What we've been playing

What we've been playing

20th of May, 2022

Hello! Welcome back to our regular feature, where we talk about a lot of the games we''ve encountered in the last few days. This time: puzzles, lighthouses, and Batman.

Here''s how we can get started on some of the most recent versions of What We''ve been playing.


Simogo is one of those studios that can do whatever it demands. I usually associate them with complicated narrative games - see below - but their work is defying easy categorisation. Except for SPL-T. SPL-T is a puzzle game. Isn''t it?

It''s a fantastic puzzle game. Over the weekend, I got a bit of Simogo retrospective, and SPL-T was something I was eager to get back to. It was played for a bit when it was released, many years ago, but it''s only now that it''s clicked.

At first, tap the screen to divide the playing area. Firstly, you''ll split vertically, then horizontally, then vertically... While ultimately you''ll accomplish goals, which involves controlling certain grid areas you''re making as a counter tick, the thing you should focus on at first is staying alive, thus ensuring you have plenty on the grid that can still be split so that smaller areas may be avoided.

I''m making it complicated and messy, and it sounded quite like that when I first played so many years ago. However, I have reached a point where the rules are common to me, and I do not have to worry about them. Split split.

If you''ve already cleared this, your advice is to just play and play and tap away and die and get low scores and get grumpy and then play again. Eventually you begin to isolate the areas that you want to understand better, and from there the whole thing unfolds.

It''s strange to discover a bit late that one of your favourite studios created one of the truly fantastic puzzle games. But that''s Simogo, too. What a talented duo.

The Sailor''''s Dream, iOS

If you take the ferry from Boston to Provincetown - apologise for being unexploatable - you discover a landscape like this: perfectly still seas, empty horizons, and then every few nautical miles a single spar of rock - a tiny island, a breaker, a lone lighthouse rising in black stone.

I did this trip a few years ago. Oh man, I thought: this is just like Wind-Waker. And then, when I''d had a chance to evaluate, no! It''s just like The Sailor''s Dream.

Simogo once more, with a game that feels like a complete stranger to its papercraft mystery, Year Walk. Travel across the ocean to discover landmarks: a lighthouse, a clifftop house. Then dive up and explore.

While a warm sun shines outside, the buildings you swipe through are reveling in tiny architectural elements emerging from the darkness. Occasionally, you get little text, or an item to puzzle with. Then back to the sea where you discover something new and contemplate how this elliptical story might come together.

I believe this is the best way to do this game over the course of a week, and it''s like a holiday, and cherish every moment you walk from the boat onto another land. I am still traveling across this sea of words and the places where words are evidently inadequate. I am still aware of it. I am very thankful.

Batman: Arkham Knight, Xbox Series X

I''m not certain that someone has already said this, but that this is still a thing that people say often, but still: Batman is like, he is a genius, excels at punching, has an incredible ability to turn the vehicle around, and has a built-in glider, and grappling hook, as well as the owner of the original''detective vision.'' All triple-A, action-adventure video games are ultimately footnotes to Batman, is what I''m trying to

Arkham Knight, despite being one of those people probably liked the least of the trilogy, is a dime. It''s comedy genius as much as action and stealth and the rest. Flying and just joking bad guys who look like Joe Rogan and shout "IT''S DA BAT" The batmobile, when summoned, triggers a kind of slow-mo oner, where the camera presses itself around, putting four people in the boot, or shooting a cannon

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