The video settings setup was finicky but ultimately successful: "um it's kind of being finicky but I think I think we're good yeah I think we're good" [00:00:14,799 --> 00:00:36,879].
The game's intro was highly praised for its storytelling and atmosphere: "this is such a great intro" [00:06:21,360 --> 00:06:25,080]; "okay I got to say this is one of my nightmares potions are too big Too Deep the water dripping on the camera that's good nice Shader it's very fast camera" [00:02:13,440 --> 00:02:37,920]; "ominous look at that 3D" [00:01:53,240 --> 00:01:57,799].
The narrative hook with Andrew Ryan's speech was compelling: "I am Andrew Ryan and I'm here to ask you a question is a man not entitled to the sweat of his brow... I chose rapture a city where the artist would not fear the sensor..." [00:05:11,620 --> 00:06:25,080], leading to reflection on its libertarian critique: "this this game is a fantastic commentary against um a pure libertarian society and the the dangers of it like... I am more libertarian than anything else but I think this is a great artistic way to uh make an argument against" [00:06:31,599 --> 00:07:28,520].
What would you change?
The initial video settings fiddling felt frustrating: "I'm messing around with the video settings um it's kind of being finicky" [00:00:09,080 --> 00:00:17,799].
(Missing information here) on navigation of options beyond settings.
How could it be better?
Smoother initial setup to dive quicker into the story: implied by eagerness to "experience it together" after brief setup [00:00:34,600 --> 00:00:55,120].
Enhance mood immersion earlier with less distraction: "um I played the beginning of this game because it's got such a freaking amazing intro before but I've never really gotten into it" [00:00:34,600 --> 00:00:49,320].
GETTING GOING
What impressed you?
Intuitive guidance from Atlas via radio: "lady would you kindly pick up that short wave radio... keep on moving we're going to have to get you to Higher Ground just open my door for me" [00:08:33,519 --> 00:09:01,000]; "now would you kindly find a crowbar or something" [00:10:30,320 --> 00:10:36,320].
Clear goals and progression: "go to Neptune's Bounty find my family" [00:21:49,520 --> 00:21:55,240]; "find your way to emergency access" [00:34:50,240 --> 00:34:57,359].
Feedback through audio logs and environmental cues worked well: "Atlas Shrugged that's the one" [00:09:14,600 --> 00:09:18,839]; "steady now your genetic code is being Rewritten just hold on and everything will be fine" [00:13:07,040 --> 00:13:17,839].
What would you change?
Steep curve in combat and navigation: "I'm going to be real this is spooky" [00:10:09,399 --> 00:10:14,360]; "it's a little wobbly definitely want to make sure that you get the fact that you're underwater" [00:12:14,600 --> 00:12:22,360].
Occasional confusion on where to go: "100% do not know where I am" [01:21:29,159 --> 01:21:33,920]; "now where is chompers Dental office key I don't know" [01:28:52,040 --> 01:29:03,880].
How could it be better?
More explicit early tutorials without spoiling immersion: implied by trial-and-error like "is there any reason I thought that was going to be a good idea" [00:13:05,560 --> 00:13:10,800].
Better signage or map integration: "the map freezes your screen this is not like um Hollow night where punish just the wrong one but where you're stuck" [01:27:05,280 --> 01:27:26,639].
FUN
What impressed you?
High excitement and stress from atmosphere: "this game has got you with the uh with the atmosphere I feel" [00:25:01,279 --> 00:25:05,760]; "now this game scares me it's really dark" [00:43:04,760 --> 00:43:09,800].
Moments of laughter and surprise: "don't [__] judge me I was just getting" [00:19:25,000 --> 00:19:31,840]; "oh just getting to the best" [00:42:11,480 --> 00:42:16,800].
Entertainment from narrative depth: "very intense very atmospheric" [01:52:35,400 --> 01:52:40,840]; "the political commentary on libertarian freefor all is is strong and compelling" [01:53:01,880 --> 01:53:07,920].
What would you change?
Frustration from deaths and retries: "oh crap" [01:36:37,560 --> 01:36:41,760]; "that hurts me every time I fail okay" [01:22:38,760 --> 01:22:44,400].
Pacing slowed by looting: "what do they call this mechanic where constantly looking for resources like I I manually have to go look for them... slowing down to look for resources" [01:20:37,159 --> 01:20:59,840].
