*Played as part of the Remaster. Link to that review here:

https://www.backloggd.com/u/RedBackLoggd/review/331510/


TLOU: Left Behind is an example of a retroactive story DLC done right. What I mean by this is, narrative-focused add-ons tend to be either small sequels to the main game or side stories focusing on another character besides the protagonist. A retroactive one, on the other hand, is set at some point during the main storyline, and these are generally harder to pull off in non-open world titles because you have to avoid creating continuity issues.

With Left Behind, not only do you get a release that avoids that pitfall, but you also get two additional facets: narrative context to major events in the main game, minor plot holes repaired, and significant background characterization for Ellie that adds emotional depth to her final speech at the end of TLOU.

Obviously, there is no way to talk about any of these without spoiling the main game, so I'll instead address the question of whether or not you should play Left Behind during your playthrough of TLOU or after. Having done the former during my replay of TLOU 1, I would recommend doing so. It takes place perfectly before Winter begins, meaning you have a natural transition point to begin it (compared to most DLCs), and, as I said above, it adds significant context to both that chapter and Ellie as a whole. The one downside is that it will cause some pacing issues in the sense that it slows down the momentum of the main game's narrative, but that's a small price for the payoff you get.

Now, onto the spoilers- Left Behind has two simultaneous stories going on: first is a continuation of the present wherein Ellie is trying to treat Joel after he suffered a life-threatening injury at the end of Spring; second is an exploration of Ellie's past, specifically her relationship with a soldier trainee-turned-Firefly named Riley.

There's not much I can really say on the story front because most of it consists of character moments that you just have to experience. Druckmann and his writing team do a good job of not only showcasing the history between these two girls, but the continued friendship they sport despite fractures having erupted in it. Scenes like playing with water guns, telling jokes, and exploring a Halloween-themed store may not seem like fun in a post-apocalyptic game on the outset, but become subtly engaging when you experience it through dialogue conveying the pure joy these characters are having, all helped by fantastic chemistry between the actresses Ashley Johnson and Yaani King. King, in particular, gives a phenomenal performance, and was honestly robbed of a nomination (let alone win) at the BAFTAs in 2014.

It may seem like there are tonal inconsistencies given that this seemingly-innocent past conflicts with the harsh winter story of Ellie struggling against Infected and Bandits to save Joel from the brink of death, but I never felt anything of the sort. Part of this could be the short nature of the DLC, but I feel it has more to do with the past parts not forgetting that you're in a dystopian setting. Despite the lighter-tone, you are regularly reminded of the oppressive nature of life in the Quarantine Zone and of tragedies that have occurred. The mall you spend most of your time exploring, while lit-up, is ultimately abandoned, and strewn with the same level of depressing decrepit detail I raved about in my review of the main game (heck, in some ways it hit a little close to home considering malls are becoming less and less frequented with the advent of online shopping services!).

Perhaps ironic, perhaps intentionally-designed, you're also exploring a desolate shopping complex in the present, albeit one cloaked in moonlight and snow courtesy of an impending ice storm. I'm a sucker for winter-themed locales, so seeing Naughty Dog return to this format a year after their game was released AND successfully bring it to fruition is a testament to their capabilities as artisans.

I believe I enjoyed the score here more than in the main game due to those lighter chords matching the more optimistic atmosphere of yesteryear. And I have no criticisms/praises of the sound design that I didn't/did have with the main game.

My only critiques overall would be the following: first is that the switches between the two halves are not naturalistic enough for my liking. I was hoping for something akin to the final fight in Arrow season 2 wherein you have mirrored instances for the transitions to occur, but instead what you usually get are hard cuts that aren't really tied to cliffhangers.

The second is, just like with TLOU, you have collectible vignettes detailing small stories that occurred in the location you're at. The thing is, whereas Joel would have reactions to every other one, Ellie is completely silent, even when hearing recordings.

But overall, Left Behind is solid storytelling and definitely worth doing during your playthrough of TLOU (or after, if you chose to beat it straight through). I cannot emphasize just how much it adds to the base game, both in terms of character progression, character arcs, and explaining small details like how Ellie had a bow if Joel still had his.

This review contains spoilers

When I reviewed The Long Halloween on GoodReads (https://www.goodreads.com/review/show/2581443772?book_show_action=false&from_review_page=1) I noted that it's one of those comics that every comic book fan is going to read at some point in their life, making pure reviews in the vein of a pre-release teaser pointless. After all, if I have major issues with the work, is that really going to deter you from wanting to formulate your own opinion, especially when said work is widely hailed as a masterpiece by the collective consciousness?

A similar issue arises with The Last of Us (henceforth to be referred to as TLOU), which is a game that I imagine everyone will plan on playing at some point in their life, regardless of the type of genre they prefer. Then again, to this day it has remained a Sony console exclusive, so perhaps that will prevent it from being experienced by a decent sect of the gaming populace (till emulation becomes feasible anyway for those who indulge in that).

No matter, the reason I bring this up is because this a title that has been covered extensively by mainstream and YouTube critics alike- it has been broken down, dissected, and analyzed six ways from Sunday, and so any general review I scribe will only fall into the overabundance of published material.

Instead, I want to focus primarily on the downsides of the game, which I feel were significantly overlooked because of the momentum provided by the strong narrative. I am not doing this for the sake of slinging mudballs, but rather to provide consumers with some tempered expectations when they take that inevitable step into playing it. That being said, I will also take this time to highlight some underrated facets of the game. Keep in mind that spoilers will be discussed, so you have been warned.

I have my issues with the story, but as those are minor I will reserve it to the very end (marked separately by spoiler tags, rest assured). Instead, we're going to delve into the graphics first, which for the most part are gorgeous. As this page indicates, I of course played the remastered version, and so a lot of visual updates were done from the vanilla release. What those specifics are, I cannot say without looking at comparison videos, but overall the end product is stunning. The post-apocalyptic genre has been done a bunch, but Naughty Dog managed to make their own mark through adopting a post-consumerist theme. I'm serious when I say that some of the most depressing moments in TLOU are not story beats but interior decorations: you take a look around your bedroom and you'll see that you have personalized it in some way, whether it be through posters on the walls, books/music you were digesting, the types of electronics you purchased, or even simply the color of your bedsheets. Those of us who live in developed countries have this luxury to really individualize our personal spaces, and Naughty Dog realized this when it went about with its art design.

I am not doing anywhere near a service to the effort put in by the artisans when I tell you that the level of detail in buildings is phenomenal. From pop culture paraphernalia to broken down items, you genuinely get a sense that a unique person lived and breathed in these rooms before having to haphazardly abandon it due to the outbreak. It's heartbreaking at times, seeing the lives of whole families upturned for the worse. Throw in skeletons and blood patches galore and you know there was a violent transitionary period between the two time frames.

This goes a long way towards saying that Naughty Dog has excelled at environmental storytelling. One of the issues that comes with creating an alternate future is how you go about conveying those historical differentiations to your audience- the easiest choice is adopt the exposition route wherein some character (or characters) drops long tidbits of knowledge about how things came to be. This, of course, has the downside of generally killing the pacing via what is known as the "exposition dump" in writing circles.

Another option is to be vague to a fault, leaving it to the audience to determine what happened on their own. This has the downside of leading to plot holes and frustrations since you are not aware of the explanations behind why certain things are the way they are (and consequently why certain characters act the way they act).

In TLOU, the developers took a middle approach- after a radio broadcast title credits that gives a general overview of what happened over the past 20 years, you're left with four main sources of information: offhand remarks from characters, optional conversations, collectible pieces of stationary that tell small tales about the lives of people who lived through the outbreak, and finally the aforementioned environmental storytelling.

Those first three are also done incredibly well. It's a delicate balancing act that writers and game designers indulging in this tactic need to handle, and I can proudly say that Naughty Dog achieved this. They're spaced out and condensed well-enough that they never feel extraneous, nor are they ever lacking in info; what you know, you know, and what you don't know you get a strong sense of. Even small bits of monologue like Joel remarking how he misses coffee go a long way towards providing depth to the discrepant future you are in.

Another graphical feat I observed and enjoyed was the depiction of falling water on character models. Usually, video games tend to just have liquid generically envelop a character, with maybe the screen getting blurry. Here, though, whenever you stand under a cascade of water, it actually bends around the model, as it would in real life, with Joel throwing his hand up to stymie the mini torrent.

The only graphical criticism I have for the remaster is the draw distance. There were one too many instances where foliage and other small pieces of the environ in the horizon would fail to render in time. It wasn't enough to be immersion breaking like with the first Witcher, but as this was apparently an issue that the remaster sought to address, I thought I'd bring it up.

With the gameplay, I can begin indulging in some of my more negative criticisms, beginning with the melee. TLOU has way too simple a combat system for the amount of mandatory fighting you are required to do throughout. It literally consists of a single attack button that you hit consecutive times to trigger a combo. There is no dodging, no blocking, no countering, no variations of attacks (i.e., heavy, light), no incorporation of firearms into combos, and the only time you can grapple is when a prompt presents itself during a melee barrage. It's barebones to a fault, and I say that because things can get frustrating when you're in a fight with many infected. The camera is heavily focused on 1v1 combat, snuggling up to Joel's shoulder as you batter down an enemy, yet you're often placed in situations that result in you being swarmed from all sides, which is realistic as far as zombies attacks go (assuming we consider zombies to be realistic) but annoying when you're not given a system of movement to tag alongside the mano-y-mano.

What this means is you're often forced to either bolt in the opposite direction and reconfigure yourself against the AI, or to utilize your firearms during these segments, particularly when they involve Infected called Clickers that are capable of one-shotting you at close-range. In the easier modes, this is fine, but for harder difficulties that emphasize ammo conservation, this can make such fights very irate, forcing you to do frequent resets to ensure you don't waste too many bullets.

The lack of ammunition in the world serves as a good transition point to talk about the scavenging apparatus Naughty Dog has put in place here, which has flaws. TLOU, to be fair, is not a full-fledged survival horror, meaning it didn't have to be elaborate in its survivalist aspects since you don't live or die by it (at least on the easy-hard difficulties). That being said, it still deserves scrutiny for lacking basic aspects. For starters, you can't loot bodies: you kill an enemy, there is a 95% chance that that gun they were using to fire at you magically disappears. I get that they probably didn't want players to acquire an abundance of ammo, but that could have easily been absolved by simply providing goons without firearms, having thugs possess little ammunition on them, or lowering the clip capacity of all your weapons in general so that you couldn't hoard bullets. Heck, one of my problems with the game was that I felt it gave you way too many weapons, with Naughty Dog wasting time programming all these items. Guns like the pistol, shorty, and El Diablo feel like redundant variations of the revolver, shotgun, and rifle respectively. Even the flamethrower, while very useful, didn't really have to be added given the availability of Molotov cocktails.

Cocktails are one of several offensive and defensive tools at your disposal that you can craft through gathering the requisite materials throughout the world. Finding these is as simple as pressing a corresponding button across a drawer or cupboard flap, but one of the biggest issues I had with TLOU had to do with the narrative often moving faster than the time given to explore and ransack a place for goodies. What I mean by this is there are a number of instances wherein it would naturally make sense for Joel to continue walking forward with an NPC as they are in the midst of a conversation, only for you to miss vital looting opportunities should you choose to play as such. On the other hand, if you do do the latter, what you end up with is awkward pauses wherein the NPC will stop talking, turn around, and wait for you to be done before continuing the discussion as though nothing happened.

By no means are any of these heavily impactful on the narrative, but for me personally, they did briefly rupture the immersion. It would've been very easy to fix too by simply programming conversations around gathering things before pressing forward, which the writers DO at parts, indicating that they knew this was something that should have been provided to the player.

That aside, TLOU does throw in an upgrade system for its weapons, which you can improve and/or add attachments to via another resource called "gears" that are gathered like everything else. The problem is, you can only upgrade weapons through these in-game locations called workbenches that are strewn throughout the four chapters, which in turn require the acquirement of toolboxes to successfully access all upgrade tiers. It's not that they're hard to find, it just made no sense to limit player craftsmanship to these two facets when creating other items can be done at any place and anytime in the game. Perhaps it was an attempt at making things more difficult, but the limited amount of gears prevents you from constantly upgrading anyway. I have a feeling it was only done as a way of encouraging a NG+ playthrough (and thereby, padding out game worth).

