I never really thought about why, but clicking off the video while someone is still talking feels rude to my brain :) if ya keep talking i keep listening
I put this in my wishlist on steam as soon as I saw it. More than the PS1 throwback, it's the dollhouse diorama vibe that intrigued me. I'm also always a fan of short games that are solid over long games that are dull.
@@bluemooninthedaylight8073 I'm always blown away by people who tout a game's length as its selling point, but all that time is spent doing is busy work.
Many Japanese games emphasise player struggle as an integral aspect of the gameplay. It is never appropriate to force Western standards of ‘accessibility’ on games- especially from other cultural contexts.
@@q3hdi No, kiddo, I don't feel like writing you a research paper, for free, on the history of the disability rights movement in modern-day Japan. You wouldn't even read it. Instead of asking randos to do your homework, go learn how to sew instead. Better use of your time.
@@86fifty accessibility means finding alternative hardware/input methods for players to engage with the game; it has nothing to do with altering the game’s content or mechanics, especially when these are integral to the artwork. Demanding that developers conform to western accessibility standards often reflects imperialistic perspective that prioritises mass market appeal and ease of access over other cultural contexts- such as those rooted in Eastern philosophies which value struggle, perseverance & mastery.
@@q3hdi Ohh, I see, it's a bot. It predicted I would respond with some argument about the definition of accessibility, instead of telling it to go learn sewing, as I did :P Where this bot totally fails in is basic facts. Crow Country, according to Wikipedia, was made by SFB Games, which is based on London, England. Hopefully anyone reading this has completed enough basic world geography classes to know that England is associated with 'The West' and Japan is associated with 'The East'. And those places are very far apart. Since this bot doesn't know basic facts, we can ignore everything this account has said. Totally disconnected from reality, unable to read or comprehend. Dead Internet Theory in practice.
@@86fifty never said that Crow County was developed in Japan. I just said accessibility is not this gold standard that should be pushed on all games and pretending like it is is cringe.
Forget SnipperClips, SFB Games are responsible for Tangle Tower, the best detective adventure game I have ever played. It's just so funny and charming and spooooky! Cannot recommend enough.
Played through this over the weekend and I loved it. Over the past 6 months or so I have tried and failed to get into a bunch of AAA games (Rebirth, Spiderman 2, Dead Island 2, and so on...) but ever since picking up a Steam Deck I have fully embraced indie titles. They are the future of the hobby for me, and this game is a great example of why.
I'm surprised nobody brings up the most obvious comparison to me, which is that it looks like the prerendered backgrounds from FFVII rendered in 3D. Gold Saucer in particular comes to mind, especially with the haunted area, the arcade area etc. Anyway, it's a terrific game with only three flaws: 1. The load times between rooms (on the Switch) are too long, especially since it's just a black screen. I'd say it works as an homage to Resident Evil, but Resident Evil had door animations for immersion. They're conspicuous by their absence, givem everything else they copied. Did they run out of time? 2. One of the puzzles is flat out broken. Like an actual mistake left in the game as far as I can tell. There's a whole puzzle with poisonous vs edible mushrooms, and the puzzle is set up so the obvious solution is to figure out which ones are edible and eat them. But then nothing happens. Because they coded it wrong? So you have to just eat ALL the mushrooms, including the ones it straight up tells you not to eat because you will die (and remember there are other instant death traps in the game that it warns you about and gives to the option to reconsider in the same way). So there is no figuring anything out. You can ignore all the clues in the room that they elaborately set up (and indeed you HAVE to ignore them to "solve" it). Just broken. 3. You get given a note containing the game's final shocking twist, but your only opportunity to read it is in the middle of the final fucking boss fight. Nobody would think to do that because it's a dumb decision that ruins the dramatic tension of the ending and no other document in the game has been added to your item menu as a readable object. I assumed she would read it in the final cutscene, but no. Then I assume it was intentionally left as a mystery for the player to speculate about. But when I went on reddit to hear other people's theories, they just quoted the fucking note. So that's how you'll find out the game's final twist if you play it naturally. Brilliant game design decision right here. These might sound like minor gripes when the game is otherwise fantastic, but load times effect your entire playthrough and make you dread exploring, backtracking, or - heaven forbid - get lost and go through a wrong door. The broken puzzle ruins your trust in every other puzzle in the game and makes you second guess yourself and the game, not knowing if a puzzle is unsolvable at the moment, if you're failing to figure it out when you should be able to, or simply faced with another broken puzzle that's impossible to solve. And the ending problem may only be one short note, but it's the most important part of the entire story and the answer to a mystery that has literally been painted over the whole game.
Many have said that that short games are not worth it. I believe that in an era packed with huge open world games that take 50-100 hrs to complete, shorter games are a pleasant surprise. I mean if you want to be invested for a long time with a game, there are many options to choose from. But its nice to have the alternative of a good game that takes an afternoon session to complete.
Enemy free exploration mode is NOT an "awesome feature" and it should absolutely not be an option for a survival horror game ffs. This guy is a future Game Journalist in the making.
