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Recent reviews by Paapurup

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Showing 1-10 of 425 entries
2 people found this review helpful
2.0 hrs on record
A prequel to The End is Nigh Part 1. Nothing game-changing here, just some collectible Rorschach cards and lockpicking. It’s shorter than the first one and honestly gets boring after a while.
Posted 8 April. Last edited 8 April.
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2 people found this review helpful
2.1 hrs on record
Yeah, it's a Batman goofy ahh edition,

Mostly just a repetitive beat ‘em up. The combat is repetitive. Not much variety, not much challenge. You play as Rorschach or Nite Owl, and they’ve got their own styles. Honestly, kinda hard to recommend... but if you’re gonna grab it, make sure it’s bundled with Part 2 and on sale.

What is interesting, though, is the Watchmen universe itself. It’s not your typical superhero stuff—it’s dark, gritty, and leans into anti-hero vibe. It dives into questions about power, control, and morality. It’s not about good guys punching the bad guys or saving the day. It hits different. Drops some moral stuff and just leaves you to sit with it.
Posted 8 April.
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5 people found this review helpful
6.8 hrs on record
Welcome to the world that bit the dust.

This game hit me in a way I didn’t expect. Not only am I playing as a toddler searching for mama, exploring weird nightmare locations. It’s totally not a horror game with cheap monster jumpscares. It’s a deeper, more meaningful story that explores serious topics. The horror is more about a child's imagination, something that scares you through the eyes of a child.

The game is said to take around 3 hours, but it took me way longer because of the eerie vibes. Still, every minute was worth it. The symbolism in the story plays a huge role if you pay attention to the big picture, collecting doodles, and especially the little details. My favorite was the painting, such a touching and subtle way for a hint.

The gameplay interaction is simple if you’ve played Amnesia or Layers of Fear, but no combat system, just a simple walking simulator and hide from the monsters/entities. Trust me, it's not as difficult as Amnesia. I was surprised that the child can pull and push heavy objects like chairs and boxes, and crawling actually feels faster than running. And it's an immersive experience that the child would trip if running for too long. The developers clearly put a lot of thought into making the movement, mechanics, and animations feel realistic. from a child’s perspective. (Well, maybe not the heavy object part, hehe.)

The teddy bear as a friendly companion is a perfect touch, just like how a teddy bear is often a child's closest friend. Hugging Teddy made me feel less alone throughout the game, giving him a warm and caring character.

I also really appreciate that the behind-the-scenes content is part of the game world and is exploreable. That kind of extra stuff is rare these days. There’s one behind-the-scenes content that talks about cutting a final level where the child had to climb drawers in order to finish the level. They realized it was frustrating because of the pulling mechanic and decided to scrapped it. It turned out to be a good decision. They said, "A good decision, and a lesson in not getting too attached to the ideas we personally love, and not being afraid to remove them if they don't work in the big picture.” In simple terms, “Kill your darlings.”

Among the Sleep is a rare kind of horror game for me. It puts players in the shoes of a toddler, where the horror comes from a child's perception but it’s not about “What’s under the bed?” or “What’s in the darkness?”.
It’s a rare thing to see portrayed visually in this game that rather than having the father be the abusive and neglectful one, they chose the mother. It shows that fathers aren’t the only ones who can play the bad role in family drama. I really like that they went with a more realistic story instead of a child's creepy tale ending. Serious topics like this don’t get much attention in video games, and it’s clear the devs felt compelled to create something truly meaningful.

And lastly, there’s a small but powerful moment at the end of the final chapter—before heading through the final door, you can actually pat your mother. No words, just a simple touch. It’s a quiet, emotional gesture that says so much. That hit me hard.
Posted 6 April. Last edited 6 April.
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5 people found this review helpful
16.3 hrs on record (16.0 hrs at review time)
I am a father. But I am no killer.

That quote is a perfect one. So, I first played Heavy Rain back in high school—it was a pirated version. Now, I’ve purchased the Quantic Dream Bundle, which is absolutely worth it. It includes Beyond: Two Souls, Detroit: Become Human, Fahrenheit, and of course, Heavy Rain. I played my second playthrough of Heavy Rain in one sitting, and it was absolutely satisfying. This game is a true classic.

Before diving in, it's important to note that Heavy Rain is not suitable for players under 18. It contains strong violence, gore, and sexual content.

Heavy Rain is an interactive psychological thriller that plays like a crime movie. It explores deep emotional themes such as love, sacrifice, guilt, grief, morality, and consequences. The game is built on player choice, where every action and decision affects the story. The player’s morality and emotions are challenged through the game's storytelling and gameplay mechanics, making them question "How far would you go to save someone you love?" Choices can lead to different outcomes, including multiple endings, and any of the four main characters can die, altering the narrative. Real consequences. No second chances.