Finally, I can talk about the last major facet of the gameplay, which is the stealth. It's a very simple system, consisting of crouch-walking to "silence" your footsteps while you work your way around a field, silently taking down enemies. Stealth areas are reminiscent of Arkham's predator rooms in the sense that they're very spacious, and while Joel obviously can't brood on top of gargoyles, there is plenty of debris to kneel behind. Honestly, one of my more favorite subtle aspects to TLOU is how Joel will cover Ellie as the two of you hide behind such structures.

When I said the stealth is simple, I meant it- you can create noise distractions with adjacent bricks and bottles that lead distraught enemies elsewhere, but that's really it. The only silent weapon at your disposal is a bow you get during the first chapter, and the limited ammo it has (despite arrows having a chance of retrievability) ensures that you can't even use that that much. Enemies rarely clump together, so as long as you have a little patience, you will always find an opportunity to isolate someone and take them out. There're no non-lethal options, though I guess it wouldn't have made sense in this setting.

One of the lazier aspects is how TLOU rehashes the same kill animation for every individual enemy. Considering the amount of different takedowns the melee had, it would've been nice to have more variety here than the same generic chokehold. Also, considering these strangulations are slow, some environmental or quicker kills could've been implemented at the cost of creating noise (much like the Arkham series did beginning with City). To be clear, you do have the option to use a shiv (makeshift knives you can craft in-game) as a way of quickly taking down someone (and the ONLY way to silently kill a Clicker), but these are treated as noiseless regardless.

Honestly, my only objective issue with the stealth has to be the lack of corner take downs. An enemy will come around a corner that you're leaning up against, and the game will not allow you to grab them unless you move directly behind them, which, as you can imagine, instantly alerts them and sets off the rest of the hooligans onto you. Your best bet is to hope they don't see you as they walk past said corner, and then do a standard back grapple.

Ellie's AI is, for the most part, solid, and really brings to shame AC Syndicate, which, despite coming out 2 years later, claimed it could not put Jacob and Evie in more missions together because it was too difficult to program a secondary NPC (note- I don't doubt that it was difficult to program, but a game company as revered and lucrative as Ubisoft could've and should've dedicated the time to see this through). If you are caught, Ellie springs into action, throwing items at goons (later shooting them when she is given a gun) and stabbing guys who manage to grapple you during a fisticuff. The only issue is the game seems to be very hit-or-miss in determining whether enemies can detect Ellie as an individual- there were times where she ran right in front them without worry as they went around a corner she was at, and others where they got alerted and started firing. It's inconsistent, and can lead to occasional frustrations.

There are two two pet peeves I had with Naughty Dog's way of achieving a higher difficulty that I want to talk about real quick. Normally, games make things harder for players on higher difficulties by increasing enemy health and decreasing player resistance to attacks. That latter trait is applied here alongside the removal of listening mode, and those are fine, but two additional facets pissed me off to no end and caused me to revert to a lower difficulty- the first is that they make the already limited scavenging even MORE limited by having you gather SMALLER PARTS of materials when you manage to find them. It was like, why do this when it's already luck-or-chance to find any resource for crafting?

The second was increasing the detection range of Runners. In theory, I'm guessing they were trying to essentially make them like Clickers by requiring you to slowly approach them, but the programming wasn't efficient because it makes their detection very inconsistent: sometimes they'll be like regular-difficulty runners, other times like clickers, and still other times (more-often-than-not) like Infected with Spider Sense that spot you no matter how slowly you approach them or from what angle. The capriciousness that I experienced was frustrating.

Now, to move onto the narrative, of which explicit spoilers will be discussed! Much has been made about the story- indeed, given the above flaws I presented in the gameplay, it stands to reason that the basis behind the numerous 10/10s from publications comes from the impact reviewers felt. And I'll add to that applause: this is a very well-written game. If you're reading this critique, you know all about it resting on the burgeoning bond between Joel and Ellie, who meet as strangers and end up as a surrogate father/daughter pairing. The development is great- the only part I didn't necessarily get was why Joel haphazardly changed his opinion on taking Ellie to the Fireflies over letting her go with Tommy when he previously intended on doing just that (and don't say that interaction with Ellie in the house changed him, because he explicitly states that he doesn't see her as his daughter [though this can viewed as him lying to himself, it doesn't deviate from the fact that he wouldn't want to get hurt again]).

On that note, I do think TLOU could have benefitted from having some flashbacks of Sarah, Joel's daughter. The opening was superbly done, and I wouldn't change a single aspect of it (besides maybe making the gate Tommy opens a little easier to see apart from the crowd!), but these memories could've been interwoven throughout the game (worth noting that TLOU 2 would go on to do just this with its own flashbacks). The reason I say this is because the game goes a long way towards impressing on us (and outright stating in that aforementioned part in the house) that Joel is starting to view Ellie as Sarah, yet because we never got any characterization of her (besides knowing she likes movies), those comparison don't work as strongly as Druckmann and his team intended. I also felt, at times in the early game, they made Ellie act too much like 10-12 year-old, which didn't fit considering she is 1) 14 and 2) has grown up in a world that requires her to grow up fast.

Besides those small quibbles, there are other issues I had: there seem to have been abandoned concepts like the use of maps for areas (which you can collect that serve no function) and Joel receiving an engine starter from Bill only for him to never bring it up again; the ending; while I appreciate it when a video game makes me question if I'm doing the right thing, I did not like that the writers indulged in the whole "the hero has to die" trope common in apocalyptic fiction with Ellie having to die from the surgery - it just felt so out-of-the-blue and done purely to justify Joel's actions (I feel it would've been a lot better had Ellie been presented with an odds of dying over an absolute certainty); and finally, the short length of the three seasons in comparison to the first (Summer) is noticeable. There are significantly less "missions" in Fall, Winter, and Spring. This is an issue I also noticed in Darksiders wherein the Bat Queen section was noticeably longer than the others. While some might claim it was done for storytelling reasons, I'm under the impression that, like Darksiders, it was more because of developmental constraints (Naughty Dog's horrible record of crunch-time is pretty infamous). I say this because there were scenes that could have been added to the latter chapters that would have contributed to them without impacting pacing (of course, that latter aspect depends on execution, which I know Naughty Dog could have pulled off). For example, have Joel and Ellie spend more time at Tommy's encampment, getting to know the individuals there; have Ellie actually go to the cannibal village instead of David revealing his hand so early; have the abandoned Salt Lake City QZ in the Spring section be occupied by a new group of stragglers/hunters different from one's we have encountered before. I'm just spitballing here, and I'm sure stuff was left on the cutting room floor from the writers themselves. If the rumored remake comes to fruition, I'd definitely like to see more flesh added to this skeleton.

Regarding the sound design, there are inconsistencies with regards to the doppler effect and interiors (going inside a building doesn't quite provide a smooth transitionary decline in volume to outside mumblings (thug talk) and rumblings (particularly inclement weather). I also wasn't a fan of them rehashing the exact same tone of voice and warble for every enemy variation- these are all different citizens being infected across the country, so why would they all sound the same? Maybe I can understand for the fully infected ones like stalkers, clickers, and bloaters, but not the drowners who still physically resemble their hosts.

A lot of praise has gone to Gustavo Santaolalla's score, but outside of the main theme I honestly wasn't a huge fan. I thought the string solos he employed didn't quite carry the emotional impact he intended them to, though I acknowledge I'm in the minority here. In general, he nails the atmospheric vibes for each area, so that's always a plus in these long video games with diverse locales.

Overall, you'll definitely enjoy your time with The Last of Us. This critique isn't meant to diminish the game's achievements (in fact, I went out of my way to highly underrated aspects of it), and it has firmly established its place as a piece of high art in video game storytelling. However, there were detriments that I feel reviewers and fans have deliberately overlooked, particularly in the realm of gameplay, and hopefully people glean something decent from this write-up!

As TLOU Remastered comes with Left Behind, I will be copy/pasting my review of it here. But for those who want a quick link to it because you want to get to the spoiler bit I asterisked above, here is one: https://www.backloggd.com/games/the-last-of-us-left-behind


TLOU: Left Behind is an example of a retroactive story DLC done right. What I mean by this is, narrative-focused add-ons tend to be either small sequels to the main game or side stories focusing on another character besides the protagonist. A retroactive one, on the other hand, is set at some point during the main storyline, and these are generally harder to pull off in non-open world titles because you have to avoid creating continuity issues.

With Left Behind, not only do you get a release that avoids that pitfall, but you also get two additional facets: narrative context to major events in the main game, minor plot holes repaired, and significant background characterization for Ellie that adds emotional depth to her final speech at the end of TLOU.

Obviously, there is no way to talk about any of these without spoiling the main game, so I'll instead address the question of whether or not you should play Left Behind during your playthrough of TLOU or after. Having done the former during my replay of TLOU 1, I would recommend doing so. It takes place perfectly before Winter begins, meaning you have a natural transition point to begin it (compared to most DLCs), and, as I said above, it adds significant context to both that chapter and Ellie as a whole. The one downside is that it will cause some pacing issues in the sense that it slows down the momentum of the main game's narrative, but that's a small price for the payoff you get.

Now, onto the spoilers- Left Behind has two simultaneous stories going on: first is a continuation of the present wherein Ellie is trying to treat Joel after he suffered a life-threatening injury at the end of Spring; second is an exploration of Ellie's past, specifically her relationship with a soldier trainee-turned-Firefly named Riley.

There's not much I can really say on the story front because most of it consists of character moments that you just have to experience. Druckmann and his writing team do a good job of not only showcasing the history between these two girls, but the continued friendship they sport despite fractures having erupted in it. Scenes like playing with water guns, telling jokes, and exploring a Halloween-themed store may not seem like fun in a post-apocalyptic game on the outset, but become subtly engaging when you experience it through dialogue conveying the pure joy these characters are having, all helped by fantastic chemistry between the actresses Ashley Johnson and Yaani King. King, in particular, gives a phenomenal performance, and was honestly robbed of a nomination (let alone win) at the BAFTAs in 2014.

It may seem like there are tonal inconsistencies given that this seemingly-innocent past conflicts with the harsh winter story of Ellie struggling against Infected and Bandits to save Joel from the brink of death, but I never felt anything of the sort. Part of this could be the short nature of the DLC, but I feel it has more to do with the past parts not forgetting that you're in a dystopian setting. Despite the lighter-tone, you are regularly reminded of the oppressive nature of life in the Quarantine Zone and of tragedies that have occurred. The mall you spend most of your time exploring, while lit-up, is ultimately abandoned, and strewn with the same level of depressing decrepit detail I raved about in my review of the main game (heck, in some ways it hit a little close to home considering malls are becoming less and less frequented with the advent of online shopping services!).

Perhaps ironic, perhaps intentionally-designed, you're also exploring a desolate shopping complex in the present, albeit one cloaked in moonlight and snow courtesy of an impending ice storm. I'm a sucker for winter-themed locales, so seeing Naughty Dog return to this format a year after their game was released AND successfully bring it to fruition is a testament to their capabilities as artisans.

I believe I enjoyed the score here more than in the main game due to those lighter chords matching the more optimistic atmosphere of yesteryear. And I have no criticisms/praises of the sound design that I didn't/did have with the main game.

My only critiques overall would be the following: first is that the switches between the two halves are not naturalistic enough for my liking. I was hoping for something akin to the final fight in Arrow season 2 wherein you have mirrored instances for the transitions to occur, but instead what you usually get are hard cuts that aren't really tied to cliffhangers.

The second is, just like with TLOU, you have collectible vignettes detailing small stories that occurred in the location you're at. The thing is, whereas Joel would have reactions to every other one, Ellie is completely silent, even when hearing recordings.

But overall, Left Behind is solid storytelling and definitely worth doing during your playthrough of TLOU (or after, if you chose to beat it straight through). I cannot emphasize just how much it adds to the base game, both in terms of character progression, character arcs, and explaining small details like how Ellie had a bow if Joel still had his.







+The part where Henry is leading Joel through the apartments to their secret hideout, Joel going into other rooms when they need to hole up; the part where Tommy is giving a tour of Jackson, it makes no sense for Joel to be walking off to the side grabbing stuff off the shelves while his brother escorting him; the part where Joel finally arrives at the house Ellie is in, Joel's immediate reaction would be to rush up the stairs to make sure she's fine, not scavenge the house (which you don't get the opportunity to do as you are immediately attacked by bandits after the cutscene with Ellie), etc....I could go on and list more examples.

I've only played two Daedalic games (as of the posting of this review), but I don't think it'd be too forward of me to label the company the John Hughes of point-and-click adventure titles. For those who never watched a Hughes film, what I mean by the comparison is his movies were often filled with narrative flaws that were offset by the sheer amount of charm generated by the cast and his direction.