Tried this game this past weekend and couldn't put it down til i finished! Very enjoyable game, from the unsettling atmosphere, to the wonderful puzzle design, and all story payoffs really felt worth following the clues. Excited to do a second run now that they've announced they're adding a Hard Mode in the future.
I havent played the early PS games referred to but this review has got me intrigued. I'm too much of a scaredy cat for most horror but i could play this.
Can’t wait to play this next time I get paid. Made a choice to get Animal Well at launch instead and ,no shade Animal Well it’s great, I wished I’d done the opposite lol.
Looks cool but god I hate the 3rd act lab area thing. Its annoying enough that its in every resident evil but that its infected resi clones as well is too much!
I love me a solid 5 hour game.
Portal ❤
They are perfect for a weekend evening when you have other stuff to during the day.
Really like this “hey thanks for watching” outro you guys have started doing. Gives the video a nice send off
I'm gonna be real: banter over the credits will improve watch-time for viewers like me.
Why?
@@mlgcactus1035 normally I just click off the video once the credits start, but if they keep talking then I will keep listening.
I never really thought about why, but clicking off the video while someone is still talking feels rude to my brain :) if ya keep talking i keep listening
Luckily most of their revenue comes from Patreon so they really don't have to worry about minmaxing stuff like this
@@WeeklyMusicalShitposts that it true but I thought I'd throw it out there
I put this in my wishlist on steam as soon as I saw it. More than the PS1 throwback, it's the dollhouse diorama vibe that intrigued me. I'm also always a fan of short games that are solid over long games that are dull.
Length means nothing if the media doesn't respect your time.
@@bluemooninthedaylight8073 I'm always blown away by people who tout a game's length as its selling point, but all that time is spent doing is busy work.
1:57 - "enemy free" IS accessibility, and I am so happy they added this option of their own accord!
Many Japanese games emphasise player struggle as an integral aspect of the gameplay. It is never appropriate to force Western standards of ‘accessibility’ on games- especially from other cultural contexts.
@@q3hdi No, kiddo, I don't feel like writing you a research paper, for free, on the history of the disability rights movement in modern-day Japan. You wouldn't even read it.
Instead of asking randos to do your homework, go learn how to sew instead. Better use of your time.
@@86fifty accessibility means finding alternative hardware/input methods for players to engage with the game; it has nothing to do with altering the game’s content or mechanics, especially when these are integral to the artwork.
Demanding that developers conform to western accessibility standards often reflects imperialistic perspective that prioritises mass market appeal and ease of access over other cultural contexts- such as those rooted in Eastern philosophies which value struggle, perseverance & mastery.
@@q3hdi Ohh, I see, it's a bot. It predicted I would respond with some argument about the definition of accessibility, instead of telling it to go learn sewing, as I did :P
Where this bot totally fails in is basic facts.
Crow Country, according to Wikipedia, was made by SFB Games, which is based on London, England. Hopefully anyone reading this has completed enough basic world geography classes to know that England is associated with 'The West' and Japan is associated with 'The East'. And those places are very far apart.
Since this bot doesn't know basic facts, we can ignore everything this account has said. Totally disconnected from reality, unable to read or comprehend. Dead Internet Theory in practice.
@@86fifty never said that Crow County was developed in Japan. I just said accessibility is not this gold standard that should be pushed on all games and pretending like it is is cringe.
Forget SnipperClips, SFB Games are responsible for Tangle Tower, the best detective adventure game I have ever played. It's just so funny and charming and spooooky! Cannot recommend enough.
You're really old when you remember the SFB name from when they made Flash animations on Newgrounds.
Detective Grimoire games are very charming!
The new one is coming soon!
@@nairocamilo As soon as I got notified it went into my wishlist. Only game I'm more excited for is Silkong :D
Played through this over the weekend and I loved it. Over the past 6 months or so I have tried and failed to get into a bunch of AAA games (Rebirth, Spiderman 2, Dead Island 2, and so on...) but ever since picking up a Steam Deck I have fully embraced indie titles. They are the future of the hobby for me, and this game is a great example of why.
Lovely to hear your review!
The funny music man has arrived
Hell yeah Marty, your reviews are always well written.
Good job being quick and to the point and not dragging this out to 20 minutes
I'm surprised nobody brings up the most obvious comparison to me, which is that it looks like the prerendered backgrounds from FFVII rendered in 3D. Gold Saucer in particular comes to mind, especially with the haunted area, the arcade area etc. Anyway, it's a terrific game with only three flaws:
1. The load times between rooms (on the Switch) are too long, especially since it's just a black screen. I'd say it works as an homage to Resident Evil, but Resident Evil had door animations for immersion. They're conspicuous by their absence, givem everything else they copied. Did they run out of time?
2. One of the puzzles is flat out broken. Like an actual mistake left in the game as far as I can tell. There's a whole puzzle with poisonous vs edible mushrooms, and the puzzle is set up so the obvious solution is to figure out which ones are edible and eat them. But then nothing happens. Because they coded it wrong? So you have to just eat ALL the mushrooms, including the ones it straight up tells you not to eat because you will die (and remember there are other instant death traps in the game that it warns you about and gives to the option to reconsider in the same way). So there is no figuring anything out. You can ignore all the clues in the room that they elaborately set up (and indeed you HAVE to ignore them to "solve" it). Just broken.
