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  <title>House of Nettles: #backloggd</title>
  <id>https://nex-3.com/tag/backloggd/</id>
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  <updated>2026-08-17T06:50:01Z</updated>
    <entry>
      <title>Marathon        - ★★★★★</title>
      <link href="https://backloggd.com/u/nex3/review/5045744/" rel="alternate"/>
      <id>https://backloggd.com/u/nex3/review/5045744/</id>
      <published>2026-08-17T06:50:01Z</published>
      <updated>2026-08-17T06:50:01Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="nat reviews" label="nat reviews"/><category term="backloggd" label="backloggd"/><category term="marathon" label="marathon"/><category term="repost" label="repost" /><content type="html">&lt;p&gt;I&#39;ve never seriously played an MMORPG. I played maybe an hour of &lt;em&gt;World
of Warcraft&lt;/em&gt; during its heyday at a friend&#39;s urging, but found it
immediately boring. Nor am I much for shooters, especially in a competitive
context; I played a bit of &lt;em&gt;Halo&lt;/em&gt; and &lt;em&gt;Halo 2&lt;/em&gt; multiplayer when
they were the biggest thing in video games, and enjoyed myself, but I never
&lt;em&gt;got good&lt;/em&gt; and I certainly didn&#39;t feel the drive to hone my skills on
the grindstone of Xbox Live.&lt;/p&gt;

&lt;p&gt;But I&#39;ve been playing &lt;em&gt;Marathon&lt;/em&gt;. I&#39;m still playing
&lt;em&gt;Marathon&lt;/em&gt;. I would have written this very review months earlier,
except that I was too busy playing &lt;u&gt;Marathon&lt;/u&gt;.&lt;/p&gt;

&lt;p&gt;It&#39;s a surprise that I like this so much. Even my girlfriend who loves
trying to push me out of my video game comfort zone almost as much as she
loves &lt;em&gt;Marathon&lt;/em&gt; (both the 90s and 2020s incarnations) didn&#39;t bother
encouraging me to play it. But I had a gap in my gaming schedule and an itch
to play something with a sense of both action and progression, so I gave it a
shot and was blown away by what I found.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Marathon&lt;/em&gt; clearly isn&#39;t an MMO. There&#39;s no persistent game world,
even in the &lt;em&gt;Destiny&lt;/em&gt; &#34;shared-world&#34; sense, and the game progression is
entirely based on the items you bring back from short-lived runs. But my more
controversial contention is that &lt;strong&gt;&lt;em&gt;Marathon&lt;/em&gt; isn&#39;t entirely a
shooter&lt;/strong&gt;, either.&lt;/p&gt;

&lt;p&gt;Certainly, for those drawn to FPS team fights, this game delivers in
spades. I&#39;m told by aficionados of the genre that the guns have &#34;the Bungie
sauce&#34;. The character-shooter-style shells all play distinctly while remaining
balanced among each other. The level design allows for hugely diverse
engagements with lots of opportunities to play the map for advantage rather
than relying on raw aim fundamentals.&lt;/p&gt;

&lt;p&gt;But even here I&#39;m betraying my own biases, because my aim fundamentals are
still weak. This game has been driving me to get better, because no part of it
is fully separable from the whole, but I&#39;ve got a lot of practice to do before
I can go toe-to-toe with people who have been playing &lt;em&gt;Overwatch&lt;/em&gt; and
&lt;em&gt;Fortnite&lt;/em&gt; and &lt;em&gt;Apex&lt;/em&gt; for years. The places I make up the
difference, and which keep drawing me into the game even 800 hours in, are
those in which you can shift the focus away from raw shooting and towards the
rest of the game.&lt;/p&gt;

&lt;p&gt;Here is &lt;em&gt;Marathon&lt;/em&gt;&#39;s fundamental brilliance (and possibly that of
the nascent extraction shooter genre as a whole): by making the fundamental
goal retaining and accumulating loot, which is distinct from but in dialog
with fighting other people, it produces complex and intense emergent
experiences of a sort I rarely see in games.&lt;/p&gt;

&lt;p&gt;As an example, &lt;em&gt;Marathon&lt;/em&gt; is the most effective survival horror game
I&#39;ve ever played in terms of making me &lt;em&gt;actually emotionally afraid&lt;/em&gt;.
As much as I love the mechanical genius of &lt;a rel=&#34;nofollow&#34; target=&#34;_blank&#34; href=&#34;https://backloggd.com/u/nex3/review/194159/&#34;&gt;&lt;em&gt;Resident Evil&lt;/em&gt;&lt;/a&gt;
or the writing of &lt;a rel=&#34;nofollow&#34; target=&#34;_blank&#34; href=&#34;https://backloggd.com/u/nex3/review/2055307/&#34;&gt;&lt;em&gt;Silent Hill
2&lt;/em&gt;&lt;/a&gt;, neither of them made me feel terror. Playing &lt;em&gt;Marathon&lt;/em&gt;,
hiding in the tunnels with the loot I stole from a real human team, listening
to their footsteps over my head as they search for me, knowing that all that
stood between me and my demise was my own ability to outthink and outmaneuver
them—then, I felt terror.&lt;/p&gt;

