Snap Judgements: A Random-Ass PC Game Party

If you game on the PC, it’s not hard to get a massive collection built up for very little money if you’re not particular about what makes it in there.  Steam sales will aggressively discount games.  Humble Bundle can get you a curated collection for very cheap, and if you get their Choice option they will shove 60-some DRM free games right in your face.  If you’re on Amazon Prime, they will give you 5 games a month through Twitch.  The Epic Games Store drops at least 2 free games on you a week.  So yeah, my PC backlog has become unmanageable, really.  Hell, this month’s Humble Choice has two games I’ve specifically had my eye on for a long while, and I can get those and 8 others for well less than the MSRP for each, and I’ve been refraining because I don’t want my Steam list to grow anymore until I’ve actually played a bunch more of the games on it.  When I was a cub owning a game was a big deal.  You thoroughly explored that game, you came to know it better than your own reflection, you mastered it as much as a gawky little kid that sucks at everything can master anything.  Nowadays, at least as far as the PC goes, it seems the various game makers and distributors want you to have a library rather than having explored every little thing; I don’t think many expect you to actually play all the games they’re throwing at you.

But that’s not how I roll.  I like to play all my stuff.  And lately, I’ve been motivated to do so.  I’m still keeping up with that focused run-through of playing all my games that I’ve done all my years, although yeah, I’m needing to adjust my expectations to deal with all these random-butt games that I’ve built up over recent years on my PC library.  And apparently, how I deal with that is I just change the rules so that I’m not expecting myself to give a full playthrough to any game I didn’t directly play through and we go from there.

So, in any case, lately, in addition to the games I’d normally be playing, I’ve also been trying out many of the random games I’ve been picking up through other means.  So here’s some quick judgements on some of the games I’ve been playing lately that I don’t think I’m going to end up doing a full post about.  Some of these I’ve given a full playthrough, some have just been a quick try, but either way, I’ve got words to put on them, so here you are.  I’ve been starting at the top of my various collections, so if you’re wondering why so many of them have titles that would pop up near the top alphabetically, well, there you go.

A Normal Lost Phone

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This is a quick little experience, kind of has an interesting idea.  Essentially, you find someone’s unlocked phone, and rather than turning it into anyone, you start snooping to try and figure out whose it is.  Turns out, judging from recent messages on there, the guy unexpectedly disappeared.  So you have to read his texts and emails and break into his apps and dating profiles and other stuff to try and figure out what’s going on.  I like its approach to puzzles, they hit the right spot to me where I was never stuck and constantly able to figure the challenges pretty quickly, but they still took enough mental work that I felt rather accomplished in doing so.  I ended up rather hating the game, though, because it’s rather preachy.  Yes, being trans is a difficult thing fraught with a great deal of challenges and bigotry that I’m sure I do not understand because my knowing personal exposure to trans people has been rather limited, but an unnuanced black and white strawman-filled take on the subject that wants to hammer you on the head with the “feel the plight of trans people” hammer over and over is going to irritate me to no end even as I agree with the central thing it’s trying to push.  And it’s preachy in a way that’s just going to galvanize the base, make the people that already agree with it feel better for agreeing with it, without actually adding more to the subject matter or approach anyone on the fringe.  There were a couple of times I missed out on puzzle clues because I got tired of wading through walls of text on how horrible the strawmen were that I just stopped looking at the things that point in a direction.  Also, I take issue with the ending, the same way I did with Gone Home’s.  Spoiler: dude just ghosted his family because they’re homophobic.  At least he’s got more reason that Gone Home’s couple, but either way, ghosting your family for anything but avoiding actual danger is a sick, horrible thing to do to them.  Yes, I would say that’s worse than the homophobia.  Treating it like a romanticised ideal bothers me a lot.

Abzu

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I’ve heard this described as underwater Journey.  I haven’t played Journey, so I can’t really speak to that, but if you have, hey, maybe that means something to you.

