The Best Of Yours & The Worst Of Mine: A Yugistream Thread

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Wham Yubeesling
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#16

Post by Wham Yubeesling »

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Battle Royale II: Blitz Royale, vol. 1 (2005)
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Written/Drawn by: Hitoshi Tomizawa
Original Placement: 1/1
Read before: I think I read, like, a couple pages of this when I was twelve because I thought I was reading the original manga? E

So I’ll state that I didn’t like the first Battle Royale manga for… quite a few reasons. While I get the idea of expanding on aspects of the original series, and fleshing out characters who weren’t quite fleshed out in the original, the core issue is that I find it to be an ugly, poorly paced slog of a story that seeks, more than anything, to lean in on what made the original novel controversial and make it so much worse. Fights and death scenes are poorly choreographed and run stupidly long in an attempt to “expand” on the original and draw pathos out of [insert redshirt #403’s] death. The character design in general is… really ugly — in addition to nearly everyone looking like gremlins, this is supposed to be a cast full of 14-year-olds and everybody looks like they’re either seven or in their thirties. In addition to all that, it's just… really gross? It’s a manga that really leans into the leery — corpses are depicted in loving detail, sex and sexual assault are constantly referenced in an attempt to be edgy and shocking, and one of the main characters is a (supposedly) teenage sex victim who’s depicted continuously as a titillating sex object. I’m not averse to dark content — I love the original novel and its movie adaptation — but while these never went too far off the deep end, and often had something to say regarding its graphic elements, the manga goes wayyy further mostly just for the sake of having it, which really helps the manga to leave a bad taste in my mouth.

So you can imagine, when even the people who like the Battle Royale manga hate Blitz Royale, that this preemptively cancelled series would somehow be just as bad, right? It was the preconception I held going in, and the fact that the series got cancelled and hastily ended at least gives the impression that I’m not going to get a satisfying ending out of this, but honestly…

…it’s not that bad?

It’s not that good, either, but I’d happily take “mid” over the general grossness that’s the Battle Royale manga. The story follows a girl named Makoto Hashimoto who lives in a dystopic Japan and who, along with the rest of her eighth-grade class, gets kidnapped and placed in a special version of The Program run by the Navy. They’re forcibly separated into corps groups, have explosive collars placed on their necks, and — after the navy gets bored of having them dispose of corpses I guess — forced into military exercises in hopes of surviving and returning home. Almost immediately, though, one of these exercises goes wrong, and it suddenly becomes up to Makoto and her group of supporting characters to learn how to fight, figure their way through the battlefield, and potentially buy their chance at freedom.

The first thing I’d like to mention is the art… which is a mixed bag. Hitoshi Tomizawa, the artist/writer of a previous series named Alien Nine, decided to touch on the totalitarian horror of Battle Royale with a style that looks like something out of a gag manga. On one hand, it’s effective in some places — there’s one panel in particular that shows bloody footprints around a corpse the entire class had converged on, which is a nice bit of detail — and there’s definitely something thematic in how young all the kids look. I also appreciate some of the cognitive dissonances with the art — the guns the soldiers have been drawn in a way different and more realistic artstyle than most other things seen, which really helps sell, like, the idea of innocence ending as the class is forced to grapple with the reality of war.

Because, surprisingly, compared to its predecessor… there are actually some deeper themes here! Maybe I’m being influenced by the author of the original Battle Royale novel appearing in the last couple of pages and talking about the story and the real world context, but… I’m kind of into the vibes it has of exposing children to the horrors of war, and forcing them to leave their old lives behind and try to fight for themselves where they can. It’s absolutely derivative of Battle Royale the novel, yeah, but I dunno, after the first manga’s sole purpose was “just how much blood and anime tiddy can we show?” it’s nice to be reading something with a clear mission statement behind it. I’m also fond of some of the culture-centric stuff — it was pointed out to me that the idea of the navy creating their own, much more different Battle Royale Program plays off of the historical tension between the army and the navy of Japan, which is neat.

I think that’s where my compliments end, though, because while I did note that the artstyle could be effective at points… by far and large it's rather unfitting, and at some points outright bad. The characters, in general, look rather cartoony, with their penis noses and off-model heads and ears half the size of their faces, and while it’d probably work with, say, a slice of life or a gag manga... within a dystopian horror like Battle Royale it's hard to reconcile a lot of what’s going on when, say, the main character you’re following only has her eyes 2/3rds drawn. I get that this could be leaning into the themes of loss of innocence and such, but… this is a dissonance that I don’t think works quite as well. And while I can get the idea behind all the soldiers looking identically indistinct, having all the class look incredibly similar to one another… doesn’t, assuming we’re meant to care about whether the class can make it out or not.

This leads to my other issue: the characters are… not exactly distinct. I can maybe forgive most of Makoto’s classmates because my impression is that they’re meant to be redshirts but even among the apparently important people so far, in terms of character traits… we know Makoto’s unlucky? Mostly because she keeps harping on about it? There’s this blond kid who was going to be Makoto’s love interest but then the soldiers beat the shit out of him for “idle talk” so now he’s evil? That’s it. Everybody else is… kind of a blank slate. This is, evidently, meant to be a story that hinges upon you caring about the characters — hoping they persevere, being impacted by their deaths — so the fact that there’s so little to really latch onto makes things… rough, especially knowing that this is only a two-volume story.

So… yeah. A mixed bag, definitely leaning more towards the “bad” end than good, but… I dunno. I kind of expected something eh going in, and I got that, but I feel like there’s at least enough promise for me to actually be kind of interested in how it goes? Even if the cancellation/the fact this story ends next volume kind of puts a damper on things.
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Battle Royale II: Blitz Royale, vol. 2 (2005)
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Written/Drawn by: Hitoshi Tomizawa
Original Position: 2/2
Read Before? No.

So knowing that Battle Royale II: Blitz Royale was prematurely cancelled and forced to end after just two volumes made me curious to know how on earth it was going to conclude. The series was clearly built to be a bit of a slow burn — what with a mentioned time period of “two years” and the rate at which members of the cast were being introduced — so the question came down to whether the manga would do its best to speed through all its major plot beats or whether it’d all just suddenly end. Would the resultant conclusion have a chance of coming off as anything other than abrupt? Would the genuine potential shown in the first volume of the series be realized, or ultimately squandered?

The answer to the first question is a little bit of both — it does its best to rush through all the remaining plot points I’m sure were initially meant to be spread out and oh my god does the result come off as super abrupt and kind of turns the whole thing into a joke.

Which is a shame, because I was genuinely kind of into the first part of this volume, even more so than the first. After the end of the military exercise that formed the majority of the last volume’s plot, Makoto wakes up after four days and finds herself trapped in a haves vs. have-nots situation. As it turns out, performing well in exercises and tests grants teams points, and while those with high points — like Makoto’s group — get to live in a mansion and eat food cooked by the soldiers, those with low or no points have to sleep outside and live with meagre supplies. The have-nots absolutely despise Makoto’s group for their current situation, and watching the class actively turn on itself because of the restrictions placed upon them by the ones running the show? That’s the kind of socio-political theming I was really surprised to see in volume one.

And then I guess at this point the author got the order to finish the story in five chapters because then everything just suddenly goes super fast. This Battle Royale’s Shogo equivalent literally just appears, walks up, and deadass just goes “I’m [person]! I survived this game — twice!” So then they team up with not!Shogo but then it turns out she’s actually EVILLLLLLLLL and a mole for the military so then she just starts murdering everyone because she’s incompetent at covering her tracks and also these big moments which were supposed to be dispersed throughout the series now have to be quickfired one after the other. Makoto is also a victim of this. Throughout the series, she’s been primarily characterized as… both scared of everything and overtly trusting to the point that she kinda comes off as an idiot, but then, when everybody else dies in the space of two pages, she’s suddenly brave and resourceful and the one person in the class not!Shogo respects? I guess it was meant to be a slow-burn of the game-changing who Makoto is as a person but then suddenly there wasn’t any more fire to burn so the night before the final battle she’s a scaredy-cat and the next she’s a battle-hardened warrior who manages to outsmart the villains.

And it really kinda becomes kinda comical. Like legitimately so much of this volume is full-on ridiculous in the wake of it having to rush towards an ending. Makoto comes off as a massive idiot — falling on absolutely outlandish conclusions for the sake of the story that any sane person would immediately realize the issues with. The translation… is kind of weak in general, but it sticks out here, with constant tense conflicts and really bad expository dialogue. There’s this recurring story element of these drugs the soldiers take that are implied to be slowly turning them into mindless killing machines, and by the end of this volume a bunch of students (including Makoto) are just guzzling through them, sometimes taking upwards of ten of them at a time. The whole cast is just massacred in a sweep, and yet at the same time the manga tries to draw out a little bit of pathos in showing the reactions to all their deaths as if we ever actually got to know them as audience members in the first place.

And ultimately, I… kinda wish this series hadn’t been cancelled, honestly? There were always things that were going to be a little rough — the art has moments but it's ultimately hit-or-miss, and none of the characters, including Makoto, ever felt all that distinct to me — but there was genuine promise in the premise and the theming and I would’ve been fascinated to know where it was all going to go. Sadly a lot of its potential got squandered, and… I honestly don’t really have it in me to give this volume more than a 1.5/5, but honestly, hot take on Battle Royale II: Blitz Royale? I’d… really hesitate to call it “good,” by any means, but it’s almost certainly a better read than the first manga.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#17

Post by Wham Yubeesling »

Blood Debts (1985)
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Directed by: Teddy Chiu
Original Placement: 3/3
Watched Before? Watched the ending out of context, otherwise no.

It’s a bit generous to imply that Blood Debts has a plot. It certainly has a premise, yes, but it's more of an excuse to subject the viewer to what feels like near-constant action sequences more than anything else. Supposedly, the story follows Mark Collins, age 45, who, after his daughter is raped and killed, goes on a mission to avenge her and kill the men responsible. He then avenges her and kills the men responsible. He then goes on to just fucking murder anybody who can be interpreted as a criminal, with his cause/framing device being that he’s being manipulated by some drug lords or something to kill all the other drug lords.

Again, it really doesn’t matter. The plot — even basic elements of story construction — takes backseat to action scene after action scene. There’s no moment between the prologue and “FEW MONTHS LATER” that shows how Mark Collins, age 45’s decided he was going to murder every single criminal, it’s just a scene between the bad guys that’s like “this girl’s dad is trying to kill us now!” and then he kills all of them. I’d respect it, maybe, if said action sequences were fun or creative or well choreographed, but they’re not. They’re all some version of a gunfight where the other dude is behind cover and we waste time waiting for Mark to shoot them eventually. It’s funny at the beginning — especially since those have the most variety of all the fight scenes — but come 45 minutes in it's such a drag. The movie’s less than 90 minutes long and yet it feels so much longer.

And when your only thing is action scenes, well… actually there’s more than just action scenes, I guess. There are multiple scenes starring the bad guys as they talk about how DANGEROUS Mark Collins, age 45 is but all this does is show how genuinely inept the cinematography is. Seriously. You can see the background move and sway because the cameraman cannot hold the shot still. But otherwise… there’s really not a lot of worth to this movie. I’ll give it points for some beats I liked in addition to… genuinely having the greatest ending in all of cinema, but having to go through an hour and a half of repetitive fight scenes with barely anything interesting holding the thing together… yeah, it’s hard to recommend this, even as an ironic watch. 2/10.
International Guerillas (1990)
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Directed by: Jan Mohammed
Original Placement: 2/4
Watched Before? No.