The story follows Ethan Mars, once a successful architect, devoted husband, and still a father. However, his life falls apart after the accidental death of his eldest son, Jason. He breaks up with his wife, and now lives with his youngest son, Shaun. Ethan suffers from psychological trauma, blackouts, and depression, all because he feels guilty after his eldest son's accidental death. Some time later, tragedy strikes again, Shaun is abducted by the Origami Killer, a serial murderer who kidnaps boys and locks them in storm drains, testing their fathers to do series of trials to prove their love. If the father fails, the child drowns. Now, the Origami Killer has chosen Ethan as his next subject, testing him to complete the trials to save Shaun’s life.

The game offers four playable characters, each connected to a single story. Ethan Mars, A father willing to do anything to save his youngest son. Scott Shelby, A private investigator suffering from asthma, hired by the victims’ families to track down the killer. Norman Jayden, An FBI profiler assigned to the case, using a high-tech tool called ARI for investigation, while also battling a dangerous addiction to Triptocaine. Madison Paige, A gorgeous, independent journalist plagued by chronic insomnia, who crosses paths with Ethan and becomes deeply involved in uncovering the truth.

One of the most unique aspects is that each of these characters has a personal struggle that affects their perception of reality. Ethan experiences blackouts, Madison suffers from insomnia, and Norman fights addiction. This left me questioning what is true and what might be a misperception from all three characters in my 1st playthrough.

Heavy Rain offers a unique immersive gameplay experience that feels more advanced than Beyond: Two Souls but serves as a predecessor to Detroit: Become Human.
  • Unlike Detroit: Become Human, where three characters have separate paths, Heavy Rain’s four characters are all connected to the same story. In certain scenes, two to four characters can appear in the same chapter.
  • The HUD for choices and thoughts is brilliantly designed, shaky, spinning, and hard to read, reflecting the character’s stress level. The more they struggle, the more chaotic the HUD.
  • Quick-Time Events (QTEs) are fast-paced and action-packed, making players stay focused during fights, chases, and high-stakes moments.
  • Playing as Norman Jayden adds an extra layer of immersion with crime scene investigations using his ARI system, where players scan environments for clues connected to the Origami Killer.
  • Small details tie into the game’s themes. For example, the game's progress is connected to the maximum inches of rainwater. During a police briefing, Jayden mentions that it takes exactly six inches of rainwater before a trapped child drowns.
With its engaging narrative and immersive gameplay, this game remains one of the most interactive thriller ever made.
"How far would you go to save someone you love?"
Posted 23 March. Last edited 23 March.
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3 people found this review helpful
0.2 hrs on record
A friend gifted me this during a rough time. Thanks.
Just a quick note: this is a short interactive experience that takes less than 10 minutes to complete in one sitting.

My Dream is a Lost Memory does a good job of capturing the feeling of stress and anxiety through its mechanics, such as checking your phone, tapping your foot, and pushing yourself too hard. It’s a thoughtful reminder to understand your limits, self-care, cherish those who support you, and maintain a healthy balance between work and personal life. I appreciate that the dev made this interactive game based on her own memories, and stories from her friends and family.

A small message for the dev, LeJunesArt,
I'd love to contribute to the Indonesian localization if you're interested. Let me know if this is something you'd be open to!
Posted 1 March. Last edited 2 March.
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3 people found this review helpful
0.0 hrs on record
Singkatnya, L'Alphalpha membuatku refleksi diri sendiri dan membantuku tetap hidup. Tapi jika kalian berkenan membaca ceritaku di bawah, feel free.

Pulang, Kembali.
L'alphalpha, salah satu band Indonesia yang secara tidak sengaja aku temukan lewat salah satu game Pikselnesia, What Comes After. Salah satu lagu mereka, Pulang, Kembali, menjadi bagian dari soundtrack game ini. Dari sana, aku mulai mendengarkan beberapa lagu mereka dan mulai menikmatinya.

Tempuh.
Lagu kedua yang kudengar setelah Pulang, Kembali adalah Tempuh. Setiap petikan liriknya membuatku refleksi diri sendiri dan membantuku tetap hidup. Lagu ini mengajarkanku bahwa setiap orang memiliki perjalanannya yang unik. Kita semua menghadapi masalah, tetapi ketakutan dan keraguan itu adalah hal yang wajar. Aku pun sadar bahwa selama kita hidup, hal buruk pasti akan terjadi, tapi tidak tahu kapan dan dalam bentuk apa. Salah satu contohnya, kalah dalam suatu hal.