So, you may call this a walking simulator, except there’s very little walking in it.  Usually you’re swimming.  You’re a diver exploring the underwater wildlife of an area, and sometimes exhibiting the strange power to create sea life where once it was missing.  You explore underwater ruins, solve a few ‘find the switch/drone/item’ puzzles to open doors, and go through a bit of a minimalist story that’s surprisingly well-presented for having no dialogue and only one real character.  Overall, it’s really just a relaxing, chill experience, one that does bring you some tension but otherwise has a rather meditative quality to it.

60 Parsecs

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Yeah, it comes first alphabetically, but I don’t have much to say about it and I didn’t want to lead with this so it goes down here.  You manage a small team of space station wreck survivors as they head into an escape pod, trying to keep them alive and have them find or develop new items to increase their odds of survival until sheer random chance inevitably kills everybody and then you wonder what the hell that was all about and uninstall the game.  Not recommended.

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Eyes on Antihero

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So, in general terms, an antihero is a bad person who’s really a good person.  It turns out, an Antihero is also a video game.  Who knew?!

Me.  I knew.  Man, I rule.  And now you do too, because I’m telling you about it!

So, Antihero is a turn-based strategy game in which you run a thieves guild.  In said guild, you manage a team of units to help you yank, gank, and shank, all in the name of robbing the rich to give to… yourself.  You’re like half of Robin Hood, here.  To be honest, the ‘hero’ part of Antihero doesn’t really show up in the game.

Antihero is one of those games that’s simple in concept but really solid in execution.  It plays a lot like a board game, honestly.  Except it’s a video game.  It’s a video board game.  Yes.  You play in a semi-randomized section of one of the three types of Englands that show up in fiction (it’s the Sherlock Holmes-type, for reference) and they have you and a CPU or other player facing off against each other, racing to collect enough victory points to win the game before your opponent does.

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One of the things that I really like about Antihero is the way that your strategy has to evolve as you go along with the game.  Each game moves really quickly, and is over in about 15-20 minutes at most, yet there’s a really clear progression in strategy there.  In the early game, you might be able to make a really strong showing of it by denying your opponent access to resources and blocking them from scouting into your side of the board, while you snatch up and burglarize as much as you can.  If you just stick with that, though, you won’t be able to keep up as they start being able to move units through more territory and the places you’re stealing from run out of stuff to steal, so you’d better have built up a solid base of resource generation to keep you going by the mid-game.  And then in the end game, it becomes very difficult to keep units on the board but both sides should usually have enough to keep pumping more out, so it turns into a very aggressive war of attrition, and the guessing game of where to hit them hardest and where to place your own traps ends up ruling the day.

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There’s two major resources to secure; lanterns, which buy you upgrades, and coins, which buy you units.  Upgrades give you access to more units, improve on their capabilities, and boost your resource generation.  You’re not typically limited as far as how much you can get per turn, but every upgrade makes additional upgrades that turn more expenses, and buying units increases the price of other units of the same type.  Another layer of strategy there, sometimes you’re going to be best served by spending your wealth on a number of units, while other times you should spread them out between turns.

I particularly like the way units are designed to deal with the way strategies change throughout the course of the game.  To start with, you’ve got your master thief, who’s basically the queen of the chess board.  This guy/gal is the lynchpin of everything you’ve got going on.  They’re in charge of scouting, stabbing, and stealing.  One of the big strategic keys of the game is working out just when to upgrade their capabilities over the capabilities of the guild as a whole.  Your units can only operate in the locations you’ve scouted, burglarizing is your man source of resources in the early/mid game, and your attack capabilities without the master thief’s contributions has a strict application limit, so a lot of your momentum swings on how you use your master thief.  This unit gets the most upgrades, as well, and you’re able to increase the amount of moves you can make in a turn, the damage they do, the amount of coins you get activities, the types of places you can steal from, etc.  They’ll get progressively more powerful as the game goes on.  And, they retreat back to your hideout at the end of every turn, making it impossible for the opponent to attack them directly.