Some historical context: in the late 80s, British author Salman Rushdie published his fourth novel, The Satanic Verses, inspired by the life of the Islamic prophet Muhummed. Upon its release, the book was immediately subject to controversy due to elements considered actively blasphemous, such as the above depiction of Muhummed and the title being in reference to verses of the Quran excised due to supposedly being given to Muhummed by the Devil himself. Eventually, this controversy escalated, and in 1989, after a riot against the book in Pakistan turned violent, the Supreme Leader of Iran issued a fatwa calling for the death of Rushdie and anybody involved with the publication of The Satanic Verses. This caused… a lot of different things — major damage to diplomatic relations between the UK (and the west in general) and many Arabic countries, the murder of translators, editors, and even just random scholars for the crime of having some association with the book, and threats and attacks on Rushdie’s life that have persisted, even as recently as the month I’m writing this (August 2022).

It also resulted in the creation of this movie. Released just one year after the fatwa was declared, International Guerillas is the story of three brothers — one of them a cop, the other two delinquents who run around and enter dance battles with criminal scum, which causes friction within the family. However, when their sister is killed by government agents after participating in a riot against The Satanic Verses, the brothers unite and declare their intent to kill the only man responsible: Salman Rushdie. Determined to avenge their sister, the three brothers (in addition to a female cop who is determined to restore the honour of Islam) journey to the Phillipines, and fight against Rushdie’s private army of Israeli Jews with the aim of stopping him and his evil plan of descecrating Islam and filling Pakistan with “disco’s and casino’s.”

What’s most notable about this movie is both its absolutely bonkers sense of morality and the way it portrays Salman Rushdie under the lens of said morality. Rushdie is portrayed as the most cliche Bond Villain possible, and is primarily characterized by an absolute hatred for Islam and a desire to stomp it out at all costs. No joke, his character is introduced by beheading three mujahideen, licking the blood off his sword, and stating "every time the blood of those who love Mohammed has spattered my chest all gods above and below have got scared.” He tortures the wife of the main protagonist by forcing her to listen to an audio recording of his book. Throughout the movie, Rushdie is portrayed as absolute scum of the earth, not because of anything in particular he actually does, but more because he is against Islam, and being against Islam is Bad.

It goes the other way as well: the heroes are portrayed as heroes not because of their actions, and more because they’re Muslims and therefore anything they do is morally Good, regardless of the implications or the reality of what’s actually happening. There’s a scene fairly early on where the brothers attack a man unprovoked because somehow he has information on Rushdie’s whereabouts. They beat him to the point where he’s actively begging for his life, to which they respond by telling that as a non-Muslim, he must die. A la other religious propaganda movies like God’s Not Dead, whether you are good or bad largely comes down to whether or not you’re Muslim. Near the end of the movie, the requisite… femme fatale? character (who, unrelated, apparently has the power to look into somebody’s eyes and determine if they are Muslim or not) who uses her feminine wiles to manipulate one of the brothers decides she is in love with him, and on the spot converts herself and her army to Islam, declares that Allah is the one true God, and that Salman Rushdie must die.

Quite obviously, by western standards, a lot of this is pretty fucked. And while it could have been like, say, God’s Not Dead, and be funny to watch unfold just due to how warped it is, the fact that this all centres around a real person — one who has historically been the victim of religious extremism just like this — it’s hard to not feel kinda uncomfortable about the whole thing.

What also doesn’t help is that the movie is so long. It’s almost three hours, which is mostly okay with me… but not when a good portion of it is filled with recycled shots and copy-pasted fight scenes. It’s a shame, because it genuinely has the potential to be a fun, absolutely insane action movie if that wasn’t the case. There’s a clear sense of style to nearly everything in this movie — with dramatic Bollywood-esque zoom-ins and frequent pans to character reactions being commonplace — and combined with a tone which is happy to just kind of do stupid shit in the name of being fun. There’s also musical numbers, for some reason, and while only one out of the six of them actually do something to move the plot forward they’re all somewhat fun to watch and do well to break up the monotony which is a good portion of the rest of the movie. Honestly, if you cut out, like, an hour from the film, you’d have something like the Street Fighter movie on your hands: a… not very amazing spy-action movie that regardless of itself is just mostly fun to watch, even if it's mostly dumb.

That’s… not quite what we got though. And with that extra hour in there what we really get is a bloated slog of a movie that… kind of drains a lot of the ironic enjoyment you could get out of it mostly through taking as long as it does. While I like its general sense of style, and… honestly had a lot of fun with the song-and-dance sequences, I can’t really see myself giving this more than a 3/10. And given what the movie’s about, and what it stands for, I can’t help but feel like a three is a bit overly generous for this.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#18

Post by Wham Yubeesling »

Alien: Isolation (2014):
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Developed by: Creative Assembly
Original Position: 2/4
Played Before? No.

Alien: Isolation is rad. I don’t necessarily think it’s my favourite survival horror game like it is for some other people in this community — that might go to one of the Resident Evils or maybe even ObsCure 1 — but I can’t deny that it at least contends for the title. And this is as someone who… doesn’t have a lot of experience with the Alien film series, at least beyond what’s been absorbed into pop culture. I remember reading an interview made to hype up Aliens: Colonial Marines where the devs talk about how painstakingly they attempted to make environments look exactly like they were in the original film all for the purpose of fanservice, and stuff I’ve read up on gives the impression that a lot of effort on that front was made here as well but even without that level of devotion to the series I was easily able to understand most of what was going on, plot-wise. I maybe don’t really have the viewpoint to say whether this game appeals to longtime fans — though from what knowledge I’ve absorbed it most certainly does — as someone new to the Alien franchise myself, I found this as good of an entry point as any.

The story follows Amanda Ripley, an engineer who joined the Weyland-Yutani Corporation in order to search for answers to her mother’s disappearance. When she heads to the space station Sevastopol in order to pursue a lead on the Nostromo, her mother’s ship, she finds the place in ruins and most of the crew dead — and the being that caused the destruction is now on the hunt for her. Now she has to scavenge her way through the desolation, hide from the alien, fight through all the other factions vying for her blood, and try and find a way to get off the ship.

And it works. Really well. In terms of gameplay, the closest thing I’d maybe compare it to would be Resident Evil VII: you explore/puzzle your way through a first-person environment, find quite a bit of lore to read through and figure out, craft items to take down unfriendly humans and androids… and then the Xenomorph comes in. It’s always on your ass. Nothing you do hurts it. If it sees you, and you don’t have the tools to get away from it, you’re dead. When it shows up, which it frequently does, it's like life-or-death hide-and-seek — you’ve got to figure out where to go, you’ve got to figure out where exactly the alien is, and you’ve got to figure out how to get from A to B without the alien seeing you. Even when you start getting tools that make getting caught no longer instant death, the alien never stops being a threat. Fuel and ammo are limited by what you can find, and eventually — if you start using one thing too many times — the alien will stop giving a shit and gun for you anyway. Anything you do is only temporary, and nothing will ever keep the Xenomorph down, from the first moment it appears right up until the very end of the game.

It’s not so oppressive all the time, though, and I think that’s something to the game’s benefit. For every moment, like the Medbay, where the alien is a constant threat and you’ve got to think out your every move, you then proceed to get an area like Seegson Synthetics where the only significant threats are looters and you’re given a lot more room to breathe. And just when you’ve gone through a bunch of low-intensity areas just like it… suddenly the alien’s back and you start to realize that all the shiny new tools you picked up only work to show it down. The game knows that constant tension will only leave the player exhausted, and does a really great job at mixing the intensity up and using its best aspects sparingly. I know that there’s been a lot of criticism about how the story goes longer than deemed necessary, but that was never a problem for me? There was never really a point where I was particularly waiting for the ride to be over, and — rather surprising for a survival horror game — I felt like some of the best (and scariest!) setpieces were located closer to the end of the experience more than anything, which I think speaks to how well the game manages to pace itself out.

Another thing I’d like to shout out is the game’s AI. I think most people already know about the wonders of the Xenomorph AI — such as how the game keeps track of the strategies you use to successfully get away from it and slowly makes the AI smart enough to start counteracting them — but something I’m also really into is how the AI for the looters and other regular humans on the ship plays out. They’re super variable in this flawed and human way, and it's clear even though they oppose you they’re mostly just dudes trapped in the same situation as you are. They’ll stop trying to shoot you the moment they see the alien, and some of the little interactions before they inevitably get gored often see you as unlikely comrades trying to survive against a mutual enemy. I’ve heard friends tell their stories about their experiences playing this game, and all their super memorable interactions with the human NPCs, and while most of mine were them being stupid and/or them getting themselves killed by the alien, I think its rad that just one part of the whole experience can inspire so many different stories.

There are other parts that maybe knock the experience down, though. The music is… obnoxious, honestly. In a game where diegetic sound is so important, and listening out for footsteps is the best way to know where the alien is, having generic orchestra cues blare over nearly everything at the slightest hint of the alien got in the way and felt cheap, especially considering the atmosphere that’d already been built without it. Using manual save stations, while it does really help to create tension… I wouldn’t have minded some auto-checkpoints, especially in some of the more difficult sections — oftentimes those sections would stop giving you save stations as frequently and it slowly became very frustrating to tread ground you’d already trodden over and over again when oftentimes the section you actually ran the risk of dying on was at least two minutes worth of traversal ahead. I… also feel like maybe the game could’ve done a bit more to signpost things to the player? Maybe it could be that I’m the actual problem, but there were… way more points than I could count where I just kind of didn’t know what I was supposed to do, and the tools the game uses to point a direction for the player (the map, the motion tracker) didn’t exactly do much to help.

But in general… man, this was great. Maybe not my favourite survival horror, but definitely at least a contender. I’ll be fascinated to see how exactly this stacks up compared to all the other games I play this September and October. 8/10.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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Yonagoda
Posts: 1078
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#19

Post by Yonagoda »

Pathologic Classic. You're gonna hate it. It's more than 2 hours but the first chunk's alright. Bachlor route for maximum hilarity, but do whichever one you want.

If you really need a short game, How Fish is Made, but I'm submitting Pathologic. If that's ok with you!
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Wham Yubeesling
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#20

Post by Wham Yubeesling »

Until Dawn (2014):
Image
Developed by: Supermassive Games
Original Position: 2/5
Played Before? Watched a full playthrough, but otherwise no.

I’ve always felt like choice-based games get a bit of an unfair reputation.

And I’m not really sure how much of it is warranted or not. While the critique of “your choices don’t matter” levied ever since Telltale’s The Walking Dead came out is… certainly fair in regards to how a lot of games try to handle player choice, I do feel like at least a little bit of it is gamers hearing the phrase “your choices shape the narrative” and stretching it way beyond what would actually be feasible. Like, it's true that maybe games bottleneck you into the same setpieces/results regardless of what you do… but also the alternative requires wayyyyyyyy more scale than is even possible for a lot of these developers. As a fan of these sorts of games, it’s… mostly just an unwritten rule that there’s only so much a game can really branch out, and that when a game is truly capable of accounting for what the player does, it’s something special.

Until Dawn is one of those games.

The story follows eight young adults, one year after a prank caused the untimely deaths of their friends Hannah and Beth Washington. When the group is invited by Josh, the brother of the two deceased, to come back to the cabin where they died and celebrate their anniversary, as a method of commiserating and also moving on. However, it soon becomes clear that there’s some sort of malevolent force hunting down and attempting to kill the party, and it's up to you, the player, to take control of each character, go through QTE segments, make choices, and determine whether everybody dies, or manages to survive until dawn.