In Deponia's case, it's not so much narrative flaws as it is flaws relating to gameplay. However, I'd be danged if I didn't have a positive experience with the game, and that has to do with how comically-diverting everything is.

Storywise, Deponia isn't anything exceptional; it's set in a half-post-apocalyptic, half-steampunk, all-around lethargic world that main protagonist Rufus wants no part of. Having been abandoned by his father and believing his intellect to be unappreciated by the citizenry, he has spent the majority of his time attempting to escape to the orbiting haven of Elysium.

While I felt that the first Daedalic game I played, "The Night of the Rabbit," didn't have a fully-conceived outline for the fantasy setting it occupied, I can safely say that Deponia is much more fluidly thought-out. Granted, this was always going to be an easier task to do with a more grounded story than one that indulged in the supernatural, but it's still a testament to the writing team for understanding all the important facets of their speculative tale when it came to the job of world building. You get a lot of details about character histories and the general gist of the town, and outside of one, late-game scene relating to the bad guys’ motivation, there isn’t a single exposition dump. I don’t think people realize just how hard it is to pull off that kind of approach. You risk either being too vague or filling in every other conversation with some kind of data divulgence that is ultimately no different than an expo dump dispersed via Vines. Here, I learned a lot about a lot of things through mandatory and voluntary conversations with the townsfolk, as well as oral descriptions from Rufus himself.

This culminates in you, very quickly, realizing just how much of a jackass Rufus is. Selfish, egotistical, possibly psychopathic- throw the thesaurus at him and you wouldn’t find a word out of place from the selection I laid out. But if the guy is so bad, why continue playing as him? Why spend the next hours of your life in his shoes?

Well, it’s a delicate balancing act that, again, proves just how genius the writers are. When you have a protagonist who has done (and continues to do) horrible things, you have to make them likeable. At the same time, you have to have other characters consistently one-up them WHILE ALSO giving the protagonist a few counter-jabs of their own.

Let’s break down these components to explain why each is necessary: the likability factor is pretty self-explanatory; if you don’t find the person entertaining, you’re not going to want to spend time with them (Joe Pesci’s Tommy DeVito in "Goodfellas" is a prime example of this done right). The one-ups, executed in Deponia as primarily conversational, consistently check the character’s ego and remind players that they are not playing as a good guy. Often times, a story gets so caught-up in its hero’s journey that it either unintentionally forgets about its hero’s flaws or willfully does so for fear of hurting pacing, and that leads to inconsistencies harped on by astute viewers/readers; Deponia does not fall into that category with Rufus. And lastly, giving Rufus his own counter wit is necessary to avoid making him a consistent punching bag- no matter how much he may deserve it, having your protagonist get dicked on constantly without recourse will result in them coming off as pathetic. And that’s the last thing you want as a developer.

So to reiterate, the writers did a phenomenal job with Rufus. Like most PnCs, there is a ton of dialogue here, and seeing the back-and-forth banter between Rufus and co. leads to a lot of humorous moments courtesy of that delicate balance of verbal punches taken and thrown. It really helps that they manage to make Rufus an intelligent idiot- he does stupid things, but he’s also aware of his limitations, and isn’t afraid to stand up for himself when he’s called out on said limitations.

As I said before, the story isn’t anything special on the outset: Rufus hates his home-life and wants to go somewhere better via some crazy scheme. In the cusp of doing so, he encounters a female member of Elysium called Goal whom he falls head over heels for. However, Goal is caught up in a conspiracy involving members of the Elysian military; a conspiracy that Rufus will have to unravel over the course of his adventure.

Those who have been following my reviews know that I like to avoid giving away too much in the way of synopsis recap for fear of spoiling the experience, so what I’ll say here is that a lot of the plot focuses on Rufus’s shenanigans in his attempts to help Goal, and those shenanigans happen to involve almost every member of Deponia.

One thing worth noting is how much I ended up remembering every NPC I encountered; some are three-dimensional, most aren’t, but all have this endearing quality brought about by them being smart in some capacity. At the risk of scribing an absolute statement, you really don’t encounter an incompetent side character- they’re all miles ahead of Rufus in terms of their awareness about their society, but concurrently aren’t pretentious about it, which is a relief: often times, when you have a dumb protagonist in a large cast, the writers go out of their way to either make half their other characters idiots ("Spongebob") or arrogantly stubborn ("Ed, Edd n Eddy"). It’s not that either of those approaches can’t work (love both those shows), but it was nice to see a different approach taken wherein you have smarter, wittier NPCs who aren’t verbally humiliating Rufus every second sentence. That being said, one flaw with the dialogue is that there are numerous typos in the speech bubbles (as in, they don't match what the character is saying, not that they contain grammatical errors).

Alright, I’ve spoken enough about that- onto a new category, the graphics. I noted this in my review of The Night of the Rabbit (https://www.backloggd.com/u/RedBackLoggd/review/279054/), but Daedalic Entertainment has developed its own distinct art style since the Edna & Harvey days that is continued here, albeit with a thematic twist: characters have dark outlines with realistic body proportions and facial expressions; architecture is, as noted above, steampunky with wooden planks and iron paneling/pipes converging together to convey a DIY, scrapped-together aesthetic; and color grading is generally a medley of yellows and browns mixed with soft filters. The last area does transition to cooler hues like blue and teal, but everything remains industrialized and metallic regardless.

Overall, it is beautifully-rendered, but there are pitfalls to the schema. First and foremost is the hit-or-miss quality of the character models; most look fine, but there are a number of them (Gizmo [who looks like an older version of Jimmy from EEnE], the Mayor, the receptionist) that are downright hideous and brought back painful memories of Psychonauts. Secondly, the animation for walking feels out of place with the backdrops; I don’t quite know how to describe it, but it’s like Rufus and the others are moonwalking whenever they move from place-to-place, not actually making contact with the ground on them. The animation looks even more shoddy in the animated cutscenes, which honestly seem like they were made from Flash (i.e., they look cheap and out-of-place in this bigger budget video game, even with its comedic tone). Thirdly, there are only three facial expressions per a character, making their reactions repetitive. Fourth, the lip-syncing almost never matches the words being spoken on screen, more resembling warbling mouth movements from a bad ADR dub.

That critique makes a good transition to the sound, beginning with the voice acting, which is stellar. Kerry Shale is credited with voicing several characters in the game, the biggest one being Rufus, and he nails it. That balancing act I described in great detail above would not have mattered if the voice actor did not deliver on multiple fronts: conveying Rufus’s insecurities, superiority complex, intelligence, idiocy, and romantic confidence in one package. Shale does all that and more, giving Rufus a slight lisp and high-strung demeanor countered by an easygoing, cocky vocalization. My descriptions won’t do it any justice- you have to listen to his delivery yourself. Everyone else does a great job, and real kudos has to be given to the voice directors- in a lot of ways, Deponia feels like the opposite of Syberia. In that game, I felt that the voice actors recorded their lines in individual booths independent from the other, and then their performances were played side-by-side without any direction whatsoever. Here, it comes off like real interplay, which I doubt actually happened- instead, what you have is strong directors who successfully got their voice artists to get in the mindset that they were engaged in a conversation with the other actor, thereby making it all sound so natural. And keep in mind, there is a TON of dialogue in the title: that there are no lapses in this quality is something worth praising. Even Rufus’s item descriptions contain gems of amusement.

The sound design, on the other hand, is pretty weak. Nothing stands out, and things that do are blatantly stock noises triggered to play the exact same version every time it's initiated (i.e., the crane/gate/drawers make the same din). Like the snap of the Marquis de Hoto’s fingers in The Night of the Rabbit, the only stock noise I really enjoyed was the swapping whenever Rufus combines two items.

The music was mixed. Despite the steampunk vistas, you don’t get anything steampunk or industrial-sounding. Instead, you get pretty generic beats that delineate between screens to either another mediocre tune that sounds like it was made through some online music creator, or nothing at all. Props should be given to having multiple tracks per an area instead of one overarching motif, but I can’t say anything but the main theme was memorable (and that was for a different reason- I found it more grating than enjoyable). I hope I’m not sounding too harsh, especially since I can’t create music to save my life, but considering how good "The Night of the Rabbit’s" OST could be, I felt resident Daedalic composer Finn Seliger had the potential to do better here.

Finally, we get to the gameplay. Daedalic has pioneered a system wherein you can do everything (except save/load files) through the mouse. Left click interacts, right click observes, and the mouse wheel allows you to bring up your inventory easily.

In PnCs, gameplay is always going to be simplistic from a controller standpoint. What we need to examine is whether the exploration, item gathering, and puzzle solving is enjoyable or hair-ripping inducing. Compared to Night of the Rabbit and (especially) Grim Fandango, Deponia’s progression is a lot more palatable. Honestly, the thing that really helps is that most of the game’s sections are centered on a few areas, making the puzzles easier to get a grasp of since you have less areas and less interactable objects to use from your inventory overall. Not to keep drawing comparisons to it, but The Night of the Rabbit’s issue was that, for the most part, you had a large overworld to walk between. Deponia’s most aggravating section is the town of Kuvaq which, uncoincidentally, contains the most sub-areas of all the sections.

That being said, what I will say is that Deponia is not a title you can rush through, and I do feel that I would’ve enjoyed even Kuvaq more had I taken my time and not attempted to get through it quickly. There are some contrived solutions, but there were a lot that I know I would not have had to look up if I had just paid attention to the conversations or item observations or even visual cues (okay, that one was a bit too far). I say all this as a plea to those reading this review who are potentially interested in playing Deponia- take your time and really pay attention to what is being conveyed in text.

Now, the one gameplay element I won’t defend are the minigames strewn throughout that often have you solving some small-scale puzzle, ranging from putting together a jigsaw puzzle of stained glass to rearranging track circuits. Not a single one, let me repeat, not a single one of them was fun. They were tedious, boring, and pointless. I think the creators realized this halfway through because you are literally given the option to skip most of them instantly. I’m always up for a change in gameplay (as happened with Dark Room, see my review here: https://www.backloggd.com/u/RedBackLoggd/review/279158/), but that gameplay change needs to be enjoyable and it wasn’t here.

So, overall, what do you get with Deponia? You get a very charming release from Daedalic Entertainment, and the first entry in arguably their most popular franchise. The story is funny and keeps you jubilant through masterful direction and scripting that successfully gives you a jackass who is likeable and brought to life by a great performer. The gameplay has aged pretty well (minus a few parts that may require you to consult a walkthrough) and the graphical style is pleasant on the eyes (minus some ugly NPC models). The cast is great, but the sound design and score fail to live up to that standard. Finally, the pacing is strong and never drags out things unnecessarily.

There have been reports from gamers who played the game on Steam that there are bugs present. I personally did not experience any, but take it into consideration should you choose to purchase this. It took me over 7 hours to beat Deponia, which makes it a steal at a $10.00 price tag (even cheaper if you purchase it as part of the Daedalic Adventure Bundle). There are some growing pains, but the experience is agreeable for the most part.

One of the ways developers try to spice up an all-too familiar formula is through zaniness. No seriously. Most ideas are blatantly recycled from some originating source, and so the best method of conveying “originality” is through sheer creativity.

The point-and-click or PnC genre is no stranger to this. These adventure titles were arguably the first major video game genre to gain afoot amongst mass audiences since they could be produced relatively quickly on shorter budgets. Many companies, from Sierra of yesteryear to Daedalic of present, have made a name off of their exploits here, and it’s a platform that I only see more indie developers taking advantage of.

But here, I am tasked with reviewing Axel & Pixel, an older PnC by developer Silver Wish Games that was released back in 2009. In contrast with most PnCs, Axel & Pixel isn’t narrative-focused, instead resting its appeal on the aforementioned eccentric factor. You play as the eponymous Axel, an artist who is hypnotized alongside his dog Pixel by a nefarious rat, causing the two to enter a dreamscape where said rodent holds the key to their escape. It’s not made clear whether this is simply a nightmare or an actual illusory trip brought about by the rodent (though the ending implies the former), but regardless that is irrelevant as that is all the story entails. The question remains- is the gameplay and general worldly aesthetic worth it? The short answer is yes, but only if you don't mind the lack of a challenge.

What I mean by that is, gameplay-wise, AnP isn't like most PnCs that feature hub filled with extensive (in the case of the 90s, infuriating) puzzles for you to move between screen solving. AnP is much more akin to a platformer, with each area being a self-contained level that, once beaten, cannot be returned to.