Namun, kalah dalam sesuatu bukan berarti kita gagal total atau kita adalah orang yang payah. Sering kali, kita hanya belum mampu melihat kekalahan sebagai pelajaran untuk menjadi lebih kuat. Dan ada saat di mana kita merasa lelah, baik secara fisik maupun mental, dan sayangnya, orang menganggap kita adalah orang yang lemah. Padahal, rasa lelah justru menunjukkan bahwa kita telah berusaha dan berjuang semampu kita. Jika belum bisa berjuang sekuat tenaga, berjuanglah semampumu. Lelah itu wajar, dia adalah pengingat kita untuk beristirahat sejenak, bukan alasan untuk menyerah.

Karena kita punya perjalanan dan proses yang berbeda, kita punya latar belakang, kesempatan, dan rintangan yang berbeda pula. Kita semua punya ketakutan, kekhawatiran, keraguan, bahkan trauma masing-masing. Itulah kenapa jangan terlalu membandingkan diri kita dengan orang lain. Yang terpenting adalah fokus pada diri sendiri, menikmati proses perjalanan kita, dan menghadapi setiap rintangan dengan keyakinan.

Lingkar.
Setelah bermain Afterlove EP, lagu yang kemudian sering kudengarkan adalah Lingkar. Ada satu bagian lirik yang ku petik sebagai pengingat:

Cobalah 'tuk mulai berbagi rasa
Niscaya resahmu perlahan 'kan sirna
Percayalah akan selalu ada
Yang menemanimu dan mau mendengarkanmu


Pada dasarnya, manusia adalah makhluk sosial. Kita butuh berinteraksi, bersosialisasi, dan terkadang, kita juga butuh seseorang untuk membantu kita. Lirik ini mengajarkanku tentang pentingnya membuka diri dan berbagi perasaan. Aku sendiri merasa nyaman mengobrol dengan orang asing untuk sekedar berbagi cerita waktu aku merasa kesulitan dan menceritakan kekhawatiranku.

Tapi anehnya, aku jarang menceritakan ke teman atau orang tua jika sedang mengalami kesulitan atau merasa khawatir. Aku cenderung malu dan takut untuk bercerita ke mereka. Tapi, perlahan aku mulai belajar untuk berbagi cerita dengan mereka. Awalnya, semua terasa berat. Tapi, sedikit demi sedikit, entah kenapa pikiranku terasa lebih ringan.

Lingkar hidupmu yang tak bulat sempurna
Tak masalah bila dia penuh warna
Karena kelak kau 'kan mengerti indahnya
Ketidakkekalan hidup di dunia


Hidup ini hanya sekali, sementara, dan terus berubah. Ibarat lingkaran yang tak sempurna, namun dipenuhi warna-warni, hidup kita mungkin tidak selalu mulus, tapi setiap pengalaman, baik suka maupun duka, memberikan makna dan keindahannya sendiri.

Mimpi.
Mimpi merupakan lagu yang L'Alphalpha dedikasikan untuk Almarhum Mohammad Fahmi Hasni dan merupakan sebuah lagu dengan a fitting title and a fitting story bagi mereka yang memiliki impian tetapi belum sempat terwujud, baik karena kesempatan yang hilang atau karena hidup mereka telah berakhir sebelum sempat mengejar impian tersebut.

"Apakah 'ku salah, bila 'ku tak pernah merasa mampu 'tuk menjalankan cita yang kau tinggalkan."
Terima kasih Tim Pikselnesia telah mewujudkan mimpi terakhir Alm. Fahmi untuk Afterlove EP. Terima kasih untuk karya terakhir dan mimpi terakhirnya. Terima kasih L'Alphalpha sudah menjadi pengisi lagu untuk karya terakhir dari seorang pemimpi.

Terima kasih kalian yang sudah membacanya sampai akhir. Goodbye. Take Care. Live a fulfilled life.
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Posted 1 March. Last edited 30 March.
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5 people found this review helpful
6.8 hrs on record
If you're craving for an escape room game, Mystwood Mansion is the answer.

You drop-off a package, turn around, and the door's locked. Now, you must escape by solving puzzles and deciphering codes throughout Mystwood Mansion. The game is highly challenging, packed with those "ahh... ohh... okay... bingo!" moments when things finally click. You can interact with almost every item in the room—some are just objects, while others hold clues or even key to your escape. Challenging and fun.
Posted 25 February.
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2 people found this review helpful
19.0 hrs on record
Karya Terakhir. Mimpi Terakhir.