And… man, when this game says your choices matter, they really do. There are limits, obviously — the plot itself mostly goes down the same path and there are some characters who’ll stick around longer before they have a chance to die — but in regards to having the choices you make cause rifts and have repercussions down the line. Things that seem innocuous in the moment might come back later to make survival that much harder — if not just kill them outright. You’re even given a certain amount of leeway to determine what the characters are like: you can have jock Mike be the Ash Williams of the game… or you can have him be a total weenie who gets his ass kicked every time it's up to him to step up to the plate. You can have Emily and her rebound Matt bond together and have some genuinely cute moments together… or have them bicker at each other the whole way in a sea of pettiness. The possibilities… aren’t endless, but there’s a lot you can do, and for a game to be able to reach that sort of scale is honestly pretty incredible. I can’t stress that enough.

There’s… not really a lot that holds it back, honestly, though the bits that do are there and present and definitely knock it down a little bit. I say ‘bits’ when really the main one I want to talk about are the Don’t Move segments. See, in addition to QTEs (which… I’m fine with though I do wish certain life-or-death situations weren’t based on them), there are also other segments where you’re made to hold the controller and keep it absolutely still (because the PS4 controller has a motion sensor in it), causing you to fail if you move the controller outside the zone you started the event in. This is… kind of a fun way to implement motion controls in theory, but… it's very unforgiving. The zone you’re given is very small, to the point where even breathing can move you enough to make you fail which… as someone who gets muscle twitches is very rough but even regardless of that it's very easy to fail in a way that doesn’t feel like it's your fault. I can assume that this was a complaint for many both because I’ve seen a lot of people talk about it and also because I know how heavily nerfed they were in The Quarry (though that might just be because not every console has motion sensors), but it's sad to see something that… genuinely could’ve been a fun twist on the QTE formula work out as badly as it does.

…I realize, now that I’m this far into the review, that Until Dawn is… a bit of a hard game to review. Both because at least a little bit of it is wrapped up in spoiler stuff (tl;dr the story does a thing that’s spoilers that’s also a thing I absolutely love to see in fiction) but also a lot of what makes it work so well is… less in how it plays more in how it unfolds, which kind of makes it hard to describe for a text review like this. I’m not generally fond of seeing reviews that are just vague “try it, you won’t regret it,” but… if you’re into stuff based around player choice and you’re willing to look past sometimes iffy teen-movie writing and rough motion controls I really recommend you check this out. It’s one of the best Telltale-esque adventure games out there. 9/10.

And also, since Ohm asked, here’s my character ranking of the eight teens.

Mike — easily one of the most malleable characters in terms of how you can portray him which is fascinating to see. I love my absolute loser <3
Emily — kind of loosely fun but mostly there for the first half of the game but once chapter 7 hits god she just steals the show. her shoving Ashley through the door <3
Josh — gets some of the most… weird 40-year-old-writing-teenager-lines but I’m really into how he’s portrayed and what he does in the plot
Chris — he’s generally fun and I like his relationship with Ashley, nothing much to say here he’s pretty cool
Jessica — sadly is out of focus for most of the game but I loved her before she ended up disappearing, she gets so many fun moments
Ashley — a bit too low-key of a personality but I like her general vibe and her relationship with Chris
Matt — has the same issue as Jessica but sticks out more because he has less of a personality
Sam — has the same issue with Matt in terms of personality but sticks out more because she sticks around the whole game

Dead Space (2008):
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Developed by: EA Redwood Shores
Original Position: 4/6
Played Before? No.

Dead Space is a game in which you play as Isaac Clarke, an engineer, responding to a distress call on a spaceship from his wife. Upon reaching the ship, he quickly finds the reason for the distress call: strange creatures are being created from all the dead bodies on the ship and are attacking everything in sight. It becomes up to Isaac to try to combat the problem and find a way off the ship, fighting off the Necromorphs on every front that arises. However, as things progress, it becomes clear that more is as it seems on the U.S.G Ishimura, and between the many factions vying over the possession of the mysterious Red Marker, the psychological toll of the situation, and the ship itself falling apart at the seams, making it out alive starts to become more and more unlikely…

The core gameplay loop… really works in how simple it is. It plays mostly like your average over-the-shoulder third-person shooter, though with a twist: the Necromorphs don’t play by user shooter rules, but instead must be dismembered limb-from-limb in order to be put down for good. This… is a really neat twist on the shooter gameplay, and it's really fun having to retrain yourself to go for the neck or arms instead of the head. Later enemy types (and weapons, though there are some issues here I’ll get into momentarily) often require different approaches and strategies in order to take down, and it's really cool to have to think on your feet to try and stay alive, especially with how the game really likes to throw hordes at you. In any other game, it’d get frustrating, but here, it’s a challenge you’re always rearing to face, and a really good way of showing how this game blends action with survival horror.

I’d also really like to shout out this game’s aesthetic and just how hard it commits to it. There’s an effort made to make every element of the UI (such as your HP, the map, the shop, etc.) something represented in-game, rather than an element located outside of it, such as a health bar, or a map that pauses the game when opened. This does a lot, both to make the game experience seamless (even with the occasional loading screen in-between chapters) and to immerse the player into the aesthetic they’re presenting of this… mostly rustic future. Like Alien, the future presented is grimy and industrial — with brown and grey being favoured colours — and you can see the working parts and veins of the ship as you walk around, which is a contrast to the sleek, bright spaceships of most science fiction. It’s an art style that… still really holds up today, and really shows just how much aesthetics can contribute to a game’s mood and tone.

There are… issues, though. While the core gameplay of going through the ship and fighting the necromorphs is consistently excellent, a lot of the other gameplay elements… aren’t. Between platformer zero-gravity segments where its hard to know where you’re meant to go or where you’re allowed to jump, boss fights which mostly just consist of walking out the way of easy-to-dodge attacks while waiting forever for the boss to open up its weakpoints, and turret segments which legitimately hurt my arm while I was playing them, I was pretty consistently annoyed whenever I got pulled away from the stuff I liked to do, especially given how these sections invariably ended up worse than whatever I was doing before. I also feel like there was an issue with the amount of ammo I’m given? The way it works is that you (theoretically) only get ammo for the guns you have, which means that if you only have one or two you’re always going to be having ammo for them, while if you have three or four, you’re going to have scarcely any ammo for any of them. This… is a bit rough. It effectively disincentivizes you from using multiple guns, which… in a game where a lot of the core combat requires you to change your approach for each different enemy that arises, not having any reason to use any of the varied and potentially useful weapons against them seems like that front could’ve been expanded even more.

But even then, I really like the core gameplay of this enough to be able to shrug off most of the bad stuff. While there were sections that kind of sucked, the aesthetically pleasing and low-key deep setting/story and the sheer fun in managing resources and dealing with the necromorphs still make it clear that this is a survival horror classic, even today. 8/10.

Alien (1979):
Image
Directed by: Ridley Scott
Original Placement: 1/5
Watched Before? No.

Alien is rad. I’ll confess that my feelings on it could be impaired by stream burnout — sometimes it can be hard to appreciate something that takes it slow when you’re not at 100% — but regardless it’s still an incredible film that… hasn’t really aged at all. Maybe I was watching a restoration or something of that ilk, but for something filmed in the late 70s it almost looks like something made in the HD film era. The practical effects and costuming still hold up to this day, and even in the case that it didn’t the way lighting really adds to the atmosphere — the choice to place the titular alien mostly in shadow truly lends credence to it as this unfamiliar, disturbing thing, the viewer never being able to get the full picture until right at the end. I’ve always held the opinion that a distinct and striking artstyle will age better and matter more than any sort of graphical fidelity, and while it’s only really something I think about regarding games, this film… honestly really consolidated that viewpoint for me, I feel.

The film follows the crew of the U.S.S Nostromo, a commercial freighter spaceship on its way back to Earth. When they stop their tracks to find the source of a distress signal on a nearby moon, and find the remains of an ancient crashed spaceship, one of the exploration team gets attacked by an unknown organism. After ignoring quarantine measures for the attacked crewmember, and taking off into deep space, things seem normal at first… until the attacked crewmember’s chest bursts, giving birth to a creature unlike anything ever discovered. With the creature rapidly growing and picking off everybody one by one, it's up to the crewmembers to find a way to fight back and end the alien threat before it's too late.

Honestly, I think the thing that’s most impressive about this movie is the level of effort put into set design and atmosphere. The first five minutes are spent just painting this picture of the setting and it really works in making the Nostromo feel like a character of its own. Space is vast, all-reaching, and yet, more than anything, empty, with not a single star in sight. The Nostromo — in contrast to the bright, sleek spaceships of something like Star Wars — is dark and industrial, with bits of machinery and inner working jutting out of the walls almost like veins. Instead of the adventurous, larger-than-life nature of most sci-fi stories, Alien is more… mundane, than anything. The characters (mostly) aren’t scientists, space warriors, or trained fighters, they’re blue-collar workers on a regular return trip, which makes the situation they’re thrown into feel that much more unknown and threatening.

And man, does this movie excel at suspense. It takes the titular alien about 55 minutes to show up, but even before then, the movie doesn’t waste any time in building stuff up. You get to know and like the crew, you get to ease yourself into the setting… and you get to see things build up, as the crew has to deal with something never discovered before and start to crack under the pressure. Once the second half of the movie begins though, it really starts ramping things up. There’s a scene where ship engineer, Brett, is going through the ship’s temperature machine to find Jones the cat, and as he slowly, silently, skulks through the room, we’re treated to constant close-up shots of his face either on the left or right of the screen, rather than the centre — predisposing us to think that something’s going to be on the side of the screen not being used. We go through a couple of minutes of this, on edge because we know that something’s going to happen, and then… Brett actually finds the cat, and then tries to coax it out, and then in the middle of this there’s a focus on Brett to the right of the shot and then suddenly the alien appears in the left of the shot, far, far larger than when we last saw it. It’s definitely a type of scene that’s been done before and emulated since, but Alien definitely adds an extra layer that truly makes the beat work.

And, ultimately… it’s hard to say there’s much wrong with this movie. There was definitely a point near the end where I was feeling burned out on how slowly things were going, though I kinda need to maybe rewatch to determine whether it was the movie or me streaming that was causing that. I’d maybe hesitate to call it my favourite movie, but… man, from the atmosphere, to the suspense, to how it still looks incredible today… Alien is fantastic, and I think its spot in pop culture history is insanely well-earned. 9/10.
ObsCure 2 (2007):
Image
Developed by: Hydravision Entertainment
Original Position: 5/7
Played Before? Watched a full playthrough, but otherwise no.

I really liked the original ObsCure! It doesn’t exactly push the envelope as far as survival horror goes, and there are… certainly issues (the final boss, for one), but it’s a fun, kind of goofy game that’s… kind of like a more fast-paced, multiplayer Resident Evil with the same sort of tone as a teen horror movie. What I really like about it is the little things it does that feel kind of unique to it. I love the focus around light weakening the monsters/zombies as a gameplay mechanic — it adds a whole new dimension into how you approach weapons and encounters, and that moment where the sun goes down and you can no longer break the windows to trivialize encounters is a really nice ‘oh shit’ moment. Permadeath is present, but totally optional: you can just load a save and the game gives more than you’re ever going to need. Most of all, I really liked the cast — both how they perfectly emulate their high school archetypes without feeling like cardboard cutouts and how each of them brings something gameplay-wise — differing stats, in addition to unique and (mostly) useful talents that make building your team of two a significant decision. Again, it’s… mostly derivative, aside from the little bits and bobs where it differentiates, but it’s fun and charming and it really hits all the right beats enough that as of writing this it honestly contends for being one of my favourite survival horror games.

ObsCure II, on the other hand…

The story follows three of the main characters of the previous game plus, like, four more new characters, as they try to move on from what happened at their high school and transition to college/adult life. However, everybody at college is obsessed with things like sex and smoking hardcore drugs, and when a new flower starts getting smoked around campus, the rampant sexual activity creates a super-STD that, on the night of a frat party, rapidly turns all the college students into bloodthirsty monsters. It becomes up to both the new and old characters to team up, kill some zombies, and… actually things just end there. You just kind of do things and then things happen. It’s one of those kinds of plots.