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Then you’ve got your urchins.  Urchins are pretty much the worker units of other strategy games.  Have them invade businesses, and they’ll get you benefits for it.  Usually that’ll be resources you get every turn, but sometimes it can be upgrades to your units, reduced costs, or even victory points.  They’ve usually only got one application, but it’s one that’s useful the whole game through.

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Your gangs are another one of your backbones.  These are the things that make people hurt.  Got some goons blocking your way?  Give them a good drubbing.  An assassination target?  Send the gangs after them.  They can kick urchins out of buildings, too, paving the way for you to take hold of it yourself.  You get to upgrade them every time they succeed at doing something, building up the damage they do, the amount of urchins they can remove at once, or the amount of money they make when they succeed at something.  These guys are kind of funny, so absolutely vital in the early game, but they end up dying by the droves in the late game, so it’s hard to build them up much then.  Even so, the ability to remove urchins from locations is vital to managing your opponent, and even when they can only do one before dying, it’s still the most cost-effective way of doing so.

Thugs can block off areas.  Neutral thugs will pop up randomly or around assassination targets over the course of the game, but if you want to keep your opponent from scouting out a certain area or reaching a certain resource, you can send a thug of your own to block it off.  They don’t have any offensive capabilities of their own, but you can make your opponent waste some moves in dealing with them, which is crazy effective in the early game.  As your opponent scouts more and more territory, their usefulness starts to wane, but you can always also add them to a gang to boost its health.

Saboteurs are one time use units that are pretty cheap.  They’re the only other unit other than the master thief that can scout, so if you need to extend your reach but the head honcho is busy, they can at least reveal some more street for your other units to prowl.  Their true utility, however, comes in the traps they lay.  Got a business where you just need to make sure your urchins are unmolested?  This guy can plant a bomb there.  It’ll last for a couple turns, and the first unit that tries to mess with that building will be stunned.  It makes the master thief lose all their remaining moves, and it leaves gangs and truant officers helpless in the streets, waiting to be picked off, all while your happy urchins are still there, unfettered.

And then you have truant officers and assassins.  Both one time use units, the best at what they do.  Both the most expensive units available.  Truant officers will roll up, and in the creepiest way possible, remove all the urchins from a building.  Assassins will strike for a whopping six damage, more than any other unit in the game and enough to slay almost anything except for the later assassination targets, before vanishing.  Both are only available by the time you reach the late game, and the economy on them isn’t great, as given enough time you could have a gang do the same work for much less cost, but smart use of them can really turn the tide for you.

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To win the game, you usually need to secure six victory points.  There’s a bunch of ways to do that, but there’s three that’s available on every map.  You can spend lanterns on bribing someone to get a victory point, although the cost of doing so increases each time you do.  You can fulfill contracts for assassination, taking out random targets with more health than you typically have available at that point, although again, the amount of health they have will increase every time one of them falls.  And you can fill a church with urchins, learning enough from confessions to secure blackmail, but this is the only type of victory point you can lose, so you’ll have to defend those urchins until the game is won.  Scenarios may also present you with other means of scoring victory points, such as by stealing a ship’s cargo, sneaking into a masquerade, or overcoming a palaces security and burglarizing its jewels.

The game has a campaign mode that’ll take you through all of these, as it tells the story of master thief Lightfinger as he ousts all the other thieves guilds from NOT LONDON and establishes his control over the city.  It also has an exhibition mode that I spent a fair bit of time in, and a multiplayer mode that might mean something to me if I ever played these things with anyone else.

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All in all, I want to call back to what I said earlier.  It’s a really simple concept with a very solid execution.  I had a lot of fun with it.  There’s not a whole lot of meat there, though.  The campaign mode will take you maybe 3 hours, and when you’re done with that, you’ve seen pretty much all the game has.  Short games don’t bother me at all, and it’s really good for a quick bit of fun, but if you’re expecting something with staying power, this is not it.  It is really satisfying to get a good strategy going, and although you will probably use the same basic model throughout, the different scenarios and actions of your enemies will require a fair bit of variation to that.  It’s good for my thinking cap, is what I’m saying.

