosphere
16.7 hours
15 of 23 achievements

Just a train manager trying to get by as an apocalypse happens. The environmental storytelling and simple gameplay work perfectly together to make the world feel much larger than yourself

Half-Life 2

Titanfall® 2

Only the Good Bits
15.1 hours
41 of 50 achievements

A shooter campaign that's good fun at the start, and then every level has a different new toy to play with. Somehow it still keeps the whole experience tight and focused, never outstaying its welcome (kinda wish it would)

Half-Life 2

Tyranny

Interactions with Power
96.6 hours
41 of 70 achievements

Obsidian gives us another exploration of the nature of evil, examining the compromises a person makes in a brutal world to protect what they have. Brilliantly written, Tyranny asks you to make judgements, manages your reputation, and attempts to describe the language of power

Half-Life 2

Alien: Isolation

Terrifyingly Beautiful
22.3 hours
43 of 50 achievements

Gorgeous environment and sound design, with an amazing attention to style and detail. Combined with chunky, attentive gameplay mechanics, the resulting immersion compounds the fear of surviving Sevastopol, into genuine terror

Half-Life 2

HELLDIVERS™

Spreading Democracy
48.2 hours
26 of 39 achievements

A balls-hard top-down shooter with mechanics that require co-operation, Helldivers keeps adding pressure until your (collective) cool breaks and chaos ensues. Managing to snatch victory back from that chaos feels so good that i can almost understand the appeal of military fascism - almost

Half-Life 2

Tales of Berseria

JRPG of the Year
123.9 hours
35 of 51 achievements

An unusual one, at least for me; as much as i can appreciate Berseria's particular combat style, letting the party AI take the wheel meant i could focus on tweaking and improving character stats - and taking in the unfolding quests and relationships of the cast. Maybe i just have a weak spot for JRPGs

Half-Life 2

Shadow Tactics: Blades of the Shogun

Smooth Stealth Tactics
29.5 hours
33 of 44 achievements

Each level is so intricately detailed, with branching side-goals and multiple routes to achieve everything, that examining them from every angle and planning your attack feels like a game on its own. Add to that the different characters (and their abilities) and you have a stealth game with deep potential for experimentation

Half-Life 2

Resident Evil 7

Domestic Bio-terror
16.2 hours
32 of 58 achievements

A soft reinvention of the franchise, rolling it back to just exploring a creepy house in a hidden part of America. Gameplay is tight and focused, narrative is interesting and well done, and the aesthetic has that gross-but-can't look-away quality to it

Half-Life 2

Environmental Station Alpha

Minimalist Metroid
25.4 hours
24 of 34 achievements

Deconstructed Metroid: Fusion, plated expertly by the chef. The mechanics, aesthetics, and narrative of ESA feel so specifically designed, and interlock so neatly, it's like slowly taking apart a clock. The vibes here are immaculate

Half-Life 2

Wuppo - Definitive Edition

Defies Description
11.4 hours
11 of 23 achievements

.....

Half-Life 2

Diaries of a Spaceport Janitor

Hidden Gem
10.4 hours
22 of 44 achievements

I haven't seen a game so accurately express the longing of existing so close to adventure, but having it be forever out of reach. Just trying to make enough to survive one more day, while those around you are spending infinitely more on new guns and spells. It's a tough reality to depict, but it also manages to capture the small (but important) joys of a familiar face, a good routine, or a whole day to yourself

Half-Life 2

Thumper

Best Soundtrack
14.6 hours
12 of 19 achievements

You would expect a rhythm game to have a good soundtrack, and maybe win the award, but what makes Thumper unique, as a game, is that it feels like you are playing it like an instrument, becoming an active participant in the music itself

Half-Life 2

Keep Talking and Nobody Explodes

New Love Language
6.6 hours
7 of 10 achievements

An exclusively co-op game that effectively recreates the bomb-defusing scenes in movies. After playing a few sessions, my partner was proactively asking for us to play more, which means it automatically wins something. It also means it's really fun

Half-Life 2

Snake Pass

Most Innovative Gameplay
12.8 hours
20 of 33 achievements

Quite easily the most innovative game i played this year; learning how to move like a snake is one of those brain muscles you didn't know existed before, and so there's a real tangible joy at feeling it develop from nothing to.. well.. something you can beat the game with