This is by no means a criticism, just a heads-up for vets expecting something akin to a Grim Fandango or Night of the Rabbit. AnP's puzzles are purely environmental, relying on players to find objects in the vista and use them with another object/character/environ via the mouse (or joystick if you are playing with console). Occasionally, there are quick-time events you will need to use other keys for, and the game throws in some racing sections involving you operating a vehicle with either the mouse or a key configuration.

It's a straightforward set-up that works well. One of the greatest things Silver Wish Games does is how they program a unique reaction for most of the incompatible interactions. What I mean by this is, usually in PnCs, when you can't use one item with another or you can't do some action, you tend to just have the main character shrug their shoulders or have some audible indication that it's a no-go. In AnP, on the other hand, 9 times out of 10 you'll get a humorous animation of one or both of the characters doing something and it backfiring. It's something I hope more developers do as it made for some surprisingly humorous moments in an already comedic game.

The only criticism I have about the puzzles is that a lot of them are straight-up linear and easy. That is to say, you have to do them one-at-a-time and, when you do get to them, the solution isn't the hardest thing to figure out. I'd be lying if I said there wasn't a sense of satisfaction, but for those craving something a little more challenging, you may be disappointed here. The presence of a hint button doesn't help this much xD.

Graphically, AnP is very unique. Those who have seen the show The Amazing World of Gumball will notice similarities- you have 2D cartoony characters amidst photorealistic backdrops that look like they were cut out of paper. Some will find this off-putting, and I won't blame you given the questionable nature of the artistic contrast (outside of maybe conveying the surrealist nature of dreams?), but for me I liked it. As I said in the introduction, you have to do what you can to differentiate yourself from the competition in an overcrowded genre, and this is one way that Silver Wish went about it. Axel and Pixel and other important NPCs always stand out from the generally murky backdrops courtesy of their pleasant shades.

If I had a criticism of the aesthetic, it would be just that- that the backgrounds are a little too dark for my liking. I get that, that may have been a thematic decision, and it certainly helps the characters pop-out, but I still feel a little more saturation would have gone a long way towards making things more pleasant. There were also times where the developers would throw in a 3D CG character, akin to those CGI atrocities you'd see in Courage the Cowardly Dog- like the scenery, I didn't have an issue, enjoyed them, and thought they served the purpose of giving a cool flavor to the AnP, but again, your mileage will vary.

The last thing I'll say on the graphics front is that, animation-wise, Silver Wish opted to go for a stop motion-style wherein characters move kind of jaggedly. This took me some getting used to, and I admittedly couldn't help but feel that it was partly done to alleviate programming more-fluid movements. But given the papery-ness of the visuals, it does fit in the end.

The sound is more of a mixed bag. The actual SFX is strong if a little repetitive, with sound cues corresponding anytime a character does an action or an NPC initiates something, though you will hear the same din each time they do. Unfortunately, the voice acting is a misfire. It's less voice acting and more just grunts given to Axel and barks to Pixel, but they are some of the most irate (for the former) and generic (for the latter) noises you will hear in a video game. I honestly wish they had gone full silent protagonist over this animalian sonance they opted for.

The music is tranquil and goes a long way towards establishing a calming atmosphere. You get a different track for each area, and the actiony parts have that appropriate adrenaline beat. It's not an OST you'll be humming after you've put down the title, but it works and supplements wherever needed.

So overall, Axel & Pixel was a nice diversion from the usual onslaught of AAA and indie madness. Here you get a smaller-scale title with a lot of love put into it, featuring some of the funniest environmental humor I have ever experienced. Solid PnC gameplay, easygoing puzzles, and an appropriately-priced runtime add up to a recommendation in my book. Just keep in mind the strange graphical mash-up, some annoying sound choices, and the lack of a real challenge.

Review originally published on Flickering Myth: https://www.flickeringmyth.com/2018/01/video-game-review-nantucket/

When I first saw the concept for Nantucket, I admit I was quite piqued. As someone who enjoyed the literary classic Moby-Dick, here was a game that, on the outset, took Herman Melville’s epic and combined it with a good old-fashioned graphic adventure.

Unfortunately, the experience I got from playing it ended up being disappointing. While the team at Picaresque Studio is clearly passionate about the source material, they have faltered in creating a title that will have long-lasting fun for general gamers looking for something entertaining.

The problems with Nantucket begin with its concept and inherently niche appeal. Not only is the target audience only limited to people who have read Moby-Dick, but also only fans of 90s point-and-click video games. This is not an exaggeration. If someone is interested in the game because of its seafaring story, they have to understand that the narrative is a fan-sequel to the 19th century text. On the other hand, if someone is interested in the title because of its gameplay, then they have to understand that every single feature revolves around accurate clicking: combat, commerce, communication, exploration, and so forth.

This brings us to the gameplay and pacing of Nantucket, which can best be described by one word: repetitive. As I played through the first hour, I could not help but be reminded of the worst parts of AAA titles like The Elder Scrolls III: Morrowind and Assassin’s Creed IV: Black Flag. In the beginning of Morrowind, you could not progress further in the main story until you gained some notoriety in the world. Nantucket retains through a noted system called “prestige,” which is distinct from your avatar’s level. You gain prestige through both killing whales and completing jobs posted in each port city, and this is where that repetition comes in: the jobs revolve around the same four tasks. Either you have to discover a new whaling location, deliver goods from one place to the other, find out what happened to a missing ship by following its latest route, or hunt a leviathan that is causing damage to sailors.

The lack of variety here is bad enough on its own, but it has another negative aspect to it in the form of procedural generation. There is no guarantee that the money you will receive from finishing an assignment will cover the travel costs because they are randomly generated at each port. So not only are you forced to participate in these grindfests in order to progress the story, you have to deal with the fact that you may be operating on a small budget that requires precise planning to ensure that you have enough resources to reach your destination. This is particularly cumbersome when delivering goods as they take up integral cargo space that could be devoted to holding precious resources.

There are four of these resources: food, water, grog, and wood. Food and water are necessary for obvious reasons, grog keeps your crew happy, and wood is used to keep your ship afloat and build makeshift ports in certain parts of the ocean. Running low on any of these can lead to damages, so it is important to keep things filled. One positive aspect is that the game tells you about how many days your provisions will last and how long it will take you to get to a specific locale. The problem, though, is that you will more than likely be late to your destination courtesy of the doldrums or avoiding perilous waters and storms, meaning you often have to keep more goods in storage than the game tells you. This adds a realism factor that could have made navigation interesting. However when combined with the aforementioned part about some procedural jobs requiring you to fill your ship’s hold with a random item, you can understand how it feels like the game is punishing you instead of encouraging you.

Technically speaking, though, you do not only have to look in the newspaper’s yellow pages to make money. Whaling, which was at the heart of Moby-Dick, is your other method of progressing in the game. It follows a basic system: you travel to an area on the map where a herd is currently active, set your ship to “hunting mode,” and then complete a minigame to kill the whales and sell their blubber and oil. Sadly, this opens up a new set of problems relating to combat. I made a comparison to Black Flag earlier. Fans of that game may recall how monotonous it got to replay the same actions over and over again, whether that pertained to destroying other ships or killing sea animals.

The same thing applies to Nantucket’s combat: you roll a set of dice for three of your crew members, are (hopefully) given an attack card, and then direct who they will attack Yu-Gi-Oh style. Not only is it boring, but the designers made the inane decision that only one of your characters can attack per a turn, meaning battles can feel painfully slow. Now, there is an option before you enter a battle to skip through it via sending out your shipmates to do battle for you. However, there is a good chance, at least in the first couple of hours of the game, that you will lose a crew member, so it is ultimately best that you stick to doing these fights yourself.

There is one last victim of this grinding, and that is the events. Events are essentially things that happen while you are sailing out on the sea, and, unlike the random nature of jobs, some of these are actually the aftereffects of some decision you made beforehand. At first I was surprised by the sheer array of occurrences that came about, and the choices I was forced to make in response. For example, having too much food can cause some crew members to take greater rations, or having too much water can result in it getting contaminated. Do you let your mates get away with this, thereby giving them a gluttony personality trait but keeping their morale? Do you risk keeping the water, increasing the chance of someone getting sick but keeping your water supply intact?

Like a lot of things with Nantucket, though, the charade of variety wore off in the first hour of playing. You will experience the same exact events with the same exact choices and the same exact consequences. Considering the basic nature of the game, it makes you wonder why the writers did not add more circumstances as they could have been the title’s saving grace.

Despite my criticisms, there are some good parts to Nantucket starting with its look. Graphically, Nantucket is pretty simple, and I do not mean that in an insulting way. As stated before, Picaresque Studio was clearly hearkening back to older point-and-click titles like The Secret of Monkey Island and Maniac Mansion, which featured 2D characters against flatter backdrops, with some motion thrown in to give it “life.” Sadly, for the most part, the same exact background is used for each port location, meaning the game was either rushed out or the graphic artists purposely rehashed the same art for the different places you visit.

Nonetheless, the scenery and the few cutscenes you will watch are beautiful to look at it courtesy of the unique art style. Moby-Dick was published in the 1850s, which happened to be the transition period between Romanticism and Modernism, and Nantucket pays homage to this with its illustrations: they have an industrial grit to them elevated by an individualist focus highlighted through alternating shades of light and dark. That is to say characters and settings may look grimy, but there is a enough flush on them to get a sense of the time period.

The sound design retains that simplicity. As your ship sails on, you will hear the crashing of waves, thunder from storm clouds, and a whirlpool-like noise in dangerous waters. However, sound does include music, and once again Nantucket stumbles in this department. I personally caught less than five tunes, and they are prompted in the same part each time, like when you are at a harbor or in combat. One surprise, though, was hearing songs sung similar to Black Flag’s sea shanties. I do not know exactly what triggers them, but whenever they played I found myself enjoying the quality.

In the end, I wanted to like Nantucket. I do not believe anyone delves into something wanting to complain about it. But the game had too many problems that impeded my enjoyment of it. And keep in mind that I fall within the game’s niche target group of not only being a fan of Moby-Dick, but also of point-and-click PC titles. I honestly do not think anyone outside of this circle will like this game for longer than an hour.

Pros:
+Gorgeous, though limited illustrations
+Good voice acting for the cut scenes, but again limited.
+Quick transitions between the settings.

Cons:

-VERY repetitive, grindy gameplay
-Takes too long for story to get started
-Limited appeal.

Original review published on: https://www.flickeringmyth.com/2018/09/video-game-review-planet-alpha/

When Super Mario Bros. hit the shelves in 1985, the success of the platformer became built on innovation. Anyone was capable of making a game where you had to jump on blocks to reach the end- it was Shigeru Miyamoto’s decision to include warp pipes, power-ups, and water physics that made Mario the critically-acclaimed darling that it is.

Many games have flooded the genre since then, with only a few contemporary titles making it to the big leagues through some new gimmick or another: Super Meat Boy combined grody visuals with an extreme difficulty; Shovel Knight modernized 80s platformer mechanics, and A Hat in Time provided pseudo-parkour movements under a tongue-in-cheek narrative.

Planet Alpha, which was developed by the eponymous company Planet Alpha ApS and published by Team17, tries to make its way into that same category, with it relying on pure beauty for its special presentation. Does this aesthetic overcome its flaws or does it fall into decorative decadence? The short answer is this is ultimately a niche game, but if you want the long answer, read on!

Like most platformers, there really isn’t much of a story, with Planet Alpha’s made all the more difficult to discern because of the lack of dialogue. From what I could understand, you play as a martian cosmonaut who is gathering intelligence on an exotic astronomical body. Your efforts are immediately impeded, however, by the arrival of these robotic enemies that want to destroy you and the entire biosphere around you. There’re are some environmental themes I could gleam as I progressed through the game, and an admittedly-interesting plot twist does happen towards the end, but overall this is not a title that anyone is going to pick up for the narrative.

From there, we move onto the look of Planet Alpha. I have always been of the opinion that art styles outclass realistic graphics. Every console generation, technology brings us closer and closer to some of the most authentic-looking human sprites in video games. But no matter how close programmers get, their creations will always fall into the uncanny valley. Meanwhile, the crayon drawings of Yoshi’s Island look better and better each year.

Indie games that throw their budgets towards that kind of creativity always bring something new to the table, and in that regard Planet Alpha was nothing short of a visual orgy. If Limbo was an example of how to best utilize a monochrome setting, Planet Alpha is the epitome of bringing in the full spectrum of the rainbow. Throughout my 7-hour playtime, I believe I saw every single primary and secondary color on screen, from the green of the foliage to the bright red-orange of magma to the violet sky up above to the glowing hot pink crystals down below.

