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Anonymous /v/712864447#712864447
6/17/2025, 2:01:45 AM
I haven't seen much attention on this game other than a bit on the metroidvania subreddit which i was unfortunately forced to go to because nobody actually talks about the games themselves in the steam fest threads, they just mention them and then talk about what genre theyre a part of and how much they like or hate that fact. Its so surface level. Its not like reddit is better, but /v/ doesn't have an r/metroidvania so if i want to get a specific idea of what games are of interest, reddit is the only option at a point.

Anyway skip everything above if you hate the human element of social media. Memories in Orbit or shortened as "MiO" was a demo so surprising that there are many moments I almos thought it was genius. This game is essentially a collection of thoughtful twists on established design principles, structures, formulas etc. And the best thing to start with, is arguably the most important thing in any game...how you "die".

Just a preface that there is a possibility that even once I have explained everything I plan to, you will not understand, and that is because there are a number of disparate interrelated dwelled on thoughts that go into why I was able to appreciate this game. Just know that I am objectively correct.

Ill start on "death" in this game by order of which mechanic becomes the most immediately prevalent. And that is either going to be the "map" or the nacre (game's currency) basin that refills health. The nacre basin is a fairly simple mechanic whos importance isnt felt until you realize something else about like two other mechanic, its the type of mechanic that is enhanced by its coherence with others, so ill start with the map.

This is an intro post to set you up for what type of thread this will be and what will be talked about. Enter only if you have a strong desire to talk about and understand videogames indepth.