And I’ll give it credit, a lot of the skeleton that made the first game a blast is still present here. Most of all being that the game can still be played all the way through with a partner via local multiplayer — even if the game was otherwise a slog there’s still something in being there with a friend — but even then the gameplay is still fast, yet also loosely strategic at its core. Weapons all have different purposes and capabilities aside from the usual ranged/melee moniker, and some enemies benefit from taking a different approach to other enemies — broods, for example, requiring quick hits from a baseball bat to avoid getting overwhelmed, while brood mothers often require the prolonged damage of the stun gun or chainsaw to lock them down — and with how quickly you can draw and switch them, combat really does switch up for every encounter you’re in, which is pretty neat. I read on this one Steam guide that this was a deliberate choice so that there was more flow to combat and prevent players from just brute forcing enemies, and while I don’t… think they really got there (I think there’s room to actually make the game harder if they wanted to accommodate that better), it’s interesting to know how much lies beneath the surface in this area.

But while the skeleton’s still present, and kinda fun, all the little kinks it has that really take it up a level are… gone, and replaced with things that really don’t work as well. Permadeath is gone, and so is unlimited saving — replaced by pre-determined save points that only work once, disinclining you from fucking around and potentially making you replay lonnnnnnnng stretches of the game should you be so unfortunate to find out. The emphasis on the enemies being weak to light is… aside from one token room where you can use a searchlight just totally gone — no flashlights, no sunlight (despite you fighting the final boss in broad daylight), no real… anything, in that regard. Everything regarding strategy regarding picking your team has been replaced, too. For the most part, your team of two switches up every so often, and during the sections where you do get to pick… their abilities are now active talents required to solve puzzles, rather than little passive things that make them better at certain things, so if you happened to go all the way with one team and then find a lock you need to pick or a door you need to absorb the mold off, then… whoops, gotta backtrack alllll the way back to the start, and then alllll the way back to where you originally were just because the game mandates that you fight a boss with two specific characters, which… especially low-key sorta sucks, mostly because I remember the first game being really cool with varying cutscenes depending on who you’re playing.

The story is also… kind of yeesh. On one hand, it reads almost like a PSA in terms of how heavy-handed it is about how drugs and sex are BAD and will do bad shit to your body, but on the other hand… it also kind of treats those same subjects in this super leery way? It almost feels like a Friday the 13th movie in how the female characters are kind of shaped by sex appeal, and then it goes the extra mile and frames it like it's on them for being so sexy (like, genuinely, one of the character bios lists them as being ‘responsible for the suspicious stickiness of many a bed-sheet' as if it's her fault they’re jacking off?) and it just feels kind of yucky all around. Even beyond that… it’s just a very stupid plot that could be fun but is undermined by how seriously it expects the player to take it. Like, all these characters get introduced as fratty and vapid college students straight out of a Friday the 13th movie and then… suddenly expects me to feel pathos when they all get brutally killed (especially after one has more of a reaction to his crashed car more than his brutally murdered girlfriend)? You just place so much exposition about the backstory and the mystery and the plot when it’s primarily about what the game calls the ultimate STD? Like, at least a lot of other survival horror games with less amazing plots knew how to play it up and have fun with it, but this kind of plays it straight in such a dour way, which makes it harder to laugh with it rather than laugh at it.

And in the end… it’s at least a little bit sad how hard of a downgrade this game is from the original. Like, the core is still there, and it’s at least passable as a multiplayer zombie shooter, but when you sand off all the little things that made ObsCure feel unique... there really isn’t much left for us here. 5/10.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#21

Post by Wham Yubeesling »

Slender RPG (2012):
Image
Developed by: Zalkyria
Original Position: 8/8
Played Before? No.

For an attempt to create Slender: The Eight Pages using RPGMaker and with Markiplier, of all people, as the player character, I was expecting something a lot funnier, or worse. Like, what’s there certainly isn’t good, but, like, for the most part I didn’t really feel much about this. Gameplay mostly comes down to scouring the endless forest trying to figure out where the developer placed the pages you need to find. The Slender Man is chasing you down, and he theoretically gets more dangerous with each page you collect, but I found that he was never fast enough (or his AI smart enough) to actually get me, barring whenever he was hidden behind a tree or if I was stuck in a cutscene. And in terms of RPG maker horror chase… this is quite basic, mechanically — no hiding places or puzzles, just run until he’s offscreen and then he’s gone. And then you collect every page in like, ten minutes… and that’s it. Again, not… really much here, and definitely not enough to leave any sort of impression. I was kind of expecting something stupid and funny from an RPGMaker Slender clone starring Markiplier, but honestly, this… doesn’t really make me feel much at all. 4/10.

You Will (Not) Remain (2022):
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Developed by: Bedtime Phobias
Original Position: 5/9
Played Before? No.

I won’t lie that 30 minute long story games where the player goes through the same things in a daily loop… aren’t exactly new or novel but this one was fairly decently executed. I think the pixelated artstyle is fairly pretty and helps show off fairly decent design on the more-visually out there parts of the game, and this is complemented by how it only uses three colours — the addition of purple to black and white both to signify what is interactable from a gameplay perspective and to add emphasis on the more alien/horrifying aspects of the game’s setting. Story wise, I think the daily loop does well to communicate through gameplay the plot’s themes of isolation and drudgery, though I feel maybe that it went on one or two loops too long? It’s not particularly helped by how slowly the player character moves — I get that maybe that can be seen as thematic, but I do think it loosely takes a step too far and turns from deliberate emulation of the drudgery of post-apocalyptic life and kind of made me feel a bit bored while I was slowly going down the same hallway over and over again. Even then, though, it’s still fairly short, and decent, and free, and Australian, so if you happen to have half an hour to spare there are definitely worse options than this game. 6/10.

Perfect Vermin (2020):
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Developed by: Talia bob Mair, Angad Matharoo
Nominated by: DerArknight
Original Position: 5/10
Played Before? No

This was a fun way to spend 15 minutes. The long and short of it is that you’re a guy in an empty office building tasked with removing all the ‘vermin’: which i.e mostly comes down to the player smashing everything in sight with a sledgehammer until you find and hit all the objects that bleed. There’s an addictive, kinda addictive arcadey feel, and the constraints that get added onto you as you go through each level add a level of complexity that forces you to think your approach on how you’re going to do a level, which is a neat bit of depth in a game that’s mostly “smash everything in sight.” I do think one later level had a gimmick that could’ve been split into two — especially given one achievement is “beat the game while only smashing vermin” — and the ending has the story take this weird, metaphorical beat which, while it’s interesting in how it contextualizes a lot of the game, I was loosely willing to accept the game on a surface level and didn’t think adding more complexity was particularly needed? Other than that, though, this is a neat 15-minute distraction which iirc is totally free. Check it out! 7/10.

Iron Lung (2022):
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Developed by: David Szymanski
Original Position: 5/11
Played Before? No.

Iron Lung is a game where you pilot a submarine through an ocean of blood on an alien moon, instructed to traverse the seafloor and take pictures of landmarks. As you cannot see outside the ship, barring taking photos, most of what you do is push buttons on the submarine controls, watch the coordinates go up and down, cross-check them with the map to approximate where you are, and it’s… surprisingly super engaging? Even before the horror elements set in, there’s a lot of fun in plotting where you’re going to go, figuring out how to get there, and dealing with all the obstacles along the way — every time I had to navigate my way through a tunnel felt genuinely tense, but when I managed to make it through to the other side I felt… honestly pretty excited for having been able to do that. The game also does a fairly excellent job at slow-building for something that’s only 90 minutes long, and the retro aesthetic, rustic colours, and the… unique premise create an atmosphere that carries and characterizes the whole experience. All in all… yeah, I’d say this is pretty great. Easily the winner of the marathon. 8/10.

Jack Is Missing (2019):
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Developed by: Kevin Yang Games
Original Position: 12/12
Played Before? Watched a playthrough, but otherwise no.

And from the best game of the marathon to… what was easily the worst. Jack is Missing is a first-person story game which is just so fucking broken. Like, there’s lag on everything you do. There’s no button prompts for anything so you kind of have to guess what you’re meant to do when you pick up an item and want to put it down. Objectives and instructions aren’t generally clear so sometimes you’re left trying to figure out what to do. Cutscenes lock your character in place so whoops, if your head was inclined down when the big jumpscare was supposed to happen then too bad, you don’t actually get to see any of it. Like, I can say that the game wasn’t really a major glitchfest… but when my assumption while playing it is that it is, and when I restart it three times because I think some non-existent signposting is actually the game glitching out and preventing me from progressing, that’s… at least a little bit of an indictment. Combine all that with a… badly written story that literally ends, like, a third of the way through and some really incomprehensible voice acting, and… man, I’m loosely generous and tend to give things the benefit of the doubt, and I wouldn’t call this as bad as other things I’ve given this score, but… I honestly cannot think of anything this game in particular does well, and when the core of this broken mess is something that… wouldn’t have been very good to begin with, I don’t think I’d be lying if I said this was one of the worst games I’ve ever played. Light 1/10.

Halloween - Part II (Demo - 2022):
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Realized by: Stefano Cagnani
Played Before? No.

So from what I understand this is more a demo for something “legendary game designer Stefano Cagnani” is/was in the process of developing, which explains how… barebones this is, even by this guy’s usual standards. Like, legitimately all you do here is walk around rather than into your house (which I did first as a joke, I have no clue how anybody would think that as the intended path), see Michael in a window, then walk back around the house and then… demo over. Maybe it could be a little fun if it was atmospheric, but it… really isn’t. There’s no real artstyle beyond the generically high-fidelity graphics provided by the engine, the music is mostly just ripped from the source material and rather unfitting for the context in-game, and the environment itself is… rather bare — there’s this huge backyard you walk through with absolutely nothing in it and mostly just seemed like placeholder space, which… really helped contribute to my surprise when I found out that that was where I was actually supposed to go. I’ll let it off light and also reserve any full thoughts I might have on this for when/if the full thing comes out, but from this demo… yeah, not particularly impressed.

Project SADAKO (2022):
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Realized by: Stefano Cagnani
Original Position: 12/13
Played Before? No.

man what is it with bad indie horror titles and placing chase sequences in HQ residential house? the entire upstairs is like, a bunch of thin corridors and places where you can easily accidentally corner yourself. genuinely couldn’t think of a worse free asset to put a chaser if i tried

But, uh, after the three-minute-ish demo that was Halloween II, here’s something more akin to what I’ve come to expect from this particular developer. Purporting itself to be “the first videogame based on the movies saga: The Ring” (eat your heart out, Terror’s Realm and that one Japan-exclusive VN), Project SADAKO does… not do a lot. You’re placed in a house where you find a video tape, watch it, and then… Sadako crawls out of the TV without waiting seven days and tries to kill you (there’s potentially a phone call you can listen to beforehand? but also the house you’re in is so fucking DARK it was impossible for me to see anything, let alone find it). What follows is… a brief but not particularly amazing chase scene mostly owing to the tight corridors and incredibly dark hallways which ends with… you being required to lose but this loss arbitrarily ends the game rather than gives you a game over like the previous losses did. And, like… maybe this type of game works better for a series like Halloween or Scream but, like… from what I watched of Ringu/The Ring it’s not a series that’s really about “Sadako crawls out of the TV and tries to kill you,” moreso dealing with the psychological aspect of having seven days left to live and trying to figure a way out. And, like, while that misunderstanding of the series doesn’t really motivate me to say that this is worse than this guy’s usual output… what’s here doesn’t really differ from said output of clunky, confusing games with… quite a lot of stuff stolen from other games. 2/10.