Half-Life 2

Castlevania Advance Collection

Test of Time
46.8 hours
39 of 48 achievements

Three of the oldest games i played this year, but i'm happy to say they (mostly) hold up. There's a few dodgy choices best left in the past, but everything else is designed so timelessly that if you told me any of them were released yesterday, by some tiny indie team as a retro throwback, i would see no reason to doubt you

And the last four that just missed the cut: Just Cause 3, Shadow Warrior 2, Deus Ex: Mankind Divided, and Immortal Redneck. Games are just in the order i beat them in 2024.
Such a good year for quality games played. I had so much trouble narrowing it down that i just left the honourable mentions at six (which one would you remove? Let me know)

Not such a good year for number of games beaten, or games added to the backlog. It's at practically double! Need to really keep an eye on that in 2025

Otherwise, very happy to be a part of this community, and proud that i've managed to keep up the writing. Hope you enjoy my end-of-year list thing, and happy happy to all who read this.. and your loved ones... and also all your pets - give them a hug

December 2024

Too much presents

Played: 7

Started: 2

Beaten: 1

Added: 10

Completion avg: 81.175% (+0.024)

Points avg: 4860 (+3)

Progress bar:

11% (144/1314)
25% (334/1314)
2% (22/1314)
60% (785/1314)
2% (29/1314)

Beaten:

Progressed:

Added:

Worst month of the year for beaten games; one of the best (worst?) for additions. It would be easy to blame the season, but it's more that a bunch of different things came together at once. Finally changed my Steam region to match my Humble one, so i could claim the region-locked games waiting there; we also moved house this month, not a big move, but that still takes up some time; and then work had me trying to wrap things up before the holidays, while also managing interviews at places around here.
I guess i can partially blame the season

Anyway, besides the one beaten, i did manage to polish a few some:

  • Beat the first of the alternate bosses in Rogue Legacy. Pretty difficult actually, the others are going to give me trouble
  • Beat a race mission in Dying Light - literally just that
  • Finished a run of Lifeline mode in State of Decay, snagged quite a few cheevos along the way
  • Simply started up Half-life 2 so i could get all my Episode 1 & 2 achievements in there, since the update joined them all
  • Another challenge level in Mini Metro

Still working on Planescape: Torment, hoping to finish it before the end of the year, but no promises. Also cooking up my 2024 post which takes a bit of consideration (lots of good games played this year), plus still need to see some people and enjoy some gluhwein, so maybe even less than "no promises"

Hope you're all having a good time wherever you are, and keep fighting that backlog

“Cyberpunk Bartending Action” is a better tagline than anything i could think of..

15.9 hours
4570

VA-11 HALL-A (Valhalla) is a visual novel about a young lady working as a bartender in a dystopian futuristic city. Like most visual novels, a lot of the gameplay is reading; in this case talking to the interesting characters that visit the Valhalla bar, seeing how they (and you) develop over the course of a Christmas-New Year period (how fitting)

Since you're a bartender, there's a mini game about mixing drinks for the patrons you're chatting with. There's a recipe book, you can take as long as you want, and the only challenge is ingredient selection, but, drink choice is the primary way of changing narrative paths (rather than dialogue selection), so it's a good idea to do it well. I guess the right drink at the right time can change a lot

And since it's dystopian fiction, there's an extremely light side game about managing your monthly funds, juggling required bills like rent, electricity and porn, with secondary concerns like sweet posters and new video games. Doing well at your bartending job obviously directly impacts this side, but being able to buy the nice things for your apartment also helps with your mental state back at the bar

Overall, a good game to relax in bed with, a cup of tea nearby, and a good pillow at your back


November 2024

Calm before the storm ?

Played: 4

Started: 2

Beaten: 3

Added: 8

Completion avg: 81.151% (+0.086)

Points avg: 4857 (+27)

Progress bar:

11% (143/1302)
25% (328/1302)
2% (25/1302)
60% (778/1302)
2% (28/1302)

Beaten:

Progressed:

Added:

Quite an uneventful month this time.
Finished the 3rd Infinity Engine game (of 4) in as many months; finally played a gem that was hidden in backlog history; completed another momentum platformer; and played a bit more of a longtime unfinished game

That's it for the played stuff, but the backlog additions are still outpacing me. Lots of cheap games off the wishlist, an actually good Humble Choice, and the first SG win in a while - all good contributors

A bunch of beaten games are returning for December, so let's end this year well.
Go team

Statistics
1321 games (+1 not categorized yet)
60% never played
2% unfinished
26% beaten
11% completed
2% won't play