The Replay Notebook emblem The Replay Notebook Second visits, written down

Every piece here follows a full replay of a game finished at least four years earlier, with notes from both playthroughs side by side.

Lead replay

Timber Hollow Was Never About The Village, And I Needed Nine Years To Notice

I finished this open-world game in a fortnight when it came out and remembered it as a place. Returning to it nine years later, the place is smaller, thinner and considerably less interesting than I recalled, and the thing I had ignored entirely turns out to be the whole game.

Replay Nine years between visits Both playthroughs completed
Read the replay All replays
An open blank notebook on a pale desk beside a mug and folded glasses in strong morning light
Notes from the first playthrough on the left page, notes from the second on the right.

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A fantasy village of timber houses around a well with a bell tower and overgrown paths in warm afternoon light
Replay · lead

Timber Hollow Was Never About The Village, And I Needed Nine Years To Notice

The village I remembered as the heart of this game takes eleven minutes to walk across and contains four buildings you can enter. What I dismissed in the first playthrough as a bookkeeping system turns out to be where every decision in the game actually happens.

Lead Nine years apart Forty hours then, thirty-one now
A clean white space station corridor with teal light strips and a viewport showing the edge of a planet
Replay

Orbit Station Has Aged Badly, And The Reason Is Not Its Graphics

Six years on, the visuals hold up better than I expected and the writing does not. A replay about a game whose central twist depended on a convention that has since become standard, and what happens to a story when its surprise becomes the default assumption.

Replay Six years apart Twelve hours both times
A coastal racing circuit at midday with teal barriers, white kerbs and empty grandstands
Replay

Coast Circuit Is Exactly As Good As It Was, Which Is The Surprise

Eight years, one genre transformation and a great deal of hardware later, this racing game plays identically to the way it played then. A replay about the small category of games that were finished rather than current, and about what that costs a developer.

Replay Eight years apart Twenty hours then, nine now
A bright white gallery room with a teal geometric floor pattern and three plinths of different heights
Note

The Puzzle I Solved By Accident In 2019 And Understood In 2026

One room, three plinths, and a solution I stumbled into without ever knowing why it worked. Returning to it with seven years of other games in between, the logic is obvious, which raises an awkward question about what solving a puzzle actually means.

Note Seven years apart

Shorter notes

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