Darkest Corners: Chapter 2 (no clue what the release date for this is):
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Developed by: Spoocle McBoogle
Original Position: 12/14
Played Before? No

I was fully willing to give this game credit. Not enough to maybe fully like it, but maybe enough to give it props. The core of the game is this… kind of adventure game as you repeatedly tour your house after a typhoon, with the place slowly getting more disturbing each time you walk through. It’s… written in a kinda goofy, not-especially-subtle way (this is our torture room), but I confess that it’s an intriguing and fun idea that kept my interest through the game, even if it’s not done especially well. Theeennnnnnn I near-immediately found out that this plagarized (to the point of even screenshotting stills from the video and using them as backgrounds) a YouTube short film which I gotta say did the concept much better, aaaaaaaaaaaaaaand whoops, I can’t give the concept nearly as much credit anymore. I still like the aesthetic and I still think it does the concept… not terribly, but when the best thing about the game is derivative of a video that’s a lot better in terms of subtlety and buildup and sound design and atmosphere… then there’s not really much else here to really recommend to people. 3/10.

Death Trips (2018):
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Developed by: Alberto Navarro
Original Position: 8/15
Played Before? Yes.

okay look I played this game precisely one more time than anyone else would ever do but its still a very funny joke

Faith: Chapter 1 (2017):
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Developed by: airdorf
Original Position: 7/16
Played Before? No.

This one’s maybe the most likely to a. be replayed and b. potentially move up in the midst of doing so — I’ll confess that maybe my feelings were impacted a bit since this was near the end of the marathon and I was feeling fairly exhausted. Either way, though, this was decent! I love the Commodore-64 aesthetic and how it combines with more modern techniques (in gaming, at least) like the rotoscoping during cutscenes — it really sells the unnatural feeling of the enemies you go up against and really helps contribute to the horror atmosphere. I also like the kind of… Goldilocks balance they have between committing to the technical limitations/difficulty of the era while not actively making it feel worse than it was back then: a lot of these throwback games tend to miss this balance and make the difficult mechanics of the time feel even worse, so it’s nice to see something that goes for this and feels… accurate, yet not unfair. I did have a major problem with signposting and knowing what I had to do — I needed to be backseated going through the whole thing and felt so aimless and tired when I wasn’t — but aside from that this was solid and decently fun. Maybe now that I know what I’m meant to do and maybe if this doesn’t come off the back of 6+ hours of other games I’ll have a bit of a better time with this when I eventually go to play the other two chapters. 6/10 for now.

Mega Man III (1992):
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Developed by: Minakuchi Engineering
Original Position: 12/17 (Mega Man Rankings: 7/9)
Played Before? No.

Brief context: in the early 90s or so Capcom decided to outsource some… ports? of the early Mega Man games for the original Gameboy. I say ‘port’ with a question mark because… these are fairly heavily changed from the original — even putting aside obvious technical limitations — and… stand out for the worse in doing so. Like, beyond the technical stuff of your super large hurtbox and how the small screen means you have much less room to manuever… look I know even the NES games lean towards the ‘cheap’ side of difficulty but at least there it doesn’t feel as brutal as this does, between the stone walls that are some of these enemy placements, the required leaps of faith you have to take, and just how much damage some of the bosses can do to you. Almost feels like some sort of Kaizo Mega Man, except without much of the charm that a lot of Kaizo games tend to have with their difficulty. Combine that with how the structure of the stage order… directly kind of makes half the weapons you select useless right as you manage to get them all, and… this series of ports as a whole isn’t exactly great. I’ll confess that this is probably the best of the three I’ve played so far — the initial weapons aren’t as useless and there’s some moments of fun stage design — but, like, I’ve already played through the original Mega Man 3 (and Mega Man 4, given this game is a partial port of that, too) several times, what’s there here other than a budget version for the gamers who didn’t have an NES back in the day? 5/10.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#22

Post by Wham Yubeesling »

Resident Evil 4 (2005):
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Image
Developed by: Capcom
Original Position: 2/18
Played Before? No.

Man I meant to write a preamble about how this answers the question I’ve been loosely asking myself through all these horror games of “what’s my favourite survival horror?” but then when I started writing it I just ended up talking about game mechanics in a bit more detail than is really applicable for the preamble so it just turned into a paragraph of the review itself

Guess that means I’m not gonna have a preamble for this review

Oh well

Resident Evil 4 follows Leon Kennedy — one of the protagonists of Resident Evil 2 — six years after his first day as a cop placed him right at the very heart of the Raccoon City incident. Now an agent of the secret service, he now undergoes a new mission: investigate a village off the coast of Spain in hopes of finding information that can lead to the retrieval of Ashley Graham, the recently kidnapped daughter of the president of the United States. However, upon reaching the village. Leon gets attacked by inhabitants less human than he was expecting, and it soon becomes a battle for survival. With only the tools he finds — and with the help of some allies along the way — Leon now needs to shoot, stab, and solve his way through the village and related areas in an attempt to rescue Ashley, find a way out, and come face to face with some once-thought-lost faces from the Raccoon City incident.

And yeah, okay, I’m a basic bitch, here’s my favourite survival horror game. I think what ultimately makes it work so well is the way it blends its survival horror origins with its more actionized take on the formula in ways that work to enhance both. While the gameplay feels super arcadey in how you go from room to room, fighting through everything along the way — almost like a less on-rails House of the Dead — your limited resources and how overwhelming encounters tend to be means you’re on edge at every moment: cringing whenever you start running out of healing items, having ammo frequently run out on your weapons… something which then goes back to enhance the action game aspect, as the starvation of ammo then encourages the player to switch it up and use different guns in a way that helps the player to understand the strengths and drawbacks of each weapon. The game strikes a basically perfect balance between the two directions it splits off in, and I like how naturally elements of one merge with the other, such as how you tend to backtrack and come back to levels you’ve already been to solve puzzles and find a new way forward, or how the insanely tanky chainsaw guys who kill you in one hit are… enemies the player is egged on to fight given the rewards you get if you manage to actually take them down.

Beyond that, the game is just… insanely fun. It’s easy to see that this game was inspired by/born from the first Devil May Cry — you’re not exactly slashing up demons and pulling your Devil Trigger while you play as Leon, but the way the game divides itself into levels and, as aforementioned, the way you tend to backtrack and find new ways through old areas, is super reminiscent, and a lot of what made that game fun works even better here. It’s super fun to place yourself against the horde and be strong enough to take them all down, and I love how the game continuously varies and keeps things fresh. Sometimes you have multiple paths you can take, or multiple options to take care of one situation. Sometimes there are enemies in the mix who you have to radically change your approach for. Sometimes the challenge is getting through the area or solving the puzzle more than it is taking down the enemies inside. Sometimes you have Ashley who… honestly works really well as an escort NPC? It’s clear that she’s a bit of a weight on your back, and you as the player have to figure out how to keep her safe whenever a situation involves her, but… there’s a lot of effort taken to avoid the typical issues that escort NPCs have. She automatically shuffles behind you whenever you aim your gun, she’ll do her best to duck if the gun’s pointed right at her (meaning that generally if she does get shot it's mostly a case of unfortunate/poor placement of her within a room, and you can order her to stay in place or hide in a dumpster so that she isn’t as much in the way when you need to get into a big fight. Honestly, I don’t really know why Ashley’s considered, like, the poster child of annoying escort missions. By that era’s standards (and tbh even by today’s standards), she really works, both as an element that mixes up the action gameplay and something that adds to the stress of the situation.

Sadly, though, there are issues. Mainly with the boss fights. Out of the… ten or so boss encounters in the game, I could… honestly name only one who I particularly enjoyed going up against? There’s… I think two more that I thought were pretty okay, but all the other fights… lowkey kinda sucked. The big problem, I feel, is that boss HP is jacked wayyyyy too high, which results in fights that mostly just leave you running around, chipping away at the boss’ health bar, kinda getting bored because the fight’s taking way too long. Even when there’s some fun spectacle, or a unique mechanic surrounding the fight, often it only encompasses one part of the fight and as soon as it’s over you’re back to just wailing on them again. Once you start including some of the bosses with instant kill attacks, or mechanics which made doing damage to them a lot harder… yeah boss fights as a whole weren’t really winners. It says something, I feel, when the one boss I did wholly like (Verdugo) was more a matter of avoiding the boss and waiting out a timer than fighting back against it. Maybe this might’ve been a matter of the difficulty I picked (or the difficulty the game moved me to — I know there’s a mechanic like that), but as a whole boss fights felt way too tanky and sloggy to be fun, and are an unfortunate black mark over what’s…

…otherwise just a blast of an experience. I know that it’s…not exactly that unique of an opinion to put this as the best Resident Evil, or even yet the best survival horror game, but between the way the game oscillates between survival horror and third-person shooter in a way that does favours to both, and between how straight-up fun this is to play, I feel pretty confident to say I’ve found one of my favourites. At least for now. Can’t wait to see what the remake does with this. 9/10.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
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Contact:

#23

Post by Wham Yubeesling »

Harvester (1995):
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Developed by: DigiFX Interactive
Original Position: 8/19
Played Before? Yes.

Okay, I can’t in good conscience claim that Harvester has aged all that well — especially compared to some of its 90s adventure game contemporaries — but man, does it truly do a lot for a game from 1995. To me it’s loosely the true definition of a guilty pleasure: something I legitimately like and will defend, as opposed to, say, something I like ironically or something I like for how bad it is. It mostly just comes down to how Harvester feels like… honestly like nothing else I’ve played before. It’s prone to misfiring on some of its ideas, and there are major aspects of gameplay that… I’ll get to later, but as a whole it’s an absolutely fascinating game that, for an early adventure game, does feel ahead of its time in certain aspects and doesn’t have any other particular comparison point today.

You play as an (alleged) teenager who wakes up with absolutely no memory of who or where he is. Through interacting with your NPC family and following where they lead you, you get filled in — your name is Steve, you live in the beautiful small town of Harvest, and you’re scheduled to get married to your sweetheart Stephanie next week. However, upon visiting the bride-to-be, you find out that, like you, Stephanie is also an amnesiac, and the two of you realize that there is something deeply up with the town of Harvest. To try and solve its mysteries, and to try and find a way out for you and Stephanie, you decide to investigate The Order of the Harvest Moon: an exclusive club that the town of Harvest seems to revolve around, and, as you attempt to join so you can enter the building, Steve finds himself participating in trials built to tear the town apart, and test just how far he can go over the edge.

And I’d just love to state how immensely I love this game’s vibe. Nearly every NPC you meet gives off the aura, of, like, some person who sits next to you on the bus who won’t stop talking about the weirdest shit who you wanna try and humour at first even though you’re a bit uncomfortable but who rapidly brings the conversation to bad territory to the point where you wanna get away from them as soon as possible and it really helps to give this game this surreal, disturbing… but also fun vibe, in a black-comedy sort of way. There are people who come off more relatively normal… but your actions either drive them away or show them to be as off-kilter as the rest of the town — which does an excellent job at making things escalate through the game and showing the effect of what you’re doing. This all seems to have an end goal of satirizing 50s small-town America and exposing what's beneath the idyllic exterior, and to that end, I think it works. While there are beats that I wish had more thought put into them (I preferred stuff like the firefighters over ‘all the natives are drunk and homeless’) I… genuinely liked figuring out what the game was going for thematically, and combined with generally sharp and fun writing nearly across the board, this game… very much delivers, story wise.

