Okay I'm going to change your title to "most overrated Indie game" because 'worst game' lists are absolutely ridiculous. No Bastion is no the worst indie game, the worst indie crashes your computer and fills it full of viruses and the gameplay consits of ear splitting screeches. The worst indie games are made by a poor 12 year old kid messing around with flash buttons for his first time.
It's why Amy was the first indie game Yahtzee put in his top 5 worst, not because 99% of indie games aren't absolutely abysmal, but no-one cares about the bad indie games because they're not very good. A big budget triple A game being bad is a big deal because 100s of people work on them for years and its still bad. A bad indie game is some guy working at home in front of a computer and not producing something verying interesting or functional. Amy just had PR and the only reason he'd heard about it at all was because it was a bad game.
Even the played descriptor doesn't really help because we're being overly negative by small pool of comparison and we've actually all probably played a bad flash browser game at some point. Most flash browser games are probably not as good as Bastion (although I agree that bastion controls were terrible on a computer. Small diagonal paths with meagre WASD controls?)
So my most overrated indie game is also Braid
Apart from anything else, if you've found a philosophical idea, being unable to translate it clearly to someone else is a mindblowing flaw.
So Braid was one very good level. But a story that has one level and makes you play for hours to get to that level is a bad story. And considering I never had interest in the princess, didn't really get the feeling of wanting/seeking her and the story about her was told in 5 nonsensical bubbles before each set of levels that didn't turn out to make any sort of cohesive sense. why should it then have meaning to have a twist? I didn't have any meaning to subvert, I had no expectations. Oh we were chasing a princess? Well we weren't really trying to rescue her very clearly in the narrative i the first place so that doesn't make sense.
I mean this isn't hard to screw up. All you had to do was actually make it seem like you were trying to save the princess for the first half of the story instead of babbling about wine and rings being heavy.
Ultimately the twist didn't reveal anything more than it's existence. It impacted nothing else. If anyone can tell you one thing that it changed the perception of other 'you weren't saving the princess after all' I will take this back. If for example that stuff about rings can be looked at in a new light, or it shines new meaning onto the links between the story bites... but it doesn't. Because Braid actually deserves the term pretentious. It was pretending to be clever by just being confusing
It's why Amy was the first indie game Yahtzee put in his top 5 worst, not because 99% of indie games aren't absolutely abysmal, but no-one cares about the bad indie games because they're not very good. A big budget triple A game being bad is a big deal because 100s of people work on them for years and its still bad. A bad indie game is some guy working at home in front of a computer and not producing something verying interesting or functional. Amy just had PR and the only reason he'd heard about it at all was because it was a bad game.
Even the played descriptor doesn't really help because we're being overly negative by small pool of comparison and we've actually all probably played a bad flash browser game at some point. Most flash browser games are probably not as good as Bastion (although I agree that bastion controls were terrible on a computer. Small diagonal paths with meagre WASD controls?)
So my most overrated indie game is also Braid
See I refuse to believe it had something philosophical to say. Contrary to popular belief random and nonsensical doesn#t equal philosophical and nonsense typically has no-sense in it. (Surprise!)kyogen said:Braid is the worst indie game I've ever played. It's not a bad or broken game, but I found it completely dull. I don't mind games with something philosophical to say, but I prefer not to be bored while they say it, and variations on rewind mechanics fail to keep the platforming interesting for me. It's just not my thing.
Apart from anything else, if you've found a philosophical idea, being unable to translate it clearly to someone else is a mindblowing flaw.
So Braid was one very good level. But a story that has one level and makes you play for hours to get to that level is a bad story. And considering I never had interest in the princess, didn't really get the feeling of wanting/seeking her and the story about her was told in 5 nonsensical bubbles before each set of levels that didn't turn out to make any sort of cohesive sense. why should it then have meaning to have a twist? I didn't have any meaning to subvert, I had no expectations. Oh we were chasing a princess? Well we weren't really trying to rescue her very clearly in the narrative i the first place so that doesn't make sense.
I mean this isn't hard to screw up. All you had to do was actually make it seem like you were trying to save the princess for the first half of the story instead of babbling about wine and rings being heavy.
Ultimately the twist didn't reveal anything more than it's existence. It impacted nothing else. If anyone can tell you one thing that it changed the perception of other 'you weren't saving the princess after all' I will take this back. If for example that stuff about rings can be looked at in a new light, or it shines new meaning onto the links between the story bites... but it doesn't. Because Braid actually deserves the term pretentious. It was pretending to be clever by just being confusing