&lt;p&gt;As another example, &lt;em&gt;Marathon&lt;/em&gt; is a game about knowing the terrain.
I was in a firefight through a doorway, accompanied by two teammates who were
no more confident at raw gunplay than I. We&#39;d fought to a standstill, and I
told them to hold the door and keep the enemy&#39;s attention. I crept through a
vent, knowing it would lead me to a platform just above the other team, where
I rained gunfire upon them, breaking the stalemate and yielding us a victory
against superior fighters with better gear. This is a game about playing
smart, and on my best days, I can be smart.&lt;/p&gt;

&lt;p&gt;To play &lt;em&gt;Marathon&lt;/em&gt; is to play a hundred different games at once.
It&#39;s an FPS, sure, but it&#39;s also survival horror, it&#39;s stealth action, it&#39;s a
puzzle game, it&#39;s a game about navigation, it&#39;s a game about psychogeography,
and on rare occasions it&#39;s even a game about making friends. The game is
carefully structured so that stories unfold as part of the play, and I find
that as fascinating to witness as an art form as it is fun to engage in as a
player.&lt;/p&gt;

&lt;p&gt;I don&#39;t know how much longer this game will be around. The industry doesn&#39;t
seem to be doing well, Bungie is certainly not thriving under its Sony
overlords, and &lt;em&gt;Marathon&lt;/em&gt; will never be the money fountain that
&lt;em&gt;Destiny&lt;/em&gt; was in its heyday (even &lt;em&gt;Destiny&lt;/em&gt; for all its success
is now officially over). I&#39;m just glad I&#39;m getting to experience this while
it&#39;s here, while the lobbies are still filled with players, before this
beautiful moment fades into memory and lore.&lt;/p&gt;

</content>
    </entry>
  
    <entry>
      <title>Nintendo Switch 2 Welcome Tour        - ★★★★</title>
      <link href="https://backloggd.com/u/nex3/review/2915078/" rel="alternate"/>
      <id>https://backloggd.com/u/nex3/review/2915078/</id>
      <published>2025-06-06T08:48:39Z</published>
      <updated>2025-06-06T08:48:39Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="backloggd" label="backloggd"/><category term="nat reviews" label="nat reviews"/><category term="nintendo switch 2 welcome tour" label="nintendo switch 2 welcome tour"/><category term="repost" label="repost" /><content type="html">Let me begin by saying: fuck Nintendo. Their insistence on ruining the lives
of people who do anything they disapprove of with the products they sell,
regardless of whether that thing is illegal let alone harmful to them, is
despicable. It creates a chilling effect on vital efforts towards digital
preservation that extends far beyond their own products, on top of just being
a heinous thing to do to fans of their games. The regard in which they
consistently hold their back catalog as assets on which they could one day
collect rent speaks to a deep-rooted capitalistic mindset among the
businessmen who run the company that is in no way outweighed by the positive
things written below.&lt;br&gt;&lt;br&gt;All that said...
&lt;em&gt;Welcome Tour&lt;/em&gt; evinces an attitude somewhere in the company—somewhere
widespread enough to get this game made and translated—that I find deeply
admirable. Unlike the obvious touchpoint &lt;em&gt;ASTRO&#39;s Playroom&lt;/em&gt;, this is a
tour of the Switch 2 in the most thorough possible sense. It takes the player
not just through the most charismatic features like HD Rumble 2 or the mouse
control scheme, it shows off every square centimeter of the system in a very
literal sense. Players walk across circuit boards and computer chips and learn
about exactly what they do. Every meticulous design decision is laid out for
the player to see.&lt;br&gt;&lt;br&gt;The result is a game that&#39;s intimately concerned
with the physical and design structure of the device it&#39;s describing, and that
invites the player to share in that concern. It trusts the player to care
about the craftsmanship with which the console was created, and it provides
tech demos to guide them towards understanding it by directly demonstrating
technical concepts like framerate, HDR, and VRR.&lt;br&gt;&lt;br&gt;And, yes, this is
in service of convincing buyers that the $450 or whatever they laid out for
this device was worth it by framing it as a meticulously designed luxury
product. But it&#39;s also taking a stand and saying that thoughtful, humanistic
design is what defines quality. In an era when every corporate product is
racing to become the worst version of itself that might still be salable, when
overhyped prediction engines that can only produce statistically-average slop
are hailed as the future of content, this is a dramatically heterodox position
for Nintendo to stake out so stridently. I&#39;m impressed and honestly heartened
by it—not enough to look past the company&#39;s myriad acts of destruction, but
enough to say that I&#39;m very glad that &lt;em&gt;Welcome Tour&lt;/em&gt; is the way it is.