There was a good chance that this could have all gone wrong and turned into another Problem Solverz disaster, but the team, lead in this department by founder Adrian Lazar and 3D art-and-animation director Tim Løye Skafte, have funneled their evident chroma love into some of the most unique game worlds I have ever had the privilege to enter. To describe the visual style of Planet Alpha would be a challenge in its own right- it’s like there were four roommates: one of them was watching Avatar, the second was playing Pikmin, the third was playing ABZÛ, and the fourth walked in at that moment and had a eureka moment.

There’s a clear attempt at creating something alien, yet very Terra-reminiscent here, with extraterrestrial life meeting conventional Earth surfaces. You have your familiar grassy steppes and rocks in the foreground, but in the back are ginormous quadrupedal creatures that peacefully move with the clouds. During the game’s action beats, though, these scenic sights turn into full-blown nightmares with the flora and fauna devastated by the machines. These two extremes, in addition to the many other backdrops in the game’s eight levels, provide some intriguing panoramas, and there were times where I actually died because I was so invested in what was happening in the scenery.

Unfortunately, all that hardwork in crafting Planet Alpha’s pulchritude doesn’t translate over to the sound design. I mean, there is technically variety in the sonority- the resonance of your character’s stomping varies with each surface you walk on. But the whole time I was playing the game, I couldn’t help but feel that the developers, guided in this department by Planet Alpha ApS sound designer Jesper Krogh Kristiansen, were using stock noises for the majority of their acoustic areas, particularly with regards to the mechanical enemies whose beeps and boops are reiterated ad nauseam. There’s just a lack of strong quality in the mixing and editing, with everything sounding generic compared to the awe-inspiring spectacle around you.

I could always be wrong about my stock theory, but even if I am Planet Alpha was disappointing in this field, especially for a game that takes clear inspiration from Ori and the Blind Forest and Limbo: two platformers that excelled in their sonic environments.

Luckily, this criticism doesn’t extend to the score by Siddhartha Barnhoorn. If you’re a fan of atmospheric music with distinct harmonies like myself, you’re going to love what Barnhoorn puts on the table. With his music in the background, you really do feel like an explorer as you traverse the game’s many places, both above and below ground. He is master of alternating between ataractic and thriller tunes, and it is for his score alone that I recommend playing the game with headphones on if you are willing.

Of course, the main reason people will want to play Planet Alpha is if it’s a good platformer, and on that front I am mixed. I said above that this is a niche title, and I say that because this is a game that feels like it started out as an arthouse game before it was changed to its current form. There’s so much beauty and ambiance, but little in the way of interesting puzzles. Most of the time you’re just dragging blocks from one end to the next to create makeshift steps.

Now, Planet Alpha does introduce one seemingly cool gameplay element, and that is the ability to actively forward or rewind the game’s dynamic day/night cycle. You’re given this from the beginning, but only start to use it about a third of the way in. I say seemingly because it unfortunately isn’t utilized to its greatest extent. Changing the time of day is usually just done to create platforms or stealth cover from whatever vegetation happens to be blooming in the area. There is one part later in the game where you have to use this power to guide a bioluminescent beast through some caves, though again, not much outside of that was done with this godlike ability. I was hoping we would be able to do more things, like change the environmental layout through the heat/cold of the morning/nightfall, similar to the Rod of Seasons in The Legend of Zelda: Oracle of Seasons, but that isn’t the case here.

There’s also a big pacing problem with Planet Alpha. You’ll be going through a place, taking in the view, and the next thing you know a bunch of drones appear out of nowhere and you’re on the run. This repeats again and again, and for a game that is reliant on its art presentation, this felt strangely at odds with that intention as the creators are punishing the player for wanting to admire their craftsmanship. Now, a part of me suspects that this was done intentionally. I mentioned earlier that I interpreted some conservation themes out of the game’s minimalist set-up, and this could be the developers telling us how we waste time rushing through life while other forces destroy our precious home. Or it could simply be a result of the designers trying to squeeze in as many different levels as possible, and pushing players to progress faster and faster to get to each one.

Both of these criticisms are significantly tempered in one of the game’s more extraordinary-looking areas (and that’s saying something), and that is these recurring interdimensional planes. You access them through entering portals hidden throughout the world, which drop you in an environment that looks like the smoke-filled heart of a purple supernova. Here, your time-casting is made null-and-void, with you instead having to navigate an area full of shifting stones and weak gravity. These reminded me of the secret levels from Super Mario Sunshine in terms of finding them and the subsequent gameplay changes. Getting to the end rewards you with an artifact, much like the shine sprites, and collecting all of them adds to the game’s replay value. Unfortunately, there’s no way of telling which ones you got, with the level-select screen not providing any indication, unlike Donkey Kong Country 2 which added an exclamation point to the level’s title to indicate if all the K.O.N.G letters had been collected.

Overall, I have to say that, objectively, I can’t quite recommend Planet Alpha for purchase. As readers know, my rule has always been $1.00 (or £0.77) should give at least 30 minutes of gameplay, and, as stated, it took me only 7 hours to beat the game. At the $20.00 asking price, this falls short, and though you might get some replay value from the aforementioned covert dimensions, it will be more frustrating than anything to try and find them, and even then you’re only going to get about 30 minutes extra.

But at the same time, I’ve always said that it’s good to support indie developers that put time and effort into their works, and it would be an understatement to say that Planet Alpha ApS put in the effort to create a visually memorable game. Combined with Barnhoorn’s music, this could very well be the kind of title that fans of games like Journey and Inside will enjoy. But with basic platforming, weak sound design, and an underutilized chrono mechanic, Planet Alpha feels like a Reservoir Dogs– a title with a lot of potential: potential that will hopefully be expanded upon in Planet Alpha ApS next project ala Tarantino’s classic follow-up Pulp Fiction.

Pros:
+Gorgeous graphics
+Superb score
+Varied environments
+Rift areas surreal

Cons:
-Weak SFX
-Rushed pacing
-Underused day powers
-Unmemorable platforming

Original review published on Flickering Myth: https://www.flickeringmyth.com/2018/09/video-game-review-guts-and-glory/

When I was growing up, there was an MMORPG called Toontown that used to be advertised all the time. Every week brought a new version of the same basic commercial, which prided itself on the motto you could “do almost anything.” But even as a kid this always felt strange to me- what exactly did they mean by “almost anything”? Surely you couldn’t pull a GTA and murder others right (even in GTA you technically can’t do that without triggering local law enforcement). This got the imagination cogs turning in my head as to a potential title wherein you actually could commit any action without fear of being reprimanded.

Though far from it, I can’t help but think of Guts and Glory as a prototype for the kind of limitless game I envisioned as a child. Developed by HakJak Productions and published by tinyBuild Games, Guts and Glory might be the strangest video game I have played in a while. It takes the track levels of sports games like the Skate series and combines them with a hyperviolent consequence system. Does this polymerization triumph, or does the game fail as another experimental disaster? The short answer is it works to an extent, but if you want the longer one read on!

To clarify, there is no real story here. The premise is regular folks are invited to participate in a series of violent sporting events called the “Guts and Glory.” There are eight sections, divided into 7-9 levels, and while some of those levels make-up a pseudo-arc for a specific playable character (outlined by a short text blurb in the opening waiting screen), you really are just beating each course for the sake of beating it, and not to progress further in some overarching narrative.

Because of this, I will be tackling graphics first, which are a mixed bag. On the one hand, it’s evident that the HakJak team was primarily interested in creating an effective physics engine for their gameplay, and thus focused their budget on that. On the other, it doesn’t excuse the fact that Guts and Glory is bland. Everything, from the houses to the grounds to the NPCs, have minimal texture work done. And look, I wasn’t expecting something out of Unreal Engine, but I was at least hoping for RuneScape-level quality.

Still, the aesthetic would at least be tolerable were it not for the heavy-emphasis on grey. Most of the worlds you’ll explore have so many achromatic areas that it can give the title an unintentional desaturated look, which, personally, strained my eyes after playing for more than an hour.

That being said, this is definitely not a game that people will be playing for the graphics, so we move onto sound. You know, Guts and Glory does feature a lot of stock and repetitive noises, but it actually works here compared to other titles because of how un-serious the game is. It’s like those old Tom and Jerry cartoons from MGM- it doesn’t matter how many times you hear those same pots and pans crashing or Tom emitting his iconic scream: it’s still entertaining as heck. And that’s the situation I find myself in with Guts and Glory. Sure the vehicles sound alike, and every character has their own repetitive yelp, but they're all wrapped in a level of amusement that never quite goes away.

With the score, though, I’m not as enthusiastic. See, HakJak made a seemingly-wise, but actually bad decision with the soundtrack, and that was to make it gleefully cheery. In theory, this would be a good choice since Guts and Glory is a cynically blissful game: happy to throw you into some awful situations. But here’s the thing guys- when you choose to adopt a trial-and-error system wherein players will repeatedly die, the music has to actually be soothing. Because what happens is, when you get inevitably frustrated over the repetitive deaths, the score starts to feel very grating very fast, whereas when you have calming tunes in the background, it makes the entire situation much more bearable. One of the most famous examples of this contrast is “Stickerbush Symphony” from the “Bramble Scramble” level of Donkey Kong Country 2; a tough, yet memorable course where you can maintain your sanity courtesy of David Wise’s glorious synths.

Now, not every track in the Guts and Glory OST follows this template- during the later parts of the game, you actually do get some of those more-leisure melodies in the form of hard Jazz. But unfortunately, the vast majority is the former, so you will want to beat those stages as fast as you can, lest you fall into an irate cycle.

But is the gameplay really that frustrating-inducing? The answer is it depends on who you are as a gamer. The team at HakJak did a great job creating an effective physics engine, which does make each round fun. Sure, there are times where the ground feels a little too slippery, but overall every vehicle controls well, whether you’re riding a bike or driving a motorcycle. Environments are well-realized, and there is a lot of genuine creativity on board here. I mean seriously, who else would have thought up a scheme where you’re dodging jeeps in the desert driven by kangaroos armed with crossbows? Or a theme park equipped with lasers and swinging timber traps? Or a ninja-styled obstacle course full of exploding teddy bears? Yes, there were times where I was literally biting my controller over some of the dumb scenarios or over-spaced checkpoints (or this neglected coding error wherein instantly pressing the boost button upon a bicycle respawn causes you to unintentionally wheelie), but overall I was happy with the game….with two exceptions.

One was a level early on which I just could not beat (I guarantee you you will know what it is when you get to it), and the second was an entire section dedicated to a terrible character named Larry. Larry is a homeless man who you are required to play as for an arc set in the urban cityscape. He navigates through a rocket-propelled chair that is an abomination to control (if you thought the flying mechanics in LEGO Batman 2 were bad, you will be begging to go back to them). The biggest problem is that you can’t turn Larry with the joystick or mouse: he has to be rotated left, right, up or down by four different keys, which, as you can imagine, is a pain in the arse to do when you’re in flight. It honestly reminds me of the control layout for the original System Shock– why make things so complicated by mapping out different functions to different keys when it could all be tied to one place (the mouse)?

Larry was so bad, I admittedly ended up skipping the majority of his part. That being said, if you get the hang of it, at best it’ll just give you another hour of gameplay. It took me about five hours to beat Guts and Glory (make it six if you count the hypothetical extra hour from Larry), which is a hair below the seven hours I require for a title that charges $15.00. That being said, Guts and Glory could be an exception to the rule as there are a lot of community-created levels, similar to Super Mario Maker, in which you can spend a lot more time completing crazy tracks conceived by fans. In addition to this, HakJak appears to be consistently updating their game, showing that they are dedicated to expanding it.

So overall, Guts and Glory could be worth it. If a Dark Souls meets Paperboy meets Tony Hawk’s Pro Skater meets Super Meat Boy mash-up sounds up your ally, I say go for it. For others, you may still get some entertainment value out of the things- just make sure it fits your personal pricing model.

Pros:
+Imaginative level design
+Old school cartoon throwback with the sound and gameplay

Cons:
-Annoying score
-Terrible outlier character (Larry)
-Some difficulty spikes

Originally review published on Flickering Myth: https://www.flickeringmyth.com/2018/11/video-game-review-steel-rats/

After Battletoads debuted in the 90s, I thought I had seen everything. I mean honestly, what could possibly top putting anthropomorphized amphibians in a fantasy, beat-em-up setting? But as the indie market has continued to show well into 2018, creativity seeps everywhere the imagination dares to explore.