How could it be better?
More varied combat to build on excitement: "truth is I'm just not very good at shooter games... if I'm going to use my gun just going to waste a bunch of bullets get too scared" [00:30:10,039 --> 00:30:35,519].
Add humor breaks amid stress: implied by self-deprecating comments like "I did a thing... strategy ized I did that I thought about it and then I did a thing was so proud of myself" [01:26:51,719 --> 01:27:07,480].
VISUALS
What impressed you?
Clever underwater effects enhancing dread: "potions are too big Too Deep the water dripping on the camera that's good nice Shader" [00:02:13,440 --> 00:02:21,519]; "it's a little wobbly definitely want to make sure that you get the fact that you're underwater" [00:12:14,600 --> 00:12:22,360].
Atmospheric details like AR Deco: "this AR Deco it's great" [00:03:43,000 --> 00:03:49,439]; "in game all these great ingame reasons why you have superpowers and stuff" [00:12:48,800 --> 00:12:55,199].
Emotional impact from decay: "this is a very hostile World they really haven't pulled any punches right here in the first look" [00:14:14,920 --> 00:14:23,920]; "yeah it definitely seems like living underwater would come with its own set of problems" [00:16:08,600 --> 00:16:16,639].
What would you change?
Darkness sometimes overwhelming: "it's really dark" [00:43:09,800 --> 00:43:13,040]; "black bars on the top and bottom of this where I can't see the action" [01:49:42,320 --> 01:49:45,159].
(Missing information here) on specific visual tricks like fake crowds.
How could it be better?
Dynamic lighting for better visibility without losing mood: implied by adjusting shaders "SEC there might even still be too much but we'll get to combat I love it" [00:02:46,640 --> 00:03:00,000].
More interactive environmental visuals: "it's cool seeing it for two different Advantage points" [00:04:41,120 --> 00:04:49,480].
INTELLIGENCE
What impressed you?
Enemies feel aware and personal: "they're the splicers smarter than Einstein stronger than Hercules" [00:11:23,360 --> 00:11:33,000]; "are the enemies or opponents really aware of you? Do they seem to have any personality?" implied by reactions like "I didn't touch her okay" [00:11:12,830 --> 00:11:18,360].
Personality in splicers' dialogue: "why are all these dialogue bits like misogynistic is there no other kind of distasteful thing someone could say" [00:21:02,080 --> 00:21:18,200]; "I'm not a bad person go run always run" [00:20:30,080 --> 00:20:36,480].
What would you change?
Some feel dumb or predictable: "Are they dumb video game characters?" implied by "come by the Apple that's so salacious" [00:30:19,240 --> 00:30:26,640].
(Missing information here) on deeper opponent strategies.
How could it be better?
More varied AI behaviors: "the game is playing against you well? Why? How? What's going on?" implied by combat surprises like "War where he come" [00:19:43,159 --> 00:19:47,520].
Reduce repetition in taunts: "stop wasting my time pet monster where are you" [00:31:38,279 --> 00:31:47,120].
IMMERSION
What impressed you?
Deep atmosphere pulls you in: "this game has got you with the uh with the atmosphere I feel" [00:25:01,279 --> 00:25:05,760]; "Did 60 minutes just fly by?" implied by "very intense very atmospheric um I talked to the some of the mechanics earlier but it's a it's a very fast firsters shooter that forces you to be slow" [01:52:35,400 --> 01:52:54,360].
Responsive world via audio logs: "the whole city went to hell" [00:22:48,159 --> 00:22:55,799]; freedom in exploration: "um I'm personally way more interested in exploring" [01:09:26,159 --> 01:09:34,000].
What would you change?
Breaks from loading or retries: "oh tell tell Ryan I'm sorry I won't do it again no please please don't do that the whole thing will go no" [00:20:15,159 --> 00:20:25,120]; "I pulled a doom three on me and by I didn't like that I mean it was effective it got me" [01:11:14,719 --> 01:11:30,920].
Manual looting disrupts flow: "so what does this manual looting and searching do slows you down is that good" [01:24:45,159 --> 01:24:55,480].
How could it be better?
Seamless transitions: "What stopped that feeling of immersion?" implied by "if I didn't have to sit and mo everything seems like this would be a much faster game" [01:45:43,960 --> 01:45:57,320].
