
Realm of Ink: solid roguelite or just another clone?
Realm of Ink arrives with an ink and calligraphy art direction that captures attention immediately. The real question, in a genre this saturated: is that enough to make a good game?
Wednesdays arrives with a comic book style that echoes the best of Ghost World, and a subject few works have the courage to address head-on. It's uncomfortable, necessary, and luminous.
Alexandrosse
InsertCoins.press Score
8/10
Verdict
Recommended
Some games come out of nowhere and remind you why this medium can still surprise. Wednesdays is one of them.
The first thing that hits you is visual recognition. Wednesdays' art style looks like something you've seen before. Not copied, not derivative, but familiar in the right way, the kind that wakes something up.
We thought immediately of Ghost World. Daniel Clowes' comic, published between 1993 and 1997, with its flat acid colours, its characters at the edge of the adult world, its way of showing everyday discomfort without forcing anything. Wednesdays has that same quality, that indie comic book style that doesn't try to impress but stays with you long after.
There's something deeply honest in this kind of art direction. No photorealism pretending at depth that isn't there. Just lines, colours, faces that express more than they should with so little. It's a narrative choice as much as an aesthetic one.
Wednesdays is about sexual violence.
We say it plainly because the game itself doesn't look away. And that may be its most courageous act.
We'd rather sexual violence didn't exist. We'd rather never have to find words for what real people experience. But it exists. And the silence that still surrounds it, that weight of shame that falls on those who suffer it, is part of the problem.
Video games have rarely confronted this directly. A few titles have grazed the subject, often clumsily, sometimes exploitatively. Wednesdays does neither. It builds an intimate, respectful narrative that doesn't turn violence into spectacle but doesn't minimise its weight either.
It's hard to play at times. It's meant to be.
There's something we genuinely hope for while playing Wednesdays. That people carrying something heavy for too long will find this game, and feel a little less alone.
Not because fiction fixes anything. But because seeing your experience represented, seeing someone else go through what you went through without it being minimised or romanticised, can be the beginning of something. A crack in the wall of silence. A space to tell yourself it wasn't normal, it wasn't your fault, that you can talk about it.
If Wednesdays pushes even one person to call someone, to seek help, to raise their hand, then it will have achieved something no triple-A game with a hundred-million budget ever will.
That's the real reach of a courageous work.
Wednesdays isn't an easy game to score. Because the usual criteria, length, mechanics, replayability, don't capture what it does. What it does is exist where others don't dare to go. Hold its ground in a space popular culture usually leaves empty.
The art direction is cohesive and personal. The writing is precise, never sensationalist, never condescending. You can feel a team that thought carefully about every word, that probably consulted people, that took care.
It's not perfect. Some passages are less polished, a few narrative transitions could have breathed more. But the intention is above reproach and the execution, in its best moments, hits exactly right.
Strengths:
Weaknesses:
If you or someone you know needs help, please reach out to a local support line for sexual violence survivors.
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