3. You get given a note containing the game's final shocking twist, but your only opportunity to read it is in the middle of the final fucking boss fight. Nobody would think to do that because it's a dumb decision that ruins the dramatic tension of the ending and no other document in the game has been added to your item menu as a readable object. I assumed she would read it in the final cutscene, but no. Then I assume it was intentionally left as a mystery for the player to speculate about. But when I went on reddit to hear other people's theories, they just quoted the fucking note. So that's how you'll find out the game's final twist if you play it naturally. Brilliant game design decision right here.
These might sound like minor gripes when the game is otherwise fantastic, but load times effect your entire playthrough and make you dread exploring, backtracking, or - heaven forbid - get lost and go through a wrong door. The broken puzzle ruins your trust in every other puzzle in the game and makes you second guess yourself and the game, not knowing if a puzzle is unsolvable at the moment, if you're failing to figure it out when you should be able to, or simply faced with another broken puzzle that's impossible to solve. And the ending problem may only be one short note, but it's the most important part of the entire story and the answer to a mystery that has literally been painted over the whole game.
Many have said that that short games are not worth it. I believe that in an era packed with huge open world games that take 50-100 hrs to complete, shorter games are a pleasant surprise. I mean if you want to be invested for a long time with a game, there are many options to choose from. But its nice to have the alternative of a good game that takes an afternoon session to complete.
Its really good and I recommend it, it has replay value and its not just dangling nostalgia in your face
If this is a new trend of talking through the credits as they roll with extra facts/jokes, I am all for it!
Thanks for shouting out Snipperclips too. Insanely overlooked game
The developer roadmap for upcoming features to Crow Country is pretty much: "Add a hard mode", coming "soon". I might wait for that!
This reminded me of old X-Play reviews. Love this. Second Wind is a breath of fresh air for video game reviews and discussions.
Great recommendation!
Enemy free exploration mode is NOT an "awesome feature" and it should absolutely not be an option for a survival horror game ffs. This guy is a future Game Journalist in the making.
Another comment stating that I really enjoy the little extra bit during the credits.
Tried this game this past weekend and couldn't put it down til i finished! Very enjoyable game, from the unsettling atmosphere, to the wonderful puzzle design, and all story payoffs really felt worth following the clues. Excited to do a second run now that they've announced they're adding a Hard Mode in the future.
I don’t know what it is, but something about the bytesized reviews specifically is very good. I’d rely on them more than any other.
One of the hidden gems of this year, for sure!
Looks great, it remembers me of Signalis and the ability to move the camera is a nice idea, while still keeping the same angle. Another one to get
I dont know who at Second Wind decided to start the trend of throwing in fun little tidbits and facts over the Patreon Credits, but I'm down for it =)
ohhhhhhhhhhhhhhhhhhhhh love the factoid during the Patreon scroll...! 💚💚💚
Great little review 🎉
Thanks Marty😊 Cheers man 🍻
Short games are so good!
i can't believe they made a videogame out of an obscure Australian novel
Looks amazing!
So someone made the Koudelka version of The Secret World’s Atlantic Island Park, with Brace Fencer Musashi graphics… SHÜT UP AND TAKE MY MONEY!!
The camera movement and angle, as well as the misty edges of the view distance kind of reminds me of Okage: Shadow King.
Ooh snipperclips, throwback
This is the first game since Cuphead where I went for 100%. It's incredible.
Marty being the only sensible one in the end credits is hilarious
"Crow Country is avaliable now for XBOX, Playstation and PC."
Can't wait for the eventual Switch port...
I havent played the early PS games referred to but this review has got me intrigued. I'm too much of a scaredy cat for most horror but i could play this.
Next up from SFB games is The Mermaids tongue, which is the 4th installment in the detective Grimoire franchise.
Review Marty and Head Injury Podcast Marty are so different, nice review.
That game looks good.
Is this audio auto-tuned? Sounds weird.
I like the look of the game though! Gonna keep this on the shopping list!
Can’t wait to play this next time I get paid. Made a choice to get Animal Well at launch instead and ,no shade Animal Well it’s great, I wished I’d done the opposite lol.
A correct use of the word "titular" ? Who is this man and what has he done with Marty?
lololol
Thanks again
Okay, it looks a lot better in motion.
When game devs understood the mission, making a game.
anyone playing this on PC highly recommend using a controller awkward AF using a keyboard
Looks fun but I'll wait for a sale.
Not be gag, but interesting. Love house have swapped to talking over credits, much nicer
Not for me, but looks ok.
my kind of retro!
If Resident Evil had a baby with CarnEvil
Looks cool but god I hate the 3rd act lab area thing. Its annoying enough that its in every resident evil but that its infected resi clones as well is too much!
Nice
Am I the only one who thinks that Marty sounds exactly like Jack? It's really confusing.
Hello.
crowntry fr?
Gubba gubba gubba