Eyes on Neon Drive

There’s something to be said for those games that will take a simple concept, distill it down to its purest essence, and then build something beautiful out of it.  Something that’s so simple to talk about, yet so complex in its execution.  You get that in your Tetrises, in your Pac-men, and now, in your Neon Drives.

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We’re going to call Neon Drive, made by the how-the-heck-do-you-pronounce-that developer Fraoula, a ‘Rhythm Driver’ here.  Yeah, we’re breaking the boundaries of genres even as we recreate them.  Ok, not really, because Neon Drive is really just a rhythm game at its core, but it takes place in a car, on a street, you know, driving.  So like I said above, really simple in concept.  At its base level, there four lanes you can move between.  Your car automatically moves forwards, and obstacles come along the path forcing you to switch between lanes in time with the music to avoid them.

And that’s that.  Well, mostly.  Again, really simple in concept.  And yet they make it work.  It’s not an epic experience or anything, but I had a good time with it when I first came across the game a few years ago, and I had a good time with it again when I picked it up just recently.

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The music and aesthetics are a big part of it.  Most of what I know about the 80s, I know from games and movies trying to be deliberately retro, so I’m pretty sure the era was all about neon and sci-fi and synth-heavy soundtracks and that weird segmented sun and really, really bad hair and clothing.  Except for the last bit of it, this game seems to pull it all off well.  Especially the music, that really stands out.  I do have to commend this soundtrack, it’s pumping and driving and manages to not get old even as you listen to the same segments over and over again because this game is really hard.  And it sounds so appropriately 80s, and is tailored really well to the challenges you’re facing in the game.  The music and your movements mesh together so naturally, sometimes it feels like you could get through the obstacles with your eyes closed if you just followed along with the music.

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And then you crash and burn because even with all that, the game is hard.  It’s very heavily skill-based.  It requires reflexes, planning, and absolute precision, and it will make you replay the same sections over and over and over again until you get it right.  It’s interesting how it builds those skills up in you, however.  It can take you a long while to get there, but once you get to the point where you can beat a level, you’ll be able to do it again and again like nothing.  I remember, it took me about two hours to beat all seven levels when I first played the game a few years ago, a feat the developers have stated makes me certifiably superhuman.  I hadn’t touched the game at all in the interim, but picking it up again here, I was able to move through that same set of levels with very little trouble.

Then I got to the new 8th level.  That one is absolutely brutal.  I hate that this game keeps track of how many times you’ve tried but failed, because I truly embarassed myself on the last one.  If you can beat that one, you’re a better Neon Driver than I.

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It is pretty short.  There’s only 8 levels, and if you can get through them in a single go, each level only takes you about two minutes.  I feel like it makes full use out of being compact, though.  Each level switches up the gameplay somehow halfway through, whether by switching perspectives, turning the obstacles into oncoming traffic, transforming your vehicle entirely, etc., and each one does it in a different way.  Again, I finished it my first go around in about two hours.  The 8th level can extend that some, if you’re going to put in the time to get through it.

And, you know what?  That’s all I’ve got to say about that.  It probably comes across a lot better in action than it does in spoken word, so check this out to see a bit of what I’ve been going through.  

The Twitch Desktop App, Reviewed by Someone Who Doesn’t Care About Twitch

So Twitch’s Desktop App has joined my computer as the fifth in an increasingly difficult to manage amount of games clients on my PC. Now, I don’t really care about Twitch. Nothing personal. If you enjoy it, more power to you. I’m just not much for the whole livestreaming deal. I love let’s plays. Don’t care for livestreaming. Figure that out.

So why did I pick up the app? The games, man. Apparently Twitch sells games. Been doing that for less than a year. And, if you’ve got Amazon Prime, they started giving you a monthly bundle of games. I remember hearing some noise when Amazon made the acquisition of Twitch a while back, but I think I speak on behalf of the entire video games community when I say that giving me, specifically, new games is a good way to ingratiate yourself to everybody.

