ventilated
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Mainly interested in cRPGs, immersive sims, strategy and first-person shooters, but will generally give any genre a try.
Mainly interested in cRPGs, immersive sims, strategy and first-person shooters, but will generally give any genre a try.
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Participated in the 2024 Game of the Year Event
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Liked 25+ games
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Played 250+ games
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This review contains spoilers
Assorted Thoughts on Split Fiction
- Zoe's fantasy worlds are substantially better than Mio's sci-fi worlds in both the player's synergy of abilities and the artistic direction, standouts are definitely the dragon world and Zoe's subconscious underground castle ( shoutout to the centipede parents!!)
- The last hour of the game is a real treat, you can tell a lot of the more fringe ideas the designers had got time to shine here and it shows, I'm taking mainly in the last 3 "worlds".
- It's a technically impressive and runs like a dream, could not fault the work hazelight put into polishing this game's visuals to almost perfection.
- The story whilst serviceable did little really in driving the game forward until last hour or so, with most levels being just " oh wow this is a story I wrote" I think It Takes Two produced a more engaging tale with it's themes around the struggles of a declining marriage and holding a family together.
- I get the game's target audience includes people who wouldn't generally play video games ( or not as much as the users of this website ) but if you've played a platformer that registers more than the faintest pulse, you're going to be frustrated with just how far the game goes to hold your hand. It will magnetize the player to just about any surface so no matter how bad you whiff a jump, its almost impossible to fail.
- On several occasions the triangle button mash prompt does nothing, only one player actually needs to do it, which is dumb.
- I get this is a core reader-girlfriend-gamer-boyfriend material, but teleporting the player to catch up with the other player in front, essentially skipping the platforming sections on several occasions is kinda bad, my partner was frustrated that the game wouldn't let her fail essentially.
- Definitely happy we played through this, I don't think I'll come back around to play it again like It Takes Two but if $70 is what it takes to support studios to make interesting games then so be it, looking forward to what Hazelight has in the store again.
- Zoe's fantasy worlds are substantially better than Mio's sci-fi worlds in both the player's synergy of abilities and the artistic direction, standouts are definitely the dragon world and Zoe's subconscious underground castle ( shoutout to the centipede parents!!)
- The last hour of the game is a real treat, you can tell a lot of the more fringe ideas the designers had got time to shine here and it shows, I'm taking mainly in the last 3 "worlds".
- It's a technically impressive and runs like a dream, could not fault the work hazelight put into polishing this game's visuals to almost perfection.
- The story whilst serviceable did little really in driving the game forward until last hour or so, with most levels being just " oh wow this is a story I wrote" I think It Takes Two produced a more engaging tale with it's themes around the struggles of a declining marriage and holding a family together.
- I get the game's target audience includes people who wouldn't generally play video games ( or not as much as the users of this website ) but if you've played a platformer that registers more than the faintest pulse, you're going to be frustrated with just how far the game goes to hold your hand. It will magnetize the player to just about any surface so no matter how bad you whiff a jump, its almost impossible to fail.
- On several occasions the triangle button mash prompt does nothing, only one player actually needs to do it, which is dumb.
- I get this is a core reader-girlfriend-gamer-boyfriend material, but teleporting the player to catch up with the other player in front, essentially skipping the platforming sections on several occasions is kinda bad, my partner was frustrated that the game wouldn't let her fail essentially.
- Definitely happy we played through this, I don't think I'll come back around to play it again like It Takes Two but if $70 is what it takes to support studios to make interesting games then so be it, looking forward to what Hazelight has in the store again.
I never thought I'd become a Solitaire Guy but here I am in love with a collection of solitaire and solitaire-likes from a developer whose other games I'm too stupid to play. In order;
Sayawama Solitaire
A more refined and quicker version of Klondike, it tricks you into thinking that letting you to play any card in the freecell or empty column would make it easier, but it's just more options to block yourself. The most classic of the collection and the best starting point.
Sigmar’s Garden
Not really solitaire in the literal sense, more of a complex match up game, the whole board is visible so you can spend some time thinking about your moves. I didn't really gel with this one, but lots of people exclusively place this.
Proletariat’s Patience
Similar to Shenzen Solitaire but without the freecell. It's very easy to restrict your options quickly by locking away precious columns. Very cool aesthetic.
