cross-posted from: https://lemmy.ca/post/16885686
Outer Wilds changed my life then Tunic changed it again
Edit: Game Recommendations by the people in the comments:
- Disco Elysium - @Sibbo@sopuli.xyz
- Kingdom Come Deliverance - @McFarius@lemmy.world
- Fez - @TestFactor@lemmy.world, @Glaive0@beehaw.org, @clearleaf@lemmy.world
- I Was a Teenage Exocolonist - @alltheweird@lemmy.tf
- Noita - @Goodman@discuss.tchncs.de, @yjr4df0708@lemmy.ml, @Crow_of_Minerva@feddit.it
- The Witness - @Suppoze@beehaw.org
- Lingo - @dexa_scantron@lemmy.world
- Bad End Theater - @Exocrinous@lemm.ee
- Celeste - @tkk13909@sopuli.xyz
- Fear & Hunger - @RIP_Cheems@lemmy.world
- minit - @naevaTheRat@lemmy.dbzer0.com
- The Forgotten City - @naevaTheRat@lemmy.dbzer0.com, @Rai@lemmy.dbzer0.com, @terrifyingtuba@lemmy.world
- Deathloop - @tills13@lemmy.world
- The Soulsborne games - @Philharmonic3@lemmy.world
- Void Stranger - @clearleaf@lemmy.world
- Baba Is You - @clearleaf@lemmy.world
- Roguelikes as a genre - @Piemanding@sh.itjust.works
- The Long Dark - @rbos@lemmy.ca
- Who’s Lila? - @Crow_of_Minerva@feddit.it
- Cultist Simulator - @Frogodendron@beehaw.org
- Sorcery! - @Frogodendron@beehaw.org
And some game recommendations by me to add on to the post:
- Taiji
- A 2D puzzle game where you slowly unravel how to solve each different element of the puzzles, eventually culminating in a massive puzzle gauntlet. Basically identical in concept and execution to The Witness, but still very much its own unique and fun game.
- The Golden Idol
- A puzzle game where each level you must examine a scene to figure out exactly what happened, eventually piecing together the full story over several levels. Don’t let the art style put you off, it’s an incredibly well done game. Most similar to Return of the Obra Dinn in concept.
- Stories: The Path of Destinies
- an action RPG with a branching choice-driven storyline, but not every story has a happy ending… You’ll piece together the true story over multiple playthroughs and eventually find the one true path. It wasn’t a particularly life-changing game but it was still a lot of fun and worth checking out if it sounds interesting!
Games listed in the image, for those who want a straight list instead of looking at an image:
- Heaven’s Vault
- Outer Wilds
- Tunic
- Return of the Obra Dinn
- Chants of Sennaar
Additions from commenters on this post:
- The Forgotten City - @Rai@lemmy.dbzer0.com
- Blue Prince - @Coelacanth@feddit.nu
- Breathe of Fire: Dragon Quarter - @adameister@lemmy.world


It’s one of my favourite games of all time, to the extent that I sometimes feel like I’m evangelising when trying to get people to play it. That being said, it’s okay to not click with a game.
Sometimes I’ll play a game that I can recognise objectively nails what it’s trying to do and is a very good game, but I’m just not clicking with it. Trying to make myself push through that rarely leads to productive results; whilst persevering to try to appreciate the artistic vision is a laudable aim, we can do ourselves a disservice by continually throwing ourselves up again a wall. Darkest Dungeon is one example of that for me. I played it because it’s one of my friend’s favourite games, but it just didn’t work for me. It’s objectively excellent, but it’s just not my cup of tea, and I can’t explain why.
Personally, Disco Elysium seized me completely before I even left the starting motel room. If you’ve only gotten to the bookshop, then you won’t have seen what I would consider to be the highlights of the game, but the last thing I’d want is for someone to push themselves to play the whole game, see those moments and come away feeling “meh”. Whilst I want everyone to love the game as much as I do, that outcome would feel worse than someone never playing it through in the first place.
It’s okay to just shrug and say “I wish I could experience what everyone else loves so much, but for some reason, I don’t click with the game — I don’t know why”. You don’t need to be able to justify your experience for it to be valid. Sometimes in our quest to experience and understand “objectively good” art, we end up diminishing our ability to recognise both objective and subjective value of things. Both of these angles are important aspects of the creation and experience of meaningful art — especially the subjective side, which seems to be a somewhat marginalised lens in popular discourse.