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And, you know, it’s a legit set of games. I don’t know about you, but when I found out about it, I was completely expecting it to be a bunch of garbage games. I mean, the free TV you get off Amazon Prime seems to be getting weaker every year, I was expecting the games to be the same way. But no. Sure, I already owned like half the games I’ve picked up through this arrangement on other platforms, but you can take that as an indication of the selection’s quality. Your main man has some discriminating tastes. You seem to get a bit of a mix of games, from the somewhat older mainstream releases to the creative indie title to the niche and relatively unknown left field games. Some of them are still filling gaps in the collection. I’m still kicking myself that I missed out on Mr. Shifty from not realizing I could claim games through this service the first month it was available, and although High Hell is not one I had ever thought would make its way to my collection, now that it’s there I’m having a he…..ck of a good time with it.

Of course, this is a new client on offer, joining the likes of GOG Galaxy and Uplay and Origin and the juggernaut of Steam. As far as I can tell, the Twitch Desktop App has only been around since last August, less than a year going. So, what’s it actually like?

Pretty featureless, in all. Which, granted, I’m sure it’s made more for the livestreaming than necessarily the gaming, right now. Maybe that matters to you. As I mentioned before, I don’t care. It still seems to be a work in progress. In the few weeks I’ve been playing around with it, it’s been updated three times, so I’m guessing it’s still seeing a fair bit of development. But really, it will install games on your computer and let you play them. That’s about it.

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Installation works fine. Speed seems relatively comparable to the big boy clients. You don’t have the ability to pause downloads, however. That’s not a problem for me with the small games, the indie titles, or the classics from yesteryear. It’s going to limit its utility for the modern AAA releases, though. At least for me. When I’m downloading a 60 GB game to my computer, well, I live in one of those places where you can actually see the stars at night, so on the flip side, internet speed isn’t the greatest. It takes a while. And I’m not really willing to completely dedicate my internet use to one thing over the next 14 hours. I stop large downloads when I need to do something on the internet, then start them up again when I’m occupied with something else. Wouldn’t be able to do that on Twitch.

The game’s shop is about as bare bones as you can get. The selection isn’t great. Around 200 games, which sounds like a lot, but when you start looking for that one specific game you’re craving, it’s going to seem all too small. The selection is so small there’s not any way to sort through them. They just give you a list of games in roughly alphabetical order, and leave it to you to find what you’re looking for. No organizing by genre, no search function, nada. For whatever reason, they don’t even display prices on the shop screen either. You have to click through to the game’s page to find out what they’re offering it for. Or if Twitch is even selling it at all; some games only sell add-ons through Twitch, to get the full game, you have to buy from another site.

For that matter, you can’t buy games through the client itself. You click the shop button, it just opens the window in your browser. You can’t claim your Amazon Prime goodies through the client either. All browser-based.

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One thing that I think is unique about the Twitch App is that it’s got a dedicated area for managing mods. Only for a handful of games, seemingly, and only for the selection of mods that are uploaded to Twitch, but you don’t need the games to be in your Twitch library to enjoy this benefit. Twitch pretty easily picked up a couple of games I had installed through Steam, and I can seemingly integrate mods simply enough through this service. I’m not really a big mod gamer, but I still found this rather interesting.

Playing the game… you’re just playing the game. Twitch has no overlay here. Which is fine, most services don’t, I think Steam’s a little unique in that regard. I was surprised by this, I would have expected Twitch to provide some streaming features, or at least easy screenshot functionality, but hey, for all I know they do and I just haven’t found it yet.

One last minor irritation, the client doesn’t actually close with you ‘X’ out of it. It just minimizes. Granted, Uplay’s the only client kind enough to close entirely when you ‘X’ out, Origin, Galaxy, and Steam all still run in the background, but it is bizarrely frustrating to me to see Twitch hanging out on my task bar at all times unless I take the extra step of exiting entirely. It’s a feature that makes very little difference whatsoever, but it’s still hitting me on a visceral level.