Cribbage Solitaire
Pretty standard cribbage, and the only one which shows how other players went in the deck since the open board can't be randomised. Proves that most players don't spend time to look further up the board to stratergise since most people don't win the games. Uses real NATO identification cards from the Cold War which is cool!
Cluj Solitaire
A fun variant where you can kind of cheat by putting any card on top of another but it locks the column until you place it back on an acceptable card or free column. It's the easiest one to fuck up and lose. Also has the worst design and the music is not enjoyable.
Kabufuda Solitaire
Classic Klondike but made hard by the fact that the suits looks similar which can be drain, gets progressively easier by unlocking freecells when you match a set up.
Shenzhen Solitaire
The best of the lot, similar to Proletariat’s Patience but you can lock the matching face cards into the freecell to clear up the board which is both a blessing and a curse. uses 3 colour suits which you think would make it easier but balancing the suits in the column is the big trick to winning. My personal favourite.
Fortune’s Foundation
I am too stupid and not dedicated enough to really get into this one. Very challenging with a reverse order face suit, only one with a undo function for good reason. By the steam community posting seems to be a favourite with Japanese people who exclusively play this one for hundreds of games.
Sayawama Solitaire
A more refined and quicker version of Klondike, it tricks you into thinking that letting you to play any card in the freecell or empty column would make it easier, but it's just more options to block yourself. The most classic of the collection and the best starting point.
Sigmar’s Garden
Not really solitaire in the literal sense, more of a complex match up game, the whole board is visible so you can spend some time thinking about your moves. I didn't really gel with this one, but lots of people exclusively place this.
Proletariat’s Patience
Similar to Shenzen Solitaire but without the freecell. It's very easy to restrict your options quickly by locking away precious columns. Very cool aesthetic.
Cribbage Solitaire
Pretty standard cribbage, and the only one which shows how other players went in the deck since the open board can't be randomised. Proves that most players don't spend time to look further up the board to stratergise since most people don't win the games. Uses real NATO identification cards from the Cold War which is cool!
Cluj Solitaire
A fun variant where you can kind of cheat by putting any card on top of another but it locks the column until you place it back on an acceptable card or free column. It's the easiest one to fuck up and lose. Also has the worst design and the music is not enjoyable.
Kabufuda Solitaire
Classic Klondike but made hard by the fact that the suits looks similar which can be drain, gets progressively easier by unlocking freecells when you match a set up.
Shenzhen Solitaire
The best of the lot, similar to Proletariat’s Patience but you can lock the matching face cards into the freecell to clear up the board which is both a blessing and a curse. uses 3 colour suits which you think would make it easier but balancing the suits in the column is the big trick to winning. My personal favourite.
Fortune’s Foundation
I am too stupid and not dedicated enough to really get into this one. Very challenging with a reverse order face suit, only one with a undo function for good reason. By the steam community posting seems to be a favourite with Japanese people who exclusively play this one for hundreds of games.
Taking place in Delta Labs, a competitor to Black Mesa focused on robotics and teleportation, Delta Particles follows much the same path as Half-Life, a bad day at work is made even worse by an alien invasion followed by a hostile military clean up operation.
It's probably one of the best designed single-players goldsrc mods since Cry of Fear and Paranoia. Levels are well designed, with more open arenas than the original game, weapons are varied, with the best sounding pistol of any source mod and the art direction is great. Delta Labs looks more industrial than Black Mesa, with corridors filled with
twisting pipes and brickwork, many of the areas resemble more of a factory than a research facility.
My only main criticisms are that the middle section between the sewers and the Xen teleporter can get a bit long in the tooth and the game often relies on teleporting Xen enemies in behind you to fill out the combat section which can get a bit frustrating.
It's probably one of the best designed single-players goldsrc mods since Cry of Fear and Paranoia. Levels are well designed, with more open arenas than the original game, weapons are varied, with the best sounding pistol of any source mod and the art direction is great. Delta Labs looks more industrial than Black Mesa, with corridors filled with
twisting pipes and brickwork, many of the areas resemble more of a factory than a research facility.
My only main criticisms are that the middle section between the sewers and the Xen teleporter can get a bit long in the tooth and the game often relies on teleporting Xen enemies in behind you to fill out the combat section which can get a bit frustrating.