And for an adventure game released in the 90s, it’s also surprisingly functional! It manages to avoid a lot of the general trappings of the time (ways to render the game unbeatable, puzzles working on insane trains of logic, more items than you actually ever use) to create a functional and enjoyable experience based more on interaction and exploration than anything else. I also like how typical RPG/adventure game conventions get subverted — instead of doing quests to make others happy and make the town a better place, what you do in Harvester instead has adverse effects, harming people and tearing the town apart at an escalating level that directly calls into question what exactly it is you’re doing. There’s also combat! It’s… exactly as clunky and rough as you would expect for combat in a 90s adventure game, but it’s… at least kind of funny in its application and it’s only ever required once or twice so I could kind of shrug it aside as something that contributed to the game’s charm…

…Until you reach the Lodge — the base of the Order of the Harvest Moon, and where you spend the last third-ish of the game. It’s… honestly one of the worst things I've ever had to endure? The once thankfully-infrequent combat is now constant, with the final challenge before the ending putting you through ten arduous and clunky combat encounters back to back without any sort of break or ability to recoup. There’s now an element of resource management in play in terms of healing and ammo… but the game doesn’t give you nearly enough to deal with what it dishes out and you have absolutely no sense of when, exactly, you’re going to get more or when you’re actually reaching the end of the trek. The writing also takes a dip here: the game loses its ability to teeter the line between vaguely-possible-person and insane mouthpiece as constant new characters appear on the spot to monologue about the ills of society before trying to shoot you. This all leads up to a final reveal which… discards the narrative the game was pushing towards all for a whole new narrative which doesn’t really link up with what was going on before. There’s… a certain sense of amusement to be had in wondering what weird thing you’re going to see next, but it feels so… slapdash compared to what the game had been going for earlier, and gameplay-wise it’s just so unpleasant that it’s hard to glean any sort of fun out of it. The first time I played through I was caught completely unprepared and was just so shocked at how hard a drop it was compared to everything before it — and while I was able to go through it a lot more smoothly this time since I knew what was happening… god, what a miserable way to end the game.

But I still, at least, really like most everything that happens up until that point. Even with the presence of really bad, awful combat, and even with the spectre of The Lodge tainting the last third of the game… I still think Harvester’s a fun time! With fun, snappy writing that truly runs right up to the line between horror and black comedy, and with some… simple but fun adventure game design that turns the structure of ‘do puzzles and quests to make everything better’ completely on its head, Harvester is a guilty pleasure that despite… many issues I think holds up and is still somewhat incomparable today. 7/10.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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Wham Yubeesling
Posts: 1257
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#24

Post by Wham Yubeesling »

Clock Tower (1995):
Image
Developed by: Human Entertainment
Original Position: 14/20
Played Before? I watched the Game Center CX episode on this! but otherwise no

Clock Tower is a game I really want to like more than I do. You play as an orphan named Jennifer Simpson (named after the lead protagonist of the Dario Argento film Phenomena) who has just recently been adopted by a wealthy recluse named Simon Barrows. However, when the orphanage matron disappears upon attempting to summon Mr. Barrows, Jennifer’s attempts at finding her instead calls on the Scissorman, who is hell bent on hunting down and killing Jennifer and all her orphan friends. Now Jennifer must navigate the mansion, collect items, solve puzzles in order to find her friends, figure out the mystery behind the mansion, and avoid the Scissorman along the way.

When I think of this game — having actually beaten it several months before writing up this review — mostly… I feel sad, because this game was the originator for a lot of mechanics and concepts that became commonplace in horror… in addition to having just a lot of stuff that’s my jam. Things like the giallo influence, the way the narrative diverges based on what the player does, graded endings based off of what mysteries the player solves (and when they choose to end the game), confrontations where you need to hide from the monster (but don’t hide when they’re in the room with you, or else its instant death)... these are all things that’ve been copied and iterated upon by other games later down the line, but it’s neat to see all these things together, and it’s fascinating to see how these things are represented in the game that helped popularize these concepts in the first place. Combine that with a cool artstyle that manages to blend pixel art and photorealism, and a story that… really works to make use of its diverging narrative, you get a game that in some respects is just as effective and fascinating today as it was when it came out.

I just wish it was actually fun to play.

Here’s how it went down: I boot up the game, enjoy the opening cutscene, get a bit confused on what I’m supposed to do during the opening segments but mostly shrug it off as me needing to get used to the game, start heading to different parts of the house… then get informed that running is a limited resource and that I need to save it for when I start getting chased. I start walking around the house instead and… holy shit Jennifer is so slow. Like, seriously. This girl plods around the house as if her life isn’t in danger. It genuinely feels like it takes upwards of thirty seconds to walk from one end of a hallway to another, and given that this house is built out of a lot of interconnected hallways, getting from one end to another genuinely feels like it takes minutes. And given that the way puzzles are structured often places items at the opposite end of the mansion from where you use them, which creates a gameplay loop of walking very slowly to one end of the house, getting what you need there, walking very slowly to the other end of the house, using said item, checking where you need to go next, realizing the next thing you need to do was on the side of the mansion where you’d just been, sighing, then beginning the cycle all over again.

Scissorman encounters, sadly, are far too infrequent to break up this monotony — aside from the first one I got precisely two the whole game — and… maybe if I knew more hiding places it would’ve been different, but what would happen was that I’d be close to where I needed to be, he’d interrupt me, I’d run back to where the hiding place I knew was… but then that hiding place was on the other end of the mansion so when he was gone I’d have to walk very slowly back to where I was originally intending to go and holy shit actually playing this game is so miserable. It’s slow and dry and more than anything I felt bored going through the mansion. Barely anything happens and the guy meant to hunt you down never actually fucking appears and the entire experience is watching Jennifer plod along through this mansion over and over again with nothing to break it up. Maybe back when it was first released the slowness contributed to the atmosphere, but having played games from nowadays that manage to achieve that sense of looming dread, it’s clear that Clock Tower wasn’t really to veer the needle towards that balance, coming off as just... genuinely really annoying to play.

Which is a shame, because I do legitimately love what it’s going for in a lot of aspects. In terms of narrative — how what rooms you enter and what things you see diverge it, how you can effectively choose to end the story at any time and getting better results for how long you choose to stay/what specifically you unearth — it’s still absolutely fascinating and effective today and it’s really worth experiencing the game to see how it does these things… just so long as you watch somebody else do it, because actually going through it? Honestly kind of a pain! 5/10.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
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#25

Post by Wham Yubeesling »

Silent Hill (1999):
Image
Developed by: Konami, Team Silent
Original Position: 4/21
Played Before? Nope!

So I’ll fully confess: until I played Silent Hill for the first time, I never actually knew what all those ‘PSX retro horror’ indie games were actually drawing inspiration from, aesthetically. Like, I’d seen games on the Playstation before, but never anything that really… looked like what these people were going for. Even now that I’ve played it, I still feel that there’s a pretty clear distance between how PSX games look and how these throwback indie titles look, and I think at least a little of that is mostly due to intention: while the retro throwback games adapt this style and tend to exaggerate it in order to simulate an idea of what games looked like during that time, Silent Hill’s graphics which… seem legitimately an attempt to push the envelope of the time, with touches added to fight technical limitations and issues. I’ve always stressed that there’s a difference between ‘graphics’ and ‘artstyle’ — and that while there’s always been a push for graphical fidelity I’ve always felt artstyle to be more important, both to establish visual identity and to age the game well a generation down the line — and Silent Hill, to me, represents that balance quite well, blending (at the time) cutting-edge graphics with a distinct and memorable artstyle that still produces fans and imitators, even over twenty years down the line.

You play as Harry Mason, who, after a car crash, wakes up in the strange town of Silent Hill without his daughter (seven years old, short black hair, her name is Cheryl, she’s his daughter) by his side. He soon finds that the town is filled with mist and monsters, and, even worse, as he traverses through locations in an attempt to find his daughter, he finds the presence of the Otherworld — the ground below his feet changing at what seems like a whim to expose the true evil underneath the place. Armed with a map, a gun, and a revolving cast of residents and fellow outsiders, Harry must figure out what exactly lies at the centre of the Otherworld, save his daughter, and escape the town of Silent Hill alive.

I’ve heard that a lot of games in the golden era of survival horror often worked to mask their technical issues, or turn them around so that these limitations instead work in the game’s favour, and the original Silent Hill exemplifies this ethos to great effect. The fog that permeates the overworld — allegedly placed to hide issues with the rendering distance — works both to provide an eerie, unearthly aesthetic to the town, and also allows the player to enter Harry's shoes a little bit and feel how he feels. Because the fog covers up nearly everything beyond a couple metres of you — and given just how large and long the roads are — you never quite know where you are even if you know where you’re going, forcing the player to constantly check the map in order to figure out your position compared to everything else, which super simulates the feeling of desperately trying to navigate but just being lost in all the fog and unfamiliar landscape around you.

Speaking of maps: I really like how important navigation is! The various maps you pick up over the course of the game are required tools to traverse Silent Hill, and Harry is often forced to get out his red pen to point at potentially important places or cross out places he can’t traverse, be it because of a locked door or a fallen apart bridge, updating the map and making both the player and Harry have to figure out where it is they’re capable of going. I also kinda like the way realism blends in with this mechanic — you get maps for, say, the hospital and the tourist area fairly quickly given that these areas would have maps laying around (I love how you also just take the hospital’s map from off the wall, too, that’s a fun little detail) but for a place like the sewers, or the final area, where the map isn’t quickly or easily available, figuring out how exactly to navigate the place becomes as much of an objective as what you’re actually meant to be working towards. Once you’re in the Otherworld, too, using the map becomes more tricky and unreliable due to how similar yet different the Otherworld is compared to the place you actually have the map for, often causing the player to go for stretches without knowing where they are or forcing them to mentally rearrange the map to fit where they actually are. I also happen to be a fan of how the Otherworld is… mostly just a straight shot to where you need to go, as compared to the normal world’s puzzles and locked doors — it’s a nice contrast that means you’re never doing the same sort of thing for too long. As a continual game mechanic and thing the player has to work around, I really do like the way Silent Hill places emphasis on using the map and figuring out your path through the town.

Gameplay wise, it’s… surprisingly solid? Nothing I’d truly write home about, but there are some neat touches that do a good job of standing out and characterising the experience. The presence of the fog complicates combat in the overworld in a nice way: enemies tend to be high-mobility and jump in and out of your vision, often cutting off your visual on them and forcing you to listen out to figure out where exactly they’re going to come back in so you can preempt them with a gunshot or a well-timed melee hit. The radio — which automatically starts crackling whenever you’re in the presence of a monster — does a good job at amping up the tension in the gameplay, as it gives you just enough info to know something’s coming up, but fails to tell you exactly where or what it is, leaving the player wondering when the foe they know is there is going to appear, or even if it’s going to appear at all (and I love the beat when you’re in the sewers and the radio doesn’t work — it’s a fun bit of realism and it really helps to make enemies catch you off guard and put you on your back foot). I’m also into the way the music characterises the whole experience. While sometimes it can be distracting hearing somebody lay down a beat when you’re traversing through an area, I love the sharp contrast between industrial and melancholy that the soundtrack as a whole evokes, with hard sounds defining the combat and navigation through the Otherworld while the story is scored by soft, lush pieces that help to underlie the low-key tragedy of it all. My impression is that it's the soundtracks to the two Silent Hill games following this one that have the soundtracks everybody raves about, but even then I liked what I heard from this — enough to maybe give a listen outside the context of the game.