So yeah, that’s the Twitch Desktop App. As a client to get those monthly games you get through Amazon Prime onto your computer and let you play them, it’s perfectly fine. Missing some convenience features, but it’s totally functional. If it wants to stand on its own as a gaming client, it’s got some work to do. The developers do seem to be working on that, a little bit at a time. But it’s going to take some time to get there. I hope it does have the longevity to last, though. The closure of the Wii Shop has found my trust in marketplaces somewhat shaken, and I’d hate to see these new games I’ve been able to add to my collection get cut off from me.

Oneshot

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What’s this, Aether? Yet another RPG Maker-created indie adventurish game? And this one doesn’t even seem that spooky. You’ve been on a real kick with those, haven’t you, Aether?

Well, sort of. Thanks to my friend and yours, Red Metal, I had the chance to try this game out. I hadn’t heard of this game before. Knew absolutely nothing about it. Yet it ended up being the kind of thing that absolutely vibes with what I look for and enjoy about video games. This is an experience.

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In a sentence, Oneshot is a game with the art style of Cave Story set in an Undertale-esque world mired in the tone from Dark Souls’ Firelink Shrine as played through an RPG Maker puzzle adventure, with a fun and unique twist. And it all comes together, and it works, and it’s good. The game feels like something special, like a real labor of love.

So the big selling point behind Oneshot, the headlining factor that makes it stand out from the rest of the market, is that Oneshot is a game that does its best to make you believe it’s not really a game. You play as yourself, an incredibly sexy warbeast named Aether (or, you know, whoever you are, although I don’t know why you’d want to play as anyone else), who has discovered a piece of software on your computer that allows you to interact with and guide a single catperson, Niko, themselves a stranger in a dying world. You are revered as a deity in that world, much as I am in this one, while Niko turns out to be a sort of messiah, tasked with delivering a light bulb that illuminates whenever he touches it to a tower, where it will serve as the worlds new sun after the last one burned out a while ago.

This game will mess with your computer, and you’ll need to look outside the game itself to solve some of the challenges it presents you with. Puzzle solutions will wind up in your documents, on your desktop, in mysterious programs you don’t remember putting on your computer, etc. The game says in the beginning it’s best played in windowed mode, and that’s true, because sometimes you’ll need to play around with something on your computer or the game window itself to figure out something or other.

That’s the gimmick, and it’s used really creatively throughout, but rarely in a way that you’ll be lost without outside help. After you’ve got the logic of how the game works down, you can usually follow along pretty easily.

It’s not just that alone that comes into play, though, as far as the immersion factor goes. You’re constantly referred to, Niko will chat with you and you have your own dialogue options, and a few characters will bypass Niko and address you directly. If you’re into immersion, few can match this game.

Of course, all the immersion in the world doesn’t matter if the game itself isn’t good. And Oneshot is good. It’s the type of good that’s completely reliant on characterization and storytelling and a lot of things that are way more subjective than the already subjective gameplay-mechanics, so of course, your mileage may vary, but if you’re into the types of things I’ll be talking about here, you’ll probably find the game very solid as well.

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Characterization is really strong, here. Niko, the character you interact with this world through, is one of the few that’s around long enough to get any real depth to them, but he/she is quite interesting. A child, passed from a happy life into a world seeing its sunset years and tasked with being its one ray of hope, they often get overwhelmed, or don’t know how to handle the situations before them, but keep trucking on. They’re decidedly human, as well. They have very understandable desires and impulses, and though they are childlike and a catperson, they’re very relatable.

The other characters you come across are a little different. It’s clear from the outset that you and Niko are very different from the rest of them. And although you can easily find plenty of characters who go beyond the shallow level, you always get the feeling that there’s something a bit off about them. That they’re playing by a set of rules you can barely penetrate and have no hope of ever fully understanding. There’s a point to that. You and Niko both may be one of a billion in your world (unless you’re playing as me, in which case even then, you stand apart), but here, you are something completely unique. The plot takes it from there, but the ways all the characters interact with you keep hammering the point home.