More player agency in responses: "Was the game responding to you, or were you responding to it?" implied by "the game responding to you" in plasmid choices [01:16:45,400 --> 01:16:53,480].
CAMERAS
What impressed you?
Fast, immersive first-person view: "it's very fast camera" [00:02:30,040 --> 00:02:37,920]; good for tension: "the water dripping on the camera that's good" [00:02:13,440 --> 00:02:21,519].
(Missing information here) on broader system strengths.
What would you change?
Wobbliness underwater: "it's a little wobbly" [00:12:14,600 --> 00:12:18,240].
Obscured views: "black bars on the top and bottom of this where I can't see the action" [01:49:42,320 --> 01:49:45,159].
How could it be better?
Stabilize for clarity: "How would you have avoided them?" implied by "definitely want to make sure that you get the fact that you're underwater" [00:12:14,600 --> 00:12:22,360].
Adjustable FOV: "What don't they realize is kinda bugging you as you play?" implied by close-quarters frustration like "come on come on uh" [01:36:13,920 --> 01:36:19,159].
CONTROLS
What impressed you?
Genre-fitting shooting/hacking: "sir give them the combo zap them then whack them one two Punch remember the one two punch" [00:19:17,080 --> 00:19:29,520]; interface clear for health/EVE: "okay so I got my health and then I got my Eve AO recharge okay" [00:18:08,320 --> 00:18:19,960].
Mistakes feel player-owned: "Did you feel 100% of any mistake was your fault" implied by "truth is I'm just not very good at shooter games" [00:30:10,039 --> 00:30:15,120].
What would you change?
Frustrating aiming/looting: "Is it frustrating to control?" implied by "get too scared $33 I mean I guess when I just steal it from everybody" [00:30:46,840 --> 00:30:57,349]; "I manually have to go look for them... I have to push the button on them" [01:20:42,239 --> 01:21:01,800].
Plasmid swapping: "my initial reaction is that I don't love that I had to give up my fire one cuz I need my I need my electricity one to hack machines" [01:16:56,920 --> 01:17:08,960].
How could it be better?
Auto-loot option: "what other games could learn from this?" implied by Resident Evil comparison "like in um Resident Evil you had your attache case" [01:26:23,610 --> 01:26:40,520].
Smoother interface: "How is the in-game interface?" implied by "F to use for that makes sense" [00:40:19,040 --> 00:40:25,880].
IDEAS
What impressed you?
Plasmid powers as fresh hooks: "what throw objects at foes you can even catch grenades and throw them back" [01:16:45,400 --> 01:16:53,480]; "in game all these great ingame reasons why you have superpowers and stuff oh man" [00:12:48,800 --> 00:12:55,199].
Little Sisters moral choice: "choose whether to rescue the little sister or harvest her" [01:49:51,639 --> 01:50:09,760]; "isn't that the commentary though" [01:50:49,079 --> 01:50:54,119].
Customization via tonics/plasmids: "Could you customize the game in any way that you cared about?" implied by "wrench JS up your upper body allowing you to wield Club likee weapons" [01:24:55,880 --> 01:25:06,920].
What would you change?
(Missing information here) on less fresh elements like basic shooting.
How could it be better?
Deeper customization branches: "What's fresh and why?" implied by interest in mechanics: "um I'm personally way more interested in exploring and pushing the industry on the game design like the mechanics front" [01:09:26,159 --> 01:09:41,920].
MEMORY
What impressed you?
Left wanting more: "Do you want to play more?" directly "I would like to see I know there's a big plot twist I don't know what it is but I'll probably play this one on the on the side or maybe in a future stream to keep going" [01:53:14,639 --> 01:53:25,520].
Positive lingering feel: "After turning the game off, how are you left feeling?" implied by "well I think that was a pretty good stopping point... it's pretty good catch y'all later" [01:52:25,960 --> 01:53:29,960].
What would you change?
(Missing information here) on specific regrets.
How could it be better?
High-point pitch (under 50 words): "The atmospheric underwater dystopia with plasmid powers and moral choices on harvesting Little Sisters—intense, scrappy shooter critiquing libertarian excess in a decaying Rapture." (38 words) [synthesis from 00:25:01,279; 01:49:51,639; 01:53:01,880].
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100 highest-rated games
David Perry suggests using gameranker.com for [[202501031828 The David Perry Challenge]], and filtering for platforms you own. I found this list to be...