</content>
    </entry>
  
    <entry>
      <title>Lies of P        - ★★</title>
      <link href="https://www.backloggd.com/u/nex3/review/1968499/" rel="alternate"/>
      <id>https://www.backloggd.com/u/nex3/review/1968499/</id>
      <published>2024-10-06T03:01:31Z</published>
      <updated>2024-10-06T03:01:31Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="mostly posting this to show off my backloggd embed" label="mostly posting this to show off my backloggd embed"/><category term="I also cleaned up the letterboxd embed a bit in the process" label="I also cleaned up the letterboxd embed a bit in the process"/><category term="nat reviews" label="nat reviews"/><category term="lies of p" label="lies of p"/><category term="backloggd" label="backloggd"/><category term="repost" label="repost" /><content type="html">People told me this was &#34;the good one&#34;, the non-FromSoftware game to finally
execute well on the formula, and I was ready to believe them. I found the
&#34;gritty steampunk fairy tale&#34; theme a little tired but I was ready to give it
another chance. I really was open to this game being good.&lt;br&gt;&lt;br&gt;This
game is not good.&lt;br&gt;&lt;br&gt;The bitter irony is that the thing that&#39;s maybe
hardest about aping &lt;em&gt;Dark Souls&lt;/em&gt; is having a collection of fun,
compelling, and distinctive boss fights, and that&#39;s
&lt;strong&gt;the only thing&lt;/strong&gt; this game does right. There are a few boring
bosses and one that I think is actively bad, but the majority of the roster
are legitimately very fun. The combat&#39;s emphasis on perfect guarding and
limited support for dodging (including some moves that simply ignore iframes)
means they lean pretty heavily towards rhythm memorization, but that&#39;s my
preferred style anyway. And it&#39;s certainly not the only thing going on—the
best fights are also about positioning and learning when you can get in what
sort of attacks.&lt;br&gt;&lt;br&gt;But as fun as the boss fights can be, the game
surely makes you suffer between (and sometimes during!) them. The first, most
egregious sin is the writing. The game is from a Korean dev, so it&#39;s tempting
to lay the blame at the feet of the localizer, but I&#39;m confident that the
underlying writing is terrible. That&#39;s not to say that the localization is
good—more on that below—but it&#39;s very clear that even if the prose were
marvelous the concepts being conveyed are insipid, boring, and deeply
unsubtle. Nowhere is this clearer than in the figure of Gemini (pronounced
like &#34;Jiminy&#34;, &lt;em&gt;get it&lt;/em&gt;), whose entire role in the narrative is to
explicitly describe things that were already completely clear from subtext in
gratingly unskippable voice lines. But truly, nearly every line of dialog or
lore writing in the game ranges from ham-fisted to outright nonsensical, so
that even the lore and character moments that are compelling (and there aren&#39;t
zero of those!) fall completely flat without any kind of supporting
structure.&lt;br&gt;&lt;br&gt;The writing isn&#39;t helped by one of the worst
localizations I&#39;ve ever seen that doesn&#39;t straight up break rules of spelling
and grammar. Descriptions of the same thing use inconsistent wording, and
descriptions of different things overlap. Idioms are misused or overused like
someone cribbed writing notes from an 80s sitcom. Major mechanics have
descriptions that are flat-out inaccurate to how the game behaves. If you want
to understand how the game works, you need a wiki not because the game&#39;s
descriptions are oblique and left to the player to explore, but because
they&#39;re &lt;em&gt;untrustworthy&lt;/em&gt;.&lt;br&gt;&lt;br&gt;If you&#39;re thinking, &#34;well if it&#39;s
fun to &lt;em&gt;play&lt;/em&gt; I can deal with skipping through the text&#34;, think again.
Outside of boss fights (and even in them to a degree), the design
sensibilities of this game are frequently thoughtless and haphazard. While the
core combat mostly works for fighting large, strong enemies, it falls apart
entirely for weaker mobs, which die in one or two hits without any resistance
throughout the entire game. For a combat system built around the idea that you
can essentially parry any attack, parrying is irrelevant to 90% of the
respawning enemies. Compare to &lt;em&gt;Sekiro&lt;/em&gt;, where even very early mobs
won&#39;t let you just walk up and hit them until they die without blocking you
and forcing you to engage in a microcosm of the mechanics used by the
bosses.&lt;br&gt;&lt;br&gt;The game is just &lt;em&gt;full&lt;/em&gt; of blunders like that. The
&#34;fable meter&#34;, which is used for special weapon-specific attacks, becomes
completely irrelevant two or three bosses in once you get an amulet that gives
you a huge across-the-board damage boost when it&#39;s maxed out and so motivates
you never to use your fable attacks. This is one of not two but
&lt;em&gt;three&lt;/em&gt; different equipment meters you have to keep track of during
combat, all three of which are &lt;em&gt;mostly&lt;/em&gt; irrelevant. There are some
interesting ideas here, but they&#39;re all fumbled or half-assed.&lt;br&gt;&lt;br&gt;So
don&#39;t play &lt;em&gt;Lies of P&lt;/em&gt;. If you must, find a mod that just throws you at
the bosses with nothing in between but maybe some build management. And please
pray that when there finally is a worthy disciple of FromSoftware&#39;s teachings
I won&#39;t be so burnt out on these failed pretenders that I don&#39;t even bother to
give it a glance.

</content>
    </entry>
  
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