There are puzzles in this game. Again, no real stumpers, even though they do require a lot of outside the box thinking. I think there was one I needed to consult a guide on, and a few I needed to get some mental distance on, take some time away and come back to, but most of the rest I just cruised through easily. It does occasionally work on cartoon physics, but when you get used to how they work, they’ll work pretty well. This would be a very individualized experience, but for me, they generally hit the sweet spot where it takes a bit of thought but not so much that you’re getting frustrated or wasting a lot of your precious gametime retracing steps over and over again.

The plot is one of the stronger parts of the game. It’s one of those good indie-style plots, not a lot of moving parts but what is there is well done and thought provoking. I love a story that lies to you, and Oneshot is playing off your expectations from the moment it drops that title. Even with that in place, though, the story is simple enough to be relatable, and peppered with enough Earthbound-esque surreal humor to keep the dark story from going full on sad. It controls the tension, the bits you may remember from the classic Freytag’s pyramid, very well, going on a slow burn through most of the opening, reaching the climax and having a good denouement, then breaking out the intensity once you’re on the path to the true ending.

Oneshot feels like a special experience. I find myself staying vague with quite a bit of things about it, just because it’s the type of game that’s really best experienced in a vacuum, in a quiet room by yourself. I don’t think it’ll be everyone’s cup of tea. But if it’s yours, it delivers like none other. If this sounds like it’s up your alley, give it a try. I know I haven’t found much else quite like it.

Corpse Party

I guess I’ve just been in the mood for this. After I finished up with the Witch’s House, I started up its fellow Japanese RPG Maker developed horror game, which seems really too specific to be a thing but it totally is, Corpse Party. Corpse Party isn’t a freeware game like the Witch’s House, so although it’s got the same basic DNA, it’s got a much more professional presentation. And when you think of professional, of course you think of your main man Aether, so given that totally excellent segue, let’s get down to our review of the game.

Corpse Party is a version of a game that’s a remake of another game from like 1996 or something. There’s a couple different versions of the game, and they all seem to be slightly different in presentation. Basically a horror adventure. Trapped in a school. An evil school. Have to pixel hunt and solve the occasional puzzle to get out. All the while avoiding things that will happen to you. Bad things. Just in case you were thinking you might have to avoid ice cream or something. Wanted to be clear on that. The school is full of traps and also haunted and some of the traps might be haunted to. Maybe you’ll get possessed. Maybe you’ll go crazy. Maybe you’ll make the wrong move and find yourself sliced in half. Doesn’t that sound like fun? And if you die here, there’s no pearly gates waiting for you on the other side. Your soul will linger, feeling the pain you felt at the moment of your death for all eternity.

So it goes without saying that the death scenes are some of the best parts in the game. But let’s get into that later.

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So, like I said, Corpse Party is an RPG Maker Horror game. That should give you at least some idea of what you’re looking at. Sprite art everything, text boxes with occasional options the main means of progressing story, simple chase scenes mixed in sporadically, the works. And let’s get the conclusion out of the way here. Horror games are always going to be a ‘your mileage may vary’ type of thing. It’s so personalized, so built on tapping into just who you are and what makes you tick and twisting that against you, that how you react to it is definitely going to be an individualized deal. And I’m going to say that Corpse Party is going to be even more that than most. The horror is really all it has to it. The gameplay is as white bread as it gets, the puzzles barely require thought, plot is totally ehhhhhhh, so it’s all atmosphere here.

And there’s a lot of ways that horror media. Some go the psychological route. Some fill themselves with jumpscares and play off the fear of that momentary panic. Some will present you with things from your everyday life and twist them into freakish interpretations of themselves. Corpse Party goes the route of just being straight disturbing.

The ghosts aren’t particularly scary, in themselves. Nor are the traps. It’s what they do with you that gets to it. You know how most media, right before it does the horrible gruesome thing, will cut away and leave it up to your imagination? Corpse Party doesn’t do that. Corpse Party shows you the horrible thing the whole way through. And the creators are very creative with their horrible things. You get a few stinkers, sure, but for the most part, the game is full of cruel and unusual ways to die, rendered in disturbing detail. You get spared a bit by the fact that it’s all in pixel art, it’d probably cross the line into being rather disgusting if it was in a more representative form, but the descriptions and audio bits do a really good job of carrying that through. It’s not going to be everyone’s cup of tea. And if it’s not yours, nothing wrong with that. You’re probably what the professionals call “well-adjusted”. If that is the sort of thing you’re into, well, it’s what really carries the experience for you.