Steel Rats, developed and published by Tate Multimedia, seeks to join that field of game creation by combining vehicular combat with evil robots. Does this biker game’s steampunk craziness live up to its potential, or does it falter under the weight of over-ambitiousness? The short answer is it carves its own path, but some repetition holds it back. For the long answer, read on.

Readers who track the motorcycle subgenre of racing video games may recognize Tate Multimedia from their subsidiary Tate Interactive, which was behind the stunt bike series Urban Trial, the latest entry of which, Urban Trial Playgrounds, was released on the Nintendo Switch. Thus, it’s not surprising to see the company use that motocross template for Steel Rats. Set in the urban world of Coast City where technological innovation is brewing under the surface, Steel Rats follows a biker gang of the same name as they face a massive invasion of robotic drones.

Compared to most indie games that focus on gameplay, there is an actual attempt here at telling a story. As you traverse through the game’s five areas, the four characters realistically comment on the nature of what is happening, how things got to be this way, and their proposed solutions for resolving the matter, all of which I enjoyed. Too often fictional projects throw their protagonists into ridiculous scenarios and have them instantly accept their circumstances without a moments thought (looking at you Inuyasha). That being said, Steel Rats isn’t too heavy on dialogue, striking a nice balance between story direction and game direction.

Most of the narrative backstory is, instead, stored in two areas: a single cutscene at the beginning of each chapter and an archive tab in the in-game menu. The cutscenes are rendered in an old-school black-and-white aesthetic, more than likely intended as a homage to the ’50s era of sci-fi B-movies. They were short and cool to watch, but I always experienced a choppy frame rate whenever they played (and I don’t believe that was intentional). The archive tab, however, was where the real meat of the game’s lore was. Much like the city stories in Batman: Arkham City, these newspaper-esque publications feature explanations for the many questions regarding the setting of the game and its inhabitants, like why Coast City is full of convenient steel railways for the player to ride-on. These stories are unlocked through collecting secret tokens hidden in every level, and feature their own narration for those who don’t like to read through texts.

Overall, I’ll give Tate Multimedia credit for trying to create something larger than a cliche robot-takeover tale. It was entertaining and came with a surprising amount of background information. And while not deep, it certainly wasn’t shallow either.

A story’s visual presentation is important, so from there, we move onto the graphics. When it comes to 2.5D games, it’s always hard to properly analyze their graphical styles. Because models and environments are pushed into a strange middle area between the foreground and background, you can’t explore things as well as you want to compared to 2D and 3D titles. That being said, what I did see was mostly satisfying. I previously described Steel Rats as a child of the steampunk era, but perhaps steelpunk would be a better descriptor. Coast City is the epitome of industrialization, with rot iron constructs everywhere you look: pipelines, buttresses, platforms, rails, generators, desolate vehicles, and more occupy the game’s locales. Realism was definitely the end-goal here by the designers at Tate, but there’s also something inherently impressionist about the entire layout. With the exception of a couple of forestry sections, everything is rendered on the same color palette of grey, black, and tan. There’s an emphasis on showing different shades of illumination, and the characters look like regular joes you would see on the street.

Because the game is set at night, lighting is of particular importance here. While you do have some static sources like lanterns in the background, there is a dynamic aspect courtesy of your bike’s headlights and flame wheel, the latter of which made me feel like Ghost Rider. The luminosity isn’t anything to write home about like the flashlight was in The Beast Within, though I do attribute that more to the 2.5D display than any fault on Tate’s part. And it ultimately served its purpose(s), so no complaints here.

When talking about the graphical department as a whole, however, it’s important to note that the real gems were the mechanical menaces you face. Gone are the humanoid automatons championed by Isaac Asimov, instead replaced with machine beings crudely assembled from stannic junk (hence them being referred to as junkyard robots). Though there is possible influence from series like Metroid, Fallout, and Deus Ex, the craft that went into creating these enemies is astounding, and I was very pleased with every new variation that propped up as I progressed further.

Unfortunately, not everything was good with the graphics. The extensive use of shadows came off to me as an excuse by the developers to not put in as much as texture detail, which is something I would have liked to have seen. The surfaces were fine to look at, but lacked that extra sheen you see from the Unreal Engine. Most levels also had a thin mist over their entirety, and while you could claim that this was Tate incorporating air pollution into Coast City, something tells me that it was meant to aid the shadows above, much like the mist did to hide the PS2’s ugly geometry in Silent Hill 2. Overall, though, things looked and ran good. Minus the aforestated noir cutscenes, Steel Rats holds a steady FPS, no matter if you’re in full velocity or taking things slow.

Sound is the next big branch of gaming, and with Steel Rats the best way to describe its sound would be…adequate. I truly feel there was a missed opportunity here to immerse viewers in a world dominated by factory development, sort of like the way Assassin’s Creed II made you feel like you were in the heart of the Renaissance. I know it’s unfair to compare indie games to AAA projects, but my point is that there wasn’t much in the way of ambiance or background noise. For comparison, I think back to the first Donkey Kong Country’s fifth world Kremrock Industries, Inc. While not exactly a bastion of sonority, there was an attempt there at creating something with more atmosphere. Whether it was the hiss of oil barrels burning, the creaking of the mine cart, the grating of the conveyor platform, or the impact of Boss Dumb Drum, I got a sense of the manufacturing changes that were going on in this part of Donkey Kong Island.

Of course, what really helped, above all else, was David Wise, Eveline Fischer, and Robin Beanland’s synthesizer score. Steel Rats, for some reason, doesn’t have much music. There’s a song that’s sung during the menu screens, and some small tunes occasionally play during cutscenes and action beats, but there are no extensive musical compositions.

That’s not to say that Steel Rats is completely absent of sound. Your motorbike roars as it soars across the streets; character abilities have a distinct ring to them, and robot aliens crash as they burst onto the scene in a spark-filled heap. As I said, there’s enough of it that the game doesn’t feel like a silent film, but don’t go in expecting an Ori and the Blind Forest-type symphony of mesmerism.

Lastly, there’s the voice acting, which is good. I don’t think the ADR direction was as astute as it should have been, but the VAs did a good job with what they were given. They certainly didn’t phone in any performance.

Now, it’s the gameplay that people are going to be most concerned with, and with that my enthusiasm is nulled. Steel Rats is a game that the developers insist you need to play with a controller, and having done that I can say that it isn’t as intuitive as they planned. You accelerate by pressing the right trigger, like with most racing titles, but the turning is keyed to a different button while reverse and braking share the same. I don’t quite understand why Tate didn’t leave turning primarily to the joystick. I get that the levels are congested, but there was more than enough space to accomplish this. If their justification was that it would risk the player accidentally driving off course, my counter would be that that either happens because your character doesn’t drive in a straight line if you just hold the trigger- they are constantly fidgeting, like a natural person would, so you either way have to have constant control of the analog stick.

It’s not that I hated the insta-turn key (it was quite useful), but I would have liked to have had the option to turn naturally. Also, having the brake be associated with the reverse was dumb because you end up having to press it twice if you are in motion: once to stop, and the other to start moving backwards. I know it sounds like I’m nitpicking here, but understand that when you’re in the heat of a moment, these small annoyances can add up to frustration.

Steel Rats is less frustrating than it is more monotonous. I mentioned in the short summary that repetition holds it back, and that sadly holds true for the majority of the levels. Each area has you to do the same tasks over and over again, whether it’s jump-starting alternators to get an elevator running, destroying multiple enemies to drop energy barriers, escaping from some giant mechanism in a race against time, or combining magnetic tracks and calculated jumps in pseudo-platforming. Every single section included one or more of these templates, and it often lead to me putting down Steel Rats after just an hour of gaming because I was getting bored.

To its credit, the game does make the most out of its layout. And because there are no loading screens, you can cruise back and forth at your pleasure without worrying about screen tear, lagging, or unfair blocks. There was one exception to this fun factor, though, and that was any area that made you go on tiny platforms next to death drops. Because the bike didn’t control the best, there were many times where I found myself falling because my vehicle jerked or didn’t stop when I hit the brake. When you die, the person you’re playing as loses a health bar- lose everything and they are dead for the rest of the level. Lose all your characters, and you have to restart from the beginning, an aspect that I found understandable.

In addition to the secret token, each level contains three “badges” and three mini-goals. Getting the badges unlocks upgrades and skins for any of the four characters, allowing you to make them more powerful and/or customize them. To be fair, I was confused as to how to acquire these badges: whether it was through collecting something in-game, or doing a certain task, I’m not sure, and I would have liked to have seen that clarified. The mini-goals, on the other hand, worked just like the full-sync objectives from the Assassin’s Creed series wherein you have to do some assignment to hit the check box. One thing I really liked here was that, unlike with Assassin’s Creed III, if you finished one of these marks on an initial playthrough, you didn’t have to redo it upon replaying the level.

They, combined with the other two side aspects, add a significant amount of replay value to Steel Rats, though be warned that they do come with their own litany (the amount of times you’ll have to beat a place without using health stations or successfully doing a wheelie for 30 seconds gets dumb).

Outside of this, there were several other minor complaints I had with the gameplay as a whole. For starters, the health stations stated before were unevenly placed- there were some levels that were full of them, yet didn’t contain any significant dangers that would warrant you having to use them, whereas more dangerous places had few of them. If Tate’s intention was to make the game harder, then why put them in easy areas?

Secondly, the fact is you get way too much money. The currency in Steel Rats is junk, and, just like with rupees in The Legend of Zelda, you acquire it through destroying parts of the world around you, as well as enemies. After completing the first world alone, I already had enough junk to buy everyone’s upgrades.

And lastly, because there are bugs and because there are certain mini-goals reliant on you doing level-specific things (like avoiding damage), I would have liked to have had the option to restart at checkpoints. As it stands, your only restart option is to redo the entire area.

Despite my complaints, I did like Steel Rats’s gameplay, if only because of the combat. Boy, was it well done! You have a multitude of tools at your disposal, from a fiery buzzsaw to a flamethrower to a grappling hook to a charge beam to even a reprogrammed drone. Fights against tougher robots were particularly thrilling because of the quick maneuverability and numerous attack options, though the final boss was a disappointment due to you having to rely on guns rather than these powers you have spent time and money enhancing.

With all this taken into consideration, the question is, is Steel Rats worth buying? At $20.00, it needed to offer at least 10 hours worth of content per my cost:playtime ratio, and it took me about 6-7 hours to beat the main campaign. However, if you were to add up the side content, it would more than likely tip the scale over 10 hours, making it technically acceptable.

However, keep in mind my previous reservations. The game does get repetitive, and while I did like the plethora of extra information about the setting, I understand not many gamers want to spend their free-time reading. But I did have fun with the sessions I played, and it is cathartic to take out life’s frustrations on crazy robots. With all that said, make the decision on your own.

Pros:
+Fleshed out setting
+Graphics = Realism and Impressionism merged into one
+Combat

Cons:
-Soundscape isn’t the best it could have been
-Disappointing final boss
-Repetitive gameplay

A silhouetted city lit up by a bolt of lighting against a neon teal night sky. To the casual viewer, this would suggest a dark, neo-noir world, brimming with crime, decay, and civil rot. It's no place for any sane human being, let alone a young woman wanting to make it as a private eye. She calls herself Kathy Rain, a catchy name for a hardboiled detective set on trying to make her town a better place, one small step at a time.

Alas, that's nothing close to the actual result. Kathy Rain is a point-and-click adventure title rendered in the same old-school, early-PC style as other games like Clock Tower, King's Quest, and early-Lucas Arts' products. Our protagonist is no hardened veteran, instead being a journalism major still attending colllege at Conwell Springs. Springs is a bright place, full of a shrewd vibrancy in spite of its small population. Or so one would think.

Despite my disappointment at this sharp contrast between the title graphic and the actual game, I wasn't entirely disappointed with Kathy Rain. For starters, I've always been a fan of unconventional detectives- people who seemed to sort of fall into the line of work, despite being in that general career path. Easy Rawlins, Matt Scudder, and even Nate the Great. And Kathy joins that line-up quite well. While I did feel her interest in finding out what happened to her grandfather was a bit sudden, her characterization more than makes up for it. She has that sardonic style of humor typical of the "bad girl" archetype, but there's enough depth to her revealed over the course of the game that expands her beyond those parameters.

Visually, the game looks good enough. It's hard not to perceive the whole set-up as low budget given the 16-bit graphics, but developer Raw Fury packs every setting with lots of props and details, providing plenty of eye candy and showcasing the artists were far from lazy. There is no set color pallete either, meaning you get a surprising amount of variety from the different locales. I also liked how there were several character boxes per a character when speaking that showed different emotional states. There wasn't much there, but it was a nice touch.