While I do like how some of the technical limitations help to characterise and improve the overall experience, there are other things, however, that… maybe don’t work as well. I’m not particularly a fan of the tank controls — it’s kind of finicky to try to get Harry through/into certain spaces and interact with certain things, and it often means you never have any true control over the exact direction Harry runs, which… both feel like things the player has to deal with throughout each area as opposed to things that naturally compliment the game’s strengths. There’s a weird tempo to the usual survival horror routine of resource management: while the beginning and end of the game are very happy to just dump ammo and health onto you, this cannot be said about the middle section, creating an awkward period where I was surprised to run low because I was expecting the frequency the rest of the game had, and then once I started getting lathered with things I was caught off guard again and never tended to use them because I had grown used to utilising other options for combat. Bosses… aren’t exactly winners, and while it’s a little less of an issue here since this isn’t a game that relies on action setpieces it is sad to see the little complexities of regular combat get taken away in exchange for spamming your ammo/health and damage racing the boss.

But those are just varying degrees of issue for what’s mostly otherwise a pretty fun time! This was one of the standout games in the golden age of survival horror for a reason: it managed to turn around the technical limitations of the time to its benefit and, as a whole, still remains a very fun game today just by virtue of the little things that define and characterise the entire experience, compared to its contemporaries at the time and all the other games it inspired down the line. 8/10.
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#26

Post by Wham Yubeesling »

Ib (2011) (well technically the 2022 remake but y’know):
Image
Developed by: kouri
Original Position: 6/22
Played Before? Watched some YouTube stuff on it but otherwise nope

Ib is an RPG Maker horror game where you play as a girl named Ib, who tags along with her parents to go to an exhibition showcasing the works of little-known artist and sculptor Weiss Guerterna. However, when a wrong turn places her in a version of the gallery devoid of people, Ib finds herself going deeper and deeper — soon entering the paintings themselves. Now finding herself in a world where Guerterna’s art has seemingly been brought to life, and the inhabitants not quite friendly to outsiders, Ib must solve puzzles, progress further and further down into the gallery, and try to keep herself and the friends she meets across the way safe as they all try to find a way out.

For a game that ostensibly uses exhibition art as a throughline — from the location design still remaining reminiscent of an art gallery the further and further down you go, to the puzzles primarily requiring the player to interact with the artwork of the gallery — I think the visual design is really strong. The game uses… a rather subtle version of pixel art, with soft colours, a lack of outlines, and realistic proportions that blur the line between pixel art and something like a more traditional form of art. This even extends to the character sprites that appear on the side of the screen — it took me a while after beating the game to even realize that they were actually pixel art and not hand drawn, which feels kinda insane to me. I’m also super into whenever this artstyle suddenly gets changed up. It’s hard to really elaborate further given that most examples on that part are spoilers but whether it’s done either subtly or loudly it’s always done for some sort of effect or enhancement, and always with some measure of deliberateness behind it. There’s… one particular portion of the game where I wished they actually leaned harder into what they were doing, but aside from that I was super into how this game looks visually — it looks like it belongs as an RPGMaker horror game, but also not, and it’s really cool to see a game like this with a totally unique visual identity.

I also think… this game does a lot of what it’s doing well. Gameplay-wise, I’m really into a lot of the puzzle design: you effectively go through the gallery one room at a time, and are always completely done with a room by the time you move on to the next one, which always means the options you have are limited to what’s immediately around you and you never suffer from the 90s adventure game problem of having wayyyyyyy too many things you can interact with and having wayyyyyyy too many items you need to juggle and figure out the use for. I’m also into the puzzles themselves: while there are a couple stinkers in there I’m generally into how the game approaches problem-solving. While it does mostly focus on taking items and using them in certain places, the theming of the art gallery and the use of more abstract logic make it feel more like you’re trying to solve riddles that the game designer has prepared for you rather than just getting items to get more items. I also like how… lenient the game is compared to most RPGMaker horror games — your healthbar means that you can actually take a hit when things get actively dangerous/if something catches you off guard, though the limited opportunities to heal do provide a survival-horror sense of resource management, or making sure you avoid damage so that you can take it if need be.

Story-wise… it’s very much an RPGMaker horror game in that it has a story you can’t exactly talk about in distinct terms without spoiling it, but in general, I enjoyed the way the game was written! The characters all were likable or fascinating, and… there’s a low-key undercurrent of black comedy which doesn’t always pop up but generally ends up being pretty fun when it does — the storybook you read early on in the game, for example, really sells its whiplash in a way that crosses from horrifying to incredible. The horror beats generally work very well — there are some particular sections of the game that are very tense and do a good job of making the player feel absolutely helpless. I’m… also really into the way the game handles player choice and multiple endings. The player can make choices that shape the narrative and come back later on, but the endings themselves are determined by particular values and how they mesh together… values that, however, are shown by the choices the player makes. I’m a little sad because you can only see so much of it when you go through the game once (and two endings are locked off until you beat the game for the first time, which is >:( ) but as someone who really likes looking at how player choice shapes the narrative this game has a ton going on under the surface, and it’s really enjoyable to unpack it all and see how all the cogs in the machine work.

All in all… yeah, I definitely enjoyed Ib a lot! I’m not quite sure it quite hits the level of excellent, to me, but it’s a super cool 2-3 hour game that does a lot of cool things with its visual and game design and, in the field of RPGMaker horror games, really does a good job at standing out amongst the crowd, even with so much time passing since it’s release. 8/10.
Our next game... and the first game I've rolled in, like, seven months, geez...

Image
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#27

Post by Wham Yubeesling »

hey so this week has been a Time and I haven't been able to get to my next review, lemme apologize with a demo/proof of concept for an RPGMaker game I’ve spent the last… two months? creating:

https://drive.google.com/file/d/12eFDth ... sp=sharing

featuring:
- ~20 minutes of gameplay. do all the last minute preparations you need to do before you go on holiday with your friend!
- sprite art from Vexed Enigma’s POP! pack, with some recolours and pose alterations by me!
- three music tracks made by me which I’m redoing later in addition to one music track not made by me!
- an image file that I didn’t even use but which crashes the game if I try and remove it
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#28

Post by Wham Yubeesling »

The Darkness II (2012):
Image
Developed by: Digital Extremes
Original Position: 2/23
Played Before? Yes.

I don’t play many FPSes. Not because of any particular dislike of the genre, or anything like that, more that… I think I’m just generally not predisposed to really go and check them out? I think mostly because my formative memories of gaming were with games often decried by the Call of Duty bros in my cohort as kiddie shit which I needed to grow up so I could play Real Games, and mostly due to most FPSes I heard of at the time being war shooters where the #1 selling point was usually ‘better graphics! it looks so good! by the way your computer won’t be able to run it and also even if you got a better one you won’t be able to run the next one we churn out in a year or so!’ that I was kinda turned off and kept playing the things I preferred to play.

Even today, I don’t really tend to stray into the genre much, even if I don’t exactly feel how I felt about the genre back then. Maybe I’m still subconsciously biased. Maybe it’s because most shooters today are still focused on multiplayer and I’m mostly a single-player kind of guy. Maybe it’s because I’m honestly kinda bad with shooter games — I’m too slow on the draw/too focused on getting a perfect shot in a genre that mostly encourages more fast-paced play, and I’m too tunnel-vision-y/head-empty to try and go for cover/do anything other than stand there and attempt to rush down people. There are FPSes I’ve tried, and liked, over the past few years, but as a whole, the genre is kind of a blind spot for me. I haven’t really played many of the must-play shooters, and as a whole… none of those that I’ve played have really been formative experiences or anything I’d place among my favourites.

Except for this one! This was something I picked up in one of the early Humble Bundles that I bought, and started playing… a day before I joined SotF, apparently, in 2014, and… kind of immediately I was captivated. Through the frenetic and at times absolutely brutal gunplay, the simultaneous power trip and achilles heel of your darkness power, a penchant for violence that actually sickened me at the time (which, from the perspective of nine years later: lol), and… enough little touches and moments that got me genuinely into the story. I never played the first game, or read the comics, nor did I particularly care to, but this game, in particular, was one that held into my memory long after I beat it, and was always in my mind as ‘hey I should replay this someday’ for a lonnnnngggggg time coming. I finally got the chance, in early 2023, and having replayed it again… and honestly? I think it still holds up.

You play as Jackie Esticato, the newly appointed don of the Esticato crime family, who has the dubious honour of being the current bearer to The Darkness — a primordial being that jumps from host to host, granting them great power at the cost of eventually driving them insane. Jackie has been able to suppress it for many years, but a hit both forces him to tap into The Darkness again and places him face to face against The Brotherhood, a mysterious cult who intend on taking The Darkness from Jackie and using it from their own ends. In the midst of it all, Jackie keeps getting visions of his past, and of his late flame Jenny, and it soon becomes a battle on multiple fronts: one against The Brotherhood for control of The Darkness, and one against The Darkness for control over himself.

The shooter gameplay, at its core, isn’t too different from what I’ve otherwise seen, though I appreciate the arcadey edge added to it — instead of holding the same guns all game and collecting ammo for them, you can only hold two guns at a time, and you’re encouraged to frequently switch with guns on the floor, often meaning that you never quite know what you’re going to have during the next encounter. What really diversifies gameplay, however, is the presence of The Darkness. Manifesting as two tentacles bursting out of your body, The Darkness immediately makes you a force to be reckoned with, and against the legions of gangsters and cultists fully justifies the ‘one man army’ approach most shooters tend to take with their protagonists. Slashes from your tentacles stun enemies and demolish whatever armour they might have, and if you grab an enemy while they're stunned, you get to pick and choose just how, exactly, you get to tear their body apart. You eat hearts to regain your health. You can grab parts of the environment, like pipes, or car doors, or fans, fling them right at enemies, and if your aim is right you just cut them in half — with bonus upgrade points given for killing people in special ways. These upgrade points (even if the tree itself looks fuckin’ ugly), amongst other things like different executions, then feed into and make your guns stronger: whether it just being straight upgrades, or powers like Swarm — which makes you barf locusts on your enemies from long range and making them unable to fire back — or gun channelling, which lets you temporarily boost your guns, increasing their power and allowing you to hit enemies through walls and armour. With the power of The Darkness, you can walk into a room full of gunmen and make mincemeat of them in a way that doesn’t even feel close, and this feeling of sheer power is an adrenaline rush, each enemy encounter a hit that asks the player how exactly they are going to fuck shit up — in the way that reinforces the idea the story presents of The Darkness as a well of power easy to become addicted to.

But it’s not always a stomp in your favour: specific encounters instead make your Darkness powers a liability instead of a godsend, and relying on them exclusively is a surefire way to get Jackie gunned down. Beyond the lack of range your tentacles have outside of objects you can pick up — functioning more as melee/the coup de grace while your guns pepper enemies from afar — the Darkness possesses one incredibly crippling weakness: light. In addition to just absolutely blinding you whenever you’re in it, you lose access to your darkness powers and your passive health regeneration, leaving you blind, vulnerable to whatever comes your way, and absolutely helpless against it. This makes positioning vitally important in each encounter — finding a place outside of the light where you can jump in and out of the action, looking out for lights and generators to take out so you can run in for the kill. The lights are also used in a way that forms a difficulty curve: early on, when you’re fighting other gangsters, most light is incidental, and oftentimes is easily shot out, but once the game progresses, and you start going up against the brotherhood, light is actively weaponized against you — enemies with giant spotlights, generator setups which bathe the room in light, and oftentimes your first step in these encounters is to figure out how to take out the lights so you can properly fight. There’s one late game area set in a carnival which is just chokepoint after chokepoint of you walking to a spot, hitting a wall, and you needing to use all the tools at your disposal to eventually wear it down — and another one where it’s flat out daylight and you’re in an open room with barely any cover and you just have to keep moving, dodging bullets and taking out enemies while having to avoid the bad spots on the floor. I like the light both as a way to ramp up the difficulty and as a way to reinforce story beats, and sell The Brotherhood as people who know The Darkness and know how to take it down, as opposed to the random gangsters who don’t know what they’re up against and only particularly have numbers on their side. In general I just… really love how The Darkness manages to shake up the gameplay — it would’ve been easy to just give you powers and let you just style on your enemies, but the drawbacks and considerations you increasingly have to grapple with just really manages to bring it to another level.