I do really have to give props to the game for its audio design. You don’t get the usual freesounds.com bits here, the audio is used very, very well to match the scenes. They’re unique, and really carry along the activity, and most of all, are the biggest piece carrying along that horror atmosphere that’s so important in this type of thing. The soundtrack is notably strong, as well. The voice acting was all recorded binaurally, meaning that if you’re listening to the game through headphones, you’ll get some pretty sweet 3D sound out of it. I’m too lazy to walk across the room and pick up a pair, but I imagine it’s a pretty interesting experience.

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The Fallout Legend-Killer

Man, it’s been a while, hasn’t it. Let’s go ahead and correct that.

So, last time on Aether and the Falling Outs, Athena killed some people for money. And this was a good things. Let’s see if we can keep that momentum going, shall we?

Also, Butch, master of the Far Go Traders, asked us to investigate why his caravans are going missing. We suspect a completely unproven urban legend that all the sensible people we know think is completely bonkers. That one chatty woman that buys our corpse-lootings suggested we check with a couple of people on the east side of town for more info, so let’s do that.

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The east side of town… not the best. There is a conspicuous lack of police presence in these parts. And the Hub is the biggest population center in this section of the wasteland. Which means it has a lot of crime, and outside of Decker, a lot of them are hanging out here. Case in point, this building. Full of guys. Bad guys. Specifically, bad guys who are both stronger and more numerous than we are right now, and who will immediately attempt to kill us if we indulge out natural player curiosity and attempt to look at everything in the game. This building will be important for us later on, but it’s a little too much for us to handle right now. So lets leave it alone for a bit, shall we?

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Instead, we head south a bit, and talk to this guy. Uh, sorta.

He’s what they used to call ‘touched by the gods’. Has an alternate view of the world. He suggests we go inside. Talk to Harold. This next guy.

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This guy. He is important. You won’t know this now. But you might have seen him if you’ve played later games in the series. He, or at least some person pretending to be him (Fallout Tactics is a weird one) has been in every single Fallout game released between this one and Fallout 3. Continue reading

The Witch’s House

It’s the season for it, right? Picking up some good, spookifying tales of your medium of choice. Seems to be one of the funnest things about fall for a lot of people.

This year around, even I, who am convinced that time is an illusion created by the greeting card industry, got into the horror season. Now, I’ve had an odd relationship with the horror genre. I really can’t put my finger on why, but I just stopped feeling it. Haven’t been getting the thrill, chills, and spills that people so much enjoy about it. Even so, I wanted to revisit those feelings this year. See if I could find a hint of that point of being deliciously disturbed.

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So I picked up the Witch’s House. Freeware puzzle horror game made in RPG Maker by Fummy, officially translated into English by vgperson. “Freeware RPG Maker horror game?” I hear you ask. “Those are all over the place. What makes this one so unique.” Just hold your horses. I’m getting to that. Patience is a virtue, you know.

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Ranting ’bout Rogue Legacy

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I’ve been staring at Rogue Legacy for a while trying to will myself up to playing more. I’ve dropped a good length of time into it, and I despise starting games and not finishing them. To beat the game, though, I’d have to play more of it, and that’s something I really don’t want to do. I hit a speedbump in the game, stuck on the third boss. I can think of ways that might get me through it. I could alter my runes to better suit the challenges the boss is presenting. I could grind to get my stats up. I could just keep training against the boss until I get it right. All I have to do is click the ‘Play’ button in my Steam overlay. But I don’t wanna. You can’t make me.

And it’s not like the game is meritless, either. I can see how people would have fun with this. Hell, I was having fun with it for a while. It’s got a clever concept. It’s got charm. It’s got some decent mechanics. Yet those have all worn thin on me, and I’m only halfway through the game.

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