Voice acting was mostly positive. I wasn't a big fan of Arielle Siegel's Kathy at first, as I felt she was trying too hard to do a Daria/Raven impression. But you get used to her voice, and her performance overall was good. All the supporting performances were top notch, showing that the developers were committed to providing a quality experience for prospective buyers (and proving a point I made about To the Moon losing something without having any actual voice acting). There was one exception, however, and that was Shelly Shenoy's Eileen. It was clear she was trying to go for "cute badass," but ended up coming off as borderline sociopathic ala Lily Aldrin in Karma.

I liked the diversity of dialogue options, especially when examing stuff or trying to combine stuff. It shows the developers were prepared for the crazy things players would try to do (like drinking booze in front of Kathy's grandma, or tasering someone, or smoking in front of someone).

Sound/music not particularly memorable. Seemed like there was only one tune that played for each area.

The story is where the game gets a mixed rep from me. As I said, was admittedly expecting something grounded ala Se7en or those classic noir movies, but Kathy Rain is much more in the vain of Twin Peaks. There are a lot of subtle supernatural elements that go on behind-the-scenes, and to me it hurt the potential this game had. There could have been a deep tale about drug abuse, cults, small town cover-ups, and so forth, but by having these fantasy facets, it makes it more akin to the X-Files. Some people will like this regardless, and it was overall enjoyable, but be warned it's not grounded.

I didn't feel Kathy really got proper character development either. There are two narratives at play here- Kathy becoming more into her journalism career and letting go of her morbid past. The first one doesn't really work because, outside of skipping classes, we never get a sense that she's reluctant to pursue journalism, meaning her ultimate decision to go through with it is blatantly expected. The second doesn't work because we don't get enough on her backstory or her inner feelings, only glimpses. And that would have been fine for an introduction into her, but a big part of the final act is about Kathy confronting her past actions, and it doesn't have much weight to it because we weren't given enough info about it and how they affected her. But the game never gets tear jerky, and it has a nice maturity to it, never caving into the bad young adult writing tropes that, at times, hit Life is Strange.

Didn't like how entering a new area meant repeating the same animations. It was obviously okay when there was no animation for entering, but coming to places like the Cemetery or the Lake House meant seeing Kathy stop her motorcycle, get off it, remove her helmet, and finally enter. It got annoying.

Kathy also moves too slow ala Clock Tower. It's tolerable since the areas themselves are small, but I would have liked for her to move faster than this Morrowind pace.

There are a lot of puzzles in the game with a good amount of variety. None of them are particularly hard, but that isn't a bad thing in the slightest as their variations make up for that. I would have liked for the developers to make environmental interactions a little bigger as there were times where I got stuck because I missed something ala the Water Temple keys in Ocarina of Time (okay, not that bad, but my point stands).

Also didn't like that you had to click twice to interact an object in your inventory with another object. They should've just had left click allow you to drag/drop and right click to open up the other options of examining/thinking about an object.

One of the biggest problems with the game that kills immersion for me is the lack of consequences for making the wrong choices. There are times where you have to give the right dialogue options, and if you fail there is no consequence- you just restart the cycle. Having the deputy fall for the same "hobo is sick" routine or redoing the same conversation with the Air Force guy, for instance, seems strange considering you're talking to authority figures who should be smart.

Priced at $15.00, Kathy Rain took me about 6-7 hours to complete, so it technically falls just under my price:gametime ratio for recommendation. Combined with my reservations about the story, I personally don't think I would recommend this to anyone with my tastes without a small discount. That being said, this is an indie developer, and I always say it is worth supporting them, especially when they do put effort into their craft. Plus, many other people will no doubt enjoy the narrative.

Original review published at: https://www.flickeringmyth.com/2019/02/video-game-review-the-textorcist-the-story-of-ray-bibbia/

The Textorcist was one of those video games I wanted to play solely because of the title. I’ve never been huge into shmups or even 8-bit games, but sometimes a developer comes up with such a unique name for their project that it warrants being experienced just to reward the creators for their prenomenic ingenuity.

Luckily, that imagination on the part of developer Morbidware and publisher Headup Games extends to the gameplay, which combines bullet hell-style fights with text-based inputs. Add to that a surprisingly dark story and you have something that has a chance of attracting newer players to a retro era of gaming. The question is, does The Textorcist live up to my premature expectations and succeed in its polymorphization, or is it a case of good concept, bad execution? The short answer is it works, but lacks enough content to truly expand upon its world. For the long answer, read on!

The Textorcist is, for all intents and purposes, a child of the cyberpunk genre. It takes place in a dystopian society where the Vatican has grown so powerful to the point of becoming a shadow government, and focuses on a renegade priest with a hardboiled, no-nonsense attitude equipped with divine magic and a hi-tech computer. It’s a backdrop that could have been fleshed out more to rival classics like Deus Ex and Tex Murphy, but one recurring problem you’ll find with Textorcist is it lacks either the confidence or budget to pursue some of its more intriguing ideas. This is a world full of demons, gangs, slavery, and oppression, but none are ever given much of a chance to shine outside of an obligatory mention here and there as befits a particular section of the storyline.

And that’s a big shame because this was a setting I could have easily lost myself in had it all been expanded upon. The potential is there, the lore is good, but the story seemed more interested in just getting to the end than taking the time to stop, breath, and let its characters act natural. Ray, the titular protagonist, is a genuinely cool guy: a 55-year old exorcist who has seen a lot in his day. But he's also full of internal turmoil, and the way it’s disclosed to players over the course of the story is very rushed and blunt. There were times where I genuinely questioned whether he was being serious about his statements, and that’s a sign that the script perhaps needed a second overview before being approved. In addition to this, I felt that Ray’s dialogue, all too often, delved into hipster territory of making him sound like wannabe-suave and hip dude, though that’ll be for players to decide for themselves.

Despite the flaws I had with the narrative, I can at least commend Morbidware for its presentation value. Sprite-based games may have the advantage of aging well compared to their polygon-based counterparts, but their limited display opens them up to the risk of appearing bland, vague, and ultimately unmemorable. Thankfully that isn’t the case here as The Textorcist is, without a doubt, one of the most beautiful games I have played this year. With an atmosphere heavily reliant on the supernatural and occult, it truly indulges in the macabre: monsters look like the detailed Hell spawns they are, straight out of a Lovecraft novel; muted reds, browns, and greys adorn the floors and walls of the downtrodden locales you visit; interiors and exteriors alike are full of furniture, creases, and well-textured building materials; blood and gore splatter on the floor whenever you successfully hit a creature with a spell, and even the few bright places in the city like Ray’s office and a strip club are so well constructed, they’re as immersive as some areas I’ve explored in 3D games.

The real graphical feat, however, comes in The Textorcist’s depiction of lighting. Obviously, this wasn’t built on a game engine that could generate actual illumination, but what the geniuses at Morbidware did, instead, was create a wavering field of bits around conventional light sources that are brighter than the space around them. This has the effect of making Ray appear to be in shadows when outside of the lanterns, and, vice-versa, in the light when inside that zone. It may seem simple, however I’ve rarely seen it done well, even in iconic titles like Chrono Trigger, so honestly this is something that Morbidware deserves particular praise for.

Sadly, I can’t be as positive regarding their sound design. Noises are constantly rehashed, whether it’s the demons all growling the same, energy blasts lacking diversity in spite of the different conjurings, or even Ray’s footsteps not differentiating between wood and concrete flooring. Now granted, as someone who is not too familiar with the shoot-em up genre, I can’t say for certain if this is a common trait with other games. However, considering the paranormal world you’re in, I do believe the game, as a whole, would have benefited from a full-fledged soundscape.

There is also no voice acting at all outside of the aforestated grunt of a beast or Ray’s scream whenever he dies, which I thought was a shame because The Textorcist’s dialogue absolutely lent itself to being orally performed. There are a lot of mood changes and emotional conveyances in the soliloquies and conversations that, while easy enough to read, would have been a joy to hear from a talented voice artist. Alas, I definitely understand how the constraints of the budget possibly played a role here.

Music is the final factor in the sound trifecta, and it’s a mixed bag. It suffers from the same problem the original Harvest Moon on SNES had in that it is too narrow in scope. Each location has its own soundtrack, most of it coming from a ominously vibrant electronic motif, but it gets repetitive, particularly if you take the time to explore a place or a fight happens to drag out (which will be the case for fellow newbies to shoot-em ups). What you will hear is very good, and it was refreshing to listen to an electronica score- I just wanted more.

Last is the gameplay, and it is here that The Textorcist shines. As I stated before, this is a bullet hell wherein you have to dodge a barrage of particles thrown your way while also discharging your own Holy bullets or “hollets” as the game itself calls them. You do this through entering long incantations that vary between English and Latin through two different methods depending on the device you have: if you’re using the keyboard and mouse, you obviously type the hexes out, whereas if you’re using a controller, you spell out each word by hitting the left and right bumpers to input each letter. It’s an interesting set-up because both come with their own pros and cons- keyboard typing is quicker to do, yet consequently harder to balance in the heat of a battle, while hitting buttons on a controller is easier to do, yet consequently much slower. The Textorcist, based on the way that it’s set-up, is clearly meant to be played through the former, though it was nice to see the developers create a method for controller users.

This clash of styles might seem strange, but it makes for a very fun game. No matter how frustrated I got at times, I always enjoyed myself as it is truly exhilarating to play mystical dodgeball while working to hit each keystroke. That being said, I fully acknowledge that there is an inherent flaw with this design, and that is that it will only please those who have learned touch typing; having to constantly glance between the keyboard and the screen in order to make sure you’re hitting the write letters will get annoying, especially as you face harder enemies down the line. So keep that in mind.

In the end, do I recommend The Textorcist? It took me about 5-6 hours to complete the game, though the better part of one of those hours was admittedly spent on a single boss. That fluke aside, this is (thankfully) one of the easier bullet hell games, and is definitely open to newcomers to the genre. However, that unfortunately creates the problem of making the game relatively quick to get through. There aren’t too many stages, and considering the problems with the story, this is a game that needed more playtime. As much as I hate to say it, the $15.00 asking price on Steam is just a little too much for my liking.

But that being said, you guys know by now my more lax attitude towards indie games- they always deserves our support, and The Textorcist: The Story of Ray Bibbia is fun enough that you won’t feel money was wasted even if you throw a little extra cash the way of Morbidware.

Pros:
+Gorgeously-realized grim aesthetic
+Entertaining gameplay
+Demonic spritework is top-notch

Cons:
-Too short story
-No voice acting

Originally published on Flickering Myth: https://www.flickeringmyth.com/2019/02/video-game-review-macrotis-a-mothers-journey/

“Many human beings say that they enjoy the winter, but what they really enjoy is feeling proof against it. For them there is no winter food problem. They have fires and warm clothes. The winter cannot hurt them and therefore increases their sense of cleverness and security. For birds and animals, as for poor men, winter is another matter. Rabbits, like most wild animals, suffer hardship.”

So goes one of my favorite quotes from Richard Adams’s Watership Down, not only because of how richly written it is, but because it contains an eternal truth: when it comes to the natural world, humans are pampered. Something as simple as rain and snowfall may seem trivial to us. However, for the creatures that thrive in the woodlands, these climate patterns become harrowing nightmares that literally dictate life and death.

One such weather condition is the basis for Macrotis: A Mother’s Journey’s plot, wherein an anthropomorphic bilby is separated from her joeys during an unnatural torrent, forcing her to go on a long adventure to reunite with them. Developed by Proud Dinosaur and published by Orsam Information Technologies, Macrotis is another stab at the platforming genre, a subset of video games that have been making a comeback this past decade thanks to the prominence of digital distribution mediums across consoles and PCs alike.

The question is does Proud Dinosaur’s debut hit a home-run in this burdened genre, or is it a case of trying and failing? The short answer is it works in spite of some sensorial problems. For the long answer, read on!

Continuing from above, Macrotis follows a mother marsupial’s “journey” after she is washed away from her children as a result of a hurricane. I bring this up again because this isn’t just one of those simple Super Mario Bros. “save the princess” plots which are, more or less, basins meant to provide a basic-level of storytelling to service the gameplay. The narrative here goes beyond just getting back to the surface: Mother Bilby’s odyssey through the subterranean taverns of her world brings her in contact with a wizard, magical items, and an entire mythos that I’m confident the team at Proud Dinosaur wants to expand upon should this game prove a success.