And even if I think it’s the story that maybe knocks the game down a little, I do appreciate a good deal of what it does. The dialogue draws from the best of its 90s comics influence, having a little bit of edge without drowning every line with it/making all the characters feel homogenous, and the voice acting does a lot to elevate the material (HE WAS THE FIRST MAN TO EVER NOT EXIST is a line that’ll stick in my head forever). There’s also… something I won’t spoil, that occurs throughout the game, and even if the impact was lost on me this second go around knowing where it all goes I respect what it’s trying to do and I respect it for at least making me question what’s going on. What really was a misfire are the hub sections, set in Jackie’s penthouse apartment. I like the important conversations there, but… the game really kind of grinds to a halt as you walk around and are encouraged to like 10 other unimportant background gangsters and there really isn’t much to do. I’ve seen other shooters do this sort of thing before, and better — mainly through lowering the size and adding things to do, like sidequests and optional challenges — but here… it’s too large and too long for what’s mostly people expositing things at you, and having to drudge through it between nearly every story beat got old kinda quickly.

And… that’s enough of a mark to maybe weigh it down and prevent it from being one of my absolute favourites, the game still left as much of an impact on me now as it did back then. From fast, frenetic, and at times brutal shooter gameplay, a core mechanic that cripples you as much as it makes you a force to be reckoned with, a story that does a good job taking risks even if it doesn’t work as well a second time to an artstyle tha- oh man I didn’t even mention how cool this game looks, I love the way the cel-shading makes the game look legitimately out of a comic book — this is still… probably my favourite shooter. Maybe one day I’ll play more of them. 9/10.
Smile For Me (2019):
Image
Developed by: Gabe Lane, LimboLane
Nominated by: Catche
Original Position: 10/24
Played Before? No.

Smile For Me is a first-person 3D adventure game where you play as an unnamed florist visiting The Habitat, a weird group home with the mission statement of making you Happy again. However, the owner, a dentist named Dr. Habit, has done a remarkably poor job at actually helping the residents so far, so it falls to you to explore the Habitat, interact with its myriad residents, solve puzzles, and one-by-one, make all the residents smile again.

First off: I’m really into this game’s artstyle. It blends together a bunch of different things: a 3D environment, 2D sprites, analog stock footage cutscenes, and even utilizing Jim Henson-esque puppets, and yet it all feels like a consistent whole — with no area in particular bringing the rest down. And as for what does feel simple as far as gameplay loops go, I think it’s fun! I like how most of the traditional item-collecting and puzzle solving is mostly focused on interacting with the people around you — doing things for them, helping with their problems, which results in them providing you with items or giving you access to new areas as a reward for helping them out. It’s… not something I haven’t seen before in a more modern adventure game, but it’s a nice twist on the traditional formula (where often most of your puzzles/interaction dealt with the environment rather than the people in it) and a nice way of placing focus on what matters most here: the characters and the writing.

You meet a total of 20-25 people during your visit to the Habitat, all distinct and fun in their own unique way, and part of what I enjoyed most was finding out which weird and kooky character I’d meet next, or find out just what happened if I did something or showed them a particular item. Particular favourites, off the top of my head, were the guy who desperately wanted to smell like pickles (and whose puzzle you solve by just smashing him over the head with the jar of pickles he gives you) and the child who up and asked me to punch twenty people. The cast as a whole are fairly strong, and I like the way they’re balanced and kept relevant throughout the whole game — a lot of the earlier people you meet, for example, either can’t be made happy until later in the game, or are in some way involved in somebody else’s quest. There’s a couple people who are less memorable, and there’s a non-zero amount of them who slip through the cracks, but given that it’s a cast of 20+ people I’d still like to say that’s pretty impressive.

I’m also into what this game is doing under the surface with its writing. There’s a notable undercurrent of horror bubbling throughout, and the game does well at handling the balance without going too over the top with it. While there are hints from the beginning that not everything is as it seems, from all the little messages and videos that appear when you dream and just how suddenly foreboding it gets when night starts falling, the game never falls further into that territory until the final act, keeping a sign of what’s to come while never feeling like, say, a creepypasta game, or something that’s explicitly meant to be horror. I’m also interested in some of the stuff it has to say about happiness, and how that gets communicated through gameplay: how there’s no one way every single person can be made ‘happy’, how oftentimes you need to get to know a person before you can get to the heart of what they want, and how sometimes happiness can be fickle — making certain people happy via causing distress to others. It’s subtle, and you have to intuit it through playing the game, but it’s a cool thing to think about, and a neat example of communicating thematic messages through gameplay.

There are… a good amount of double-edged swords in this game, though. While it’s certainly cool to access more parts of the Habitat as you progress through the game — as a reward for and reminder of your progress — I do feel there’s a little bit of a problem with scope, with you receiving items and having no idea what to do with them because there are so many items and so many places to use them and it’s tricky to figure out the one place you’re meant to use it. There’s a weird, fun logic to puzzles that can make the player feel clever for getting on the game’s wavelength, but it can just as easily kinda leave the player with no clue on what to do or what to interact with — something compounded with the above issue of scope. in addition, the game kinda felt… clunky, at points? Accessing the inventory and using items never felt particularly comfortable, especially as it started to grow and grow, and even by the end of the game I’d often just hold an item in my hands rather than use it like I wanted to. Sometimes I’d do things the game prompted me to do and it just wouldn’t register. In general items and puzzles felt a little finicky to play around, and oftentimes I'd just kind of stumble around without really knowing what it was I could do, and that was something… I pretty consistently felt, throughout the whole game.

But aside from those issues, I had fun with this! I don’t think it particularly breaks the mold of like, adventure games like this, nor do I think this as something I truly haven’t seen before, but I liked it! It’s a short-ish, cute game with some really good art and some pretty good writing and I’d say it’s totally worth your time to check it out yourself. 7/10.
And as for our next game...

Image

prepare to die...........................
[+] The Present
Image Image

SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
ImageImageImage Image Image

BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
Image

PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
ImageImage

Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
User avatar
Catche Jagger
Posts: 743
Joined: Tue May 28, 2019 7:40 pm
Team Affiliation: Ben's Crabs

#29

Post by Catche Jagger »

Hypnospace Outlaw
[+] Characters
[+] PV3 Prologue
M35-Muhammad Abbasi - "Hey, it’s okay now. We’re both in this together, right?"
Status: SAFE
PV3P: 1-2-3-4 | After: 1

M38-Nathan Kirchhoff - "Shit."
Status: ???
PV3P: 1-2-3-4
[+] TV3
ImageCK08FR04 - James Highchurch - “Okay, yeah. Exit strategy. I’ll… Yeah, I’ll think about that.”
Status: DECEASED
Memories: 1 | Sandbox: 1
TV3: 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-17-18-19

ImageBC05 - Gabriela Garcia-Campos - “This is how things are here, the way the show is. So I need to get over it.”
Status: DECEASED
Memories: 1 | Sandbox: 1-2-3
TV3: 1-2-3-4-5-6-7-8-9-10-11-12-13-14
[+] AUs
International
O19 - Archibald "Archie" Harper - "That’s why we’ve gotta fight the fuck back, one step at a time."
Status: DECEASED
International: 1-2-3

O11 - Jen Mara Tuiqamea (adopted from Cicada and jimmydalad)
Status: ALIVE
International: 1-2-3-4-5-6-7-8

Supers
Alan Melnyk - "What you’ve gotta do is say ‘fuck em’ and keep doing you."
Status: ALIVE
Memories: 1-2-3
Supers: 1-2-3-4-5-6-7-8-9-10-11
After: 1-2-3
[+] The Future
Second Chances
Aditi Sharma
Desiree Beck
User avatar
Wham Yubeesling
Posts: 1257
Joined: Mon Aug 06, 2018 9:15 pm
Location: there is a man standing behind you
Team Affiliation: Stephanie's Buccaneers
Contact:

#30

Post by Wham Yubeesling »

Catche Jagger wrote: Fri Feb 17, 2023 3:08 am Hypnospace Outlaw
Of note for people for the future: my intention for when people could nominate new games for the thread, rather than just let people renominate the moment I play their things, was to post calls for new nominations every couple of months — so that everybody, regardless of whether I've been able to play their game or not, would be able to nominate a new thing.

Speaking of: everybody who's submitted a nomination — whether I've been able to play it or not — feel free to put another one in!
[+] The Present
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SC3:
???: Jeremy Frasier — "..." — 0%
PREGAME — Past: | Present:
THEME: Jim's Big Ego — Stress

B02: Maxwell Lombardi — “Then I'll beat them again. Simple as that.” — 100%/0%
Kills: 0 | Equipped with: SPAS-12 Shotgun, Trident, Colt .357 King Cobra, Meat Cleaver
PREGAME — Past: | Present:
SCDos — |
SCTres —
THEME: Eminem — The Way I Am
[+] The Past
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BRAU2:
B11: Hiroki Sugimura — "Listen, Kayoko, I lov-” — 10%
Kills: 0 | Equipped with: Shamisen
BRAU2 —

INTL:
O07: Jaxon Chen (Adopted from Tapey!) — "You- started- this-" — 55%
Kills: 0 | Equipped with: Poison Ivy Gloves, Smoke Bomb, Crutch
INTL —

PV3:
F01: Michelle White — "Because if you can forgive me, then… then maybe I can try to forgive myself. Amen." — 68%
Kills: 1 | Equipped with: Ghille Suit, Combat Knife w/ Sniper Scope, Speargun
SANDBOX — Past: N/A | Present:
PV3 —
THEME: Tommy Körberg — Anthem

Supers:
S034: Isabella Lugosi — "Stay. Away. Stay- away-" — 32%
Kills: 1 | Equipped with: Phenomena
Supers — Memories: N/A | Game: 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦 𓆦
THEME: John Carpenter — From The Fire

TV2:
SP5: Michael Robinson (Adopted from Polybius!) — "Oh shit." — 77%
Kills: 0 | Equipped with: Large Fishing Net
SANDBOX: N/A
TV2 — 1 2 3 4 5 6 7 8 9

TV3:
BC08: Marion Rosales — "Doesn't- matter if it works or not. You get- a chance to try." — 27%
Kills: 0 | Equipped with: Decorative Mareon Rosalales Nameplate
SANDBOX — Past: | Present: | 𓅓
TV3 — 𓅓
THEME: Dessa — Ride

SS01: Verity Stewart — "Fucking owned-" — 98%
Kills: 6 | Equipped with: Heckler & Koch P11, Harpoon
SANDBOX — Past: | Present:
TV3 —
THEME: Those Poor Bastards — Crooked Man

SC2:
G25: Jasmine King — "I win." — 32%
Kills: 2 | Equipped with: Colt Single Action Army, Hunga Munga
PREGAME — Past: | Present:
SCDos —
THEME: QZ Productions — My Mistress' Will
[+] Beyond
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PV3 Prologue:
M35: Buddy Underwood — "So... what, we creatin' some kinda Dogtown?" — 62%
Kills: 0 | Equipped with: Sledgehammer
BEFORE — Past: N/A | Present: N/A
PV3 Prologue — 1 2 3 4 5
THEME — ???
[+] The Future
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Waldo Woodrow — The Best Friend — "Yo! Bro! Check out this shark I caught!"
Warion Roux — The Bumblebee — "Homme qui regarde même les signatures en notre année 2022?"
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