Almarhum Mohammad Fahmi Hasni[x.com], seorang narrative designer, game writer, dan developer, yang telah membuat karya terkenalnya seperti Coffee Talk dan What Comes After. Dan Afterlove EP merupakan karya terakhir dan mimpi terakhir yang akhirnya terwujud.

Awal yang bikin aku tertarik dengan game ini adalah dari Announcement Trailer, serta Alm. Fahmi sebagai Game Director dan L’alphalpha sebagai pengisi OST, dengan lagu Tempuh yang digunakan dalam video trailernya.

Playthrough pertamaku terasa campur aduk—senang iya, sedih iya. Afterlove EP mengikuti kisah Rama, seorang musisi di Jakarta yang berusaha move on setelah kematian pacarnya, Cinta. Namun, meski Cinta telah tiada, suaranya masih terus terdengar di kepala Rama.

Dalam waktu satu bulan, Rama harus menjalani hidupnya, mulai dari membangun relasi baru, memperbaiki hubungan dengan teman-temannya, mengenang memori bersama Cinta, menghidupkan kembali band yang telah ia tinggalkan selama hampir setahun, serta mengobrol tentang kesehatan mentalnya dan membangkitkan kembali jati dirinya.

Aku suka mekanisme gameplay-nya, di mana pemain yang menentukan arah kehidupan Rama selama satu bulan. Ditambah eksplorasi Jakarta yang terasa hidup, NPC yang ditemui punya cerita yang berbeda tiap harinya (pagi dan malam). Aku tertarik dengan cerita Park Boy dan Tote Girl, Gadis yang suka membahas tentang katak, dan orang anonim dengan trivia internetnya.

Ending pertamaku cukup sedih dan kecewa, tapi penasaran untuk mencoba mendapatkan Perfect Match. Selain itu, ada elemen rhythm game saat Rama latihan band atau tampil. Sedikit detil unik, logo Fellow Travelernya terlihat berbeda di Afterlove EP.

Art stylenya yang unik dari artist lokal Soyatu[x.com], ditambah L'alphalpha sebagai pengisi original soundtrack. Sebelumnya, L’alphalpha juga mengisi OST untuk salah satu game karya Alm. Fahmi, What Comes After, dengan lagu berjudul Pulang, Kembali.
Terima kasih Kak NengAnchi[www.twitch.tv]dan Gregowry[www.twitch.tv] untuk Steam key nya.

Terima kasih Tim Pikselnesia telah mewujudkan mimpi terakhir Alm. Fahmi untuk Afterlove EP. Terima kasih untuk karya terakhir dan mimpi terakhirnya. Terima kasih L'Alphalpha sudah menjadi pengisi lagu untuk karya terakhir dari seorang pemimpi.
Posted 23 February. Last edited 26 March.
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2 people found this review helpful
4.7 hrs on record (0.1 hrs at review time)
Hadapilah semua rintangan dan nikmatilah lika-liku kehidupan ini selagi kamu masih bisa bernafas, kawan!
Posted 18 February.
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4 people found this review helpful
13.0 hrs on record
Art of Sabotage.

Seeing this classic EA masterpiece finally released on Steam last year was great news for me. In short, The Saboteur is an open-world action game set in WWII, where you play as an Irish resistance fighter, Sean Devlin, taking on the Nazis in occupied Paris and seeking revenge.

What I love about this game is it feels like a mix between Grand Theft Auto (for the open-world and free-roam aspects) and Sniper Elite (with its stealth and sabotage mechanics). Being a saboteur is all about The Art of Sabotage. The graphics are dated, but the voice acting has so much charm and style, and the story is perfect. Also, the facial expressions? It's great.

Tons of great features in this classic game. Completing tasks unlocks perks, and if you're struggling to unlock the next perk, you can just buy them from a shopkeeper. Also, you'll get a punishment perks, such as hiding spot is disabled for 1 minutes. (How did I know? I’ve had a few accidents while driving). Sean has ability to climb buildings like Assassin's Creed. How the color changes around you as you exploring the city and how it affects the environment. Hiding spots when you're being chased. Calling the Resistance to aid you in the battlefield. My favorite hiding spot is kissing a woman.

Main missions are marked with gold square while side missions are marked with black and white square. Green marks hiding spots, and white marks Nazi targets for sabotage. Side missions are repetitive, but it's a good way to earn contraband and bring color back to the city.

Contraband is your currency for buying weapons, upgrades, and other useful stuff. You earn it by completing side missions, blowing up Nazi stuff, such as towers, alarms, vehicles, and fuel depots.

I only hate there’s no shortcut key to open the full map—you have to go through the pause menu every time.
Posted 16 February. Last edited 17 February.
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Showing 1-10 of 425 entries