So. Those of you who pay attention to this space (a number somewhere between two and ‘several thousand people’) may have seen that I posted something this time last week, wherein I claimed to be delayed by E3 and promised that I would, and I quote, “try to have something up for you as soon as I can manage”. And then a week of stone cold silence ensued. What happened?
Cultist Simulator is what happened, as anyone who follows me on any kind of social media might have spotted. Weather Factory‘s magnum opus grabbed my brain by the folds and refused to let go: I started playing somewhere late Sunday last week, and eight days later I have a little over 50 played hours clocked. Hell, that Sunday itself I only intended to take a quick look, and ended up playing until 3 AM or so.
This is not going to be a traditional Indie Wonderland review. For one, Cultist Simulator doesn’t really lend itself well to my review style. If I took you through the first play session blow-by-blow, my mechanical spoiler counter at the start would have to read for the love of god, don’t read this review. Moreover, for two, Cultist Simulator is a… particular game. Not niche, per se, but… challenging to grasp. I don’t know if I have the confidence to try and pull apart what parts ‘do work’ and ‘don’t work’, either ‘as intended’ or ‘in general’. Hell, I’m not even sure still why it is that I like it so much as I do. I do, obviously, just…
So, I’m doing something different. Instead of reviewing Cultist Simulator in this space, I’m going to be talking about Cultist Simulator. I’ll explain why (I think) it appeals to me, and what that says about the larger game. I might try to drag some points of praise or criticism out of the whole affair, if such points seem to present themselves. It’s going to read slightly more like the ramblings of a madman than usual, but then again, I feel that might be appropriate this time around.
(Spoiler levels: Narrative, as low as I could manage. Mechanical, ditto.)
(Game source: Backed it on Kickstarter.)