What I can say, without spoiling too much, is that this surface look at the lore is sufficient. The writers don’t try and bite off more than they can chew, and the story is the better for it since it isn’t overstuffed. I feel like too often new IPs are so desperate to stand-out from their contemporaries that they throw a bunch of raw information and mythology at players without taking the time to flesh out a coherent tale. This has the effect of making gamers ultimately not care about what they’re experiencing since they can’t get invested in the characters or drama on their own merits.

That being said, what is shown is your standard fantasy trope of a great forgotten race: in the Elder Scrolls, this was the Dwemer; in The Witcher, these were the Aen Seidhe, and in Macrotis they are simply referred to as the “Little People.” Could more have been done on this front, sure, but at the end of the day this is a platformer, not an action-adventure title, and it therefore didn’t need an extravagant backstory.

The way the story is depicted is important, and so we move onto graphics. Honestly, I’m going to be purely subjective here as I personally was not a fan of Proud Dinosaur’s artistic decision in rendering the game. On the outset, Macrotis follows the example set forth by the Donkey Kong Country series (side note- my personal favorite video game franchise) by having a 3D-character operate in 2D (or in this case 2.5D) environments. The thing is, when Rare was creating Donkey Kong Country, they made the smart decision to have the background match the character model’s style so that the two blended well in spite of their differing geometry.

Proud Dinosaur unfortunately didn’t do the same. Mother Bilby looks like a CG-figure out of the mid-2000s, which wouldn’t be a bad thing were it not for the fact that the aforestated backdrops are of a different aesthetic. They’re gorgeous, aiming for something in-between naturalism and romanticism; you venture through various scenery, from rocks to bricks to crystals to metalworks, that all have the grit of real-life foundations, yet are imbued with a bright hue that always reminds you that you’re in a fantastical place.

It’s a contrast that unfortunately didn’t work for me because of how out-of-place Mother Bilby appeared. I mean yes, she is technically not in her element, but the rabbit hole she falls through lands her in a place that seems like a completely different video game generation. The idea of putting divergent artstyles together is something that only works if employed for comedic, horror, or surreal purposes (see The Amazing World of Gumball, Courage the Cowardly Dog, and Duck Amuck for direct references) due to the bizarre complexion, none of which applies to the serious drama that Macrotis inhabits.

It’s not completely distracting, and you definitely will get over it after the first 20 or so minutes, but I genuinely would like to have known the decorative reasoning behind this decision.

Alongside this, that earlier observation about the colors of the scenery having a luminosity to them is a double-edged sword. On the one hand, it makes for some truly beautiful surroundings, but on the other it exposes the game’s use of static lighting. No matter where you go, the lighting is always at the same level of glow, which is fine, however I do believe it took away from some of the atmospheric power that the game could have had by showing dynamic fluorescent changes as the player moves from Terra-settings to a more-industrialized landscape. On top of that, the shadow effect for Mother Bilby is half-baked; you have something there, but the silhouette is so congested that you have to actively concentrate to see the tail swinging animation.

Graphics aside, audio is next, and here we have very good news and very bad news. Let’s get the bad out of the way: sound effects are minimal and the voice acting is terrible. There is programmed SFX in the game, but even with its settings turned all the way up I could barely make it out in my playthrough. Perhaps this was a field that the designers decided to skimp on, and it hurts the game overall because of how integral sound is to platforming: everyone remembers the warbly noise of getting a growth mushroom or the blast of Mega Man’s gun or the spin of Sonic’s spikes or the masterful symphony of sonance that was Limbo. Sound is very important for platformers, and I hope Proud Dinosaur makes note of that next time.

I also hope that they learn to hire better VAs as it has been a while since I’ve heard a performance this bad. Mother Bilby is played by an actress named Mallory Echelmeyer, who seems to be using Stephanie Sheh as the basis for her delivery. It’s high-pitched, which makes it both tonally hard to bear and out-of-touch for a maternal character with three kids. I’m under the impression that the dialogue team figured that, because she was playing a small animal, this was the right take, but in actuality it doesn’t work because of Mother Bilby’s biological age- this is a parental figure who needed to sound mature, not like a stereotypical Japanese schoolgirl. It’s not just that her voice is off, but her inflections rarely live up to the thespian quality Mother Bilby’s lines needed to be delivered at, especially when they veer into emotional territory, though I’m willing to chart this up to mediocre voice direction.

Andy Mack, who portrays the Wizard, is a little better, but it sounded like he was more interested in doing a Gandalf-impression than his own thing. As such, his character, more often than not, comes off as a hackneyed archetype that you could have plucked from any fantasy setting.

The saving grace to all of this is the score. This is one of the few games I’ve played where I have refused to click “start” on the loading screen solely because I wanted to hear the rest of the melodious main theme, and the music continued to maintain that sweeping harmony as I spent hour after hour in this world. It’s therefore bitterly ironic that I could not find the name of the composer anywhere, neither in the game’s credits nor Proud Dinosaur’s press kit. Emin Can Kargi is credited as the audio director, but I can’t say for certain whether they were also responsible for the score. Whoever it was though, I have nothing but praise for you. Listening to Macrotis’s music brought me back to the aural domains created by such maestros as Jeremy Soule, Yasunori Mitsuda, David Wise, and Hiroki Kikuta.

In the end, however, it is the gameplay that will keep players in touch, and with I will say that Macrotis is a damn good platformer. It relies more-so on solving puzzles than conventional platforming, which is made all the more interesting by its use of a spirit mechanic. Basically, your character gains the ability to astral project, creating a weightless avatar that can phase through objects and move obstacles. In a lot of ways, it reminded me of the recorder from The Talos Principle, but much easier to use.

The puzzles are all solid, even though there were times where I felt the programmers indulged in a “Wolf, Goat, Cabbage” style of design of having you do repetitive tasks for the sake of elongating a challenge. But that was luckily kept to minimum. That being said, it would have been nice to have seen more abilities/powers unlocked for the ghostly apparition; however, I understand that budgetary constraints more than likely limited things over a lack of imagination from the development team.

In the end, it took me about 5-6 hours to beat Macrotis: A Mother’s Journey, and that number included gathering the game’s sole collectible of tome pages, which you never have to go out of your way to find. Because of this, I can safely say that the game is rightfully-priced at $10.00 and therefore worth recommending both on its own merits as well as a monetary:playtime ratio. Consider checking it out if you love platformers.

Pros:
+Great puzzles
+Amazing score
+Magnificent backgrounds
+Elegant hand-drawn artwork for the game’s cutscenes

Cons:
-Bad voice acting, particularly from main character
-Minimal SFX
-Lighting could have been better

Oh what a marvelous misfire Virginia is! Having lived in the state at one point, and being a fan of mystery-driven titles, I was sure this would be the game for me. Alas, such was not to be. Virginia uses a generic, made-up setting that in no way ties it to its namesake. And its very structure is so inherently cinematic, it abandons the hard roots of gaming to turn into something resembling an animated movie- to call it a video game would be to remove the very parameters of what it means to be a video game. Heck, to even call it a walking simulator would be an insult to a genre that, at the very least, provides you with the ability to explore environments to your heart's content.

See, Virginia isn't interested in having you run around its uniquely-crafted world the way other indie titles do. In an evident attempt to stand apart from its competitors, developer Variable State made the decision to abandon conventional gaming elements in favor of an arthousey, filmic vision. There is no dialogue, and while you are technically able to move your character, you're left following a path that is not only linear, but set with timestamps that trigger literal scene cuts. This could be caused by either doing a certain action or just waiting around a few seconds. Half the time you're not even given a chance to settle into the atmosphere of an area because the devs want to shove you to the next scene as soon as possible. Why is that? Well, I'm glad you asked- you see, these writers clearly had no clue what video game pacing entails and instead opted to rely on moviemaking techniques.

Then again, it's not like exploration would've mattered since most of the environments in Virginia are sparse. Some places like your partner's room in the police department, are adorned with nice details, but for the most part things are very barren, a facet not helped by the ugly choice of aesthetic. While I've always been a champion of unique art styles over photorealism, Virginia's designers drifted into uncanny valley territory: characters resemble blocky N64 polygon models, their skin a disturbing smoothness that devoids them of any features. They look weird, like they were geometric proposals rejected from the fifth generation of video game consoles. Nature environs like stone and grass fare better with this flare since they aren't trying to be humanoid, but that aforementioned problem of minimalism hurts even them.

Sound design is good for what it is. I don't recall anything in particular standing out, but nothing hindered the experience so quid pro quo.

Music is a mixed bag. On the one hand, the score is great- majestic, sweeping, gloomy, and overall wonderful to listen to. But on the other, it's clearly more of a movie score, and because Virginia is trying to go for some awkward in-between, the music editing ends up putting it into a poorly-designed loop that only breaks when you move forward.

The story is outright trash. I'm sure there will be people who claim that it was too smart or above me, and maybe they're right, but for a developer that refused to waste even a penny on decent voice acting, they had to be wise with their visual editing, and I can only say they failed miserably. I can't tell you what the narrative is- hell, I would have an easier time describing the plot of The Big Sleep. Virginia starts off with a basic premise of you trying to discover what happened to a missing boy, but it turns into a jumbled mess when it combines an FBI internal affairs subplot with some supernatural nonsense that would make David Lynch cringe. Honestly, did no one tell the writers and director that there was something inherently stupid with the execution of this game?

I don't mean to be rude as the developers seem like genuinely nice people. But Virginia, at least from my experience, was such a misfire that I can't believe no one provided secondary thoughts. I've always said that if watching a playthrough of a game on YouTube provides you the same experience as playing it, it's probably not worth touching. To be honest, I can't even say Virginia is worth the watch.

It took me around 2 hours to beat, which is far below the $10.00 price tag the game regularly sells for. If you really want to ignore me and experience it yourself, then I recommend at least waiting for a sale. But honestly, Virginia is truly more of an animated movie than a video game.

Honestly, not much has changed from the first CoD and UO to the second. The story is basically the same, with you playing as different Allied nations during various stages of World War II. This time around the tutorial is much quicker, giving it more replay value.

Texturing is inconsistent. Marble/tile/bricks don't look as good as wood and stone. Was admittedly surprised by how good skin and clothing looked on soldiers, even if NPC models were reused. Overall things are consistent enough that you won't notice anything off.

Gun sound design is terrible. Bullets only have two impact noises- steel or ground, no matter what you shoot at (lanterns, windows, trees, etc...), the exception being prerendered glass bottles that you can shoot. Guns themselves sound pretty standard despite there technically being variety among the different types.

That being said, there is a nice echo effect that occurs when you are in a contained space like a pipe or lower floor.

Love the display of muzzle flashes when you're shooting in darkened environment. Very well done. Also love the gun metal texturing and the sunlight sheen on the gun that changes as you move the weapon.

A lot more particle effects render realistic looking snowfall around you (Soviet campaign only). Can't say the same for rain, which looks way too pre-animated.

Russian voice acting terrible. Sounds stereotypical, like Americans doing Russian accents. British and American VA is better, but there are still times where the VAs sound like they're trying too hard to be in a combat situation (bad ADR direction).

Soundscape for USSR campaign is well done. You get a sense that you really are in a war zone with people screaming, bullets flying everywhere, explosions nearby, and soldiers/vehicles moving around you. The game designers also did a good job giving the closequarters, city street combat feel that encompassed the majority of the Battle of Stalingrad. Having to go through individual houses, clearing out soldiers, or destroying individual tanks rolling around on the streets was well done. Particularly the former, where it could even get tense having to check rooms for remaining Nazis.

Unfortunately, this gets very repetitive as the majority of the other campaign missions (British and American) consist of the same cityscape fighting where you trudge through an environment, clear it out, and then hold the base until reinforcements arrive. The exception being a couple of tank missions in the British campaign.

Love that grenades send enemy bodies, dead and alive, flying. The particle effects that accompany an impact (whether bullet or grenade) look nice, but it is a reskinned model that is repeated, no matter if you're in snow or dirt.

Did enjoy smoke grenades. They actually help hurt enemy accuracy and provide good escape/movement cover. Welcome addition to the series that I'm sad was removed in the sequels (replaced with flashbangs).

Ally AI is a mixed bag. They do a good job of fighting enemies by shooting them, throwing grenades, and meleeing when in close quarters. But they seem to have two modes- either run out to the enemy in the open, not taking cover. Or taking complete cover and refusing to advance until YOU go out there and clear enough enemies that they are seemingly programmed to go ahead.

Game continues boring documentary intros and diary entries for beginnings of each mission, though at least the docos here seemed realistic to the kinds of movies you would see back in the day, compared to the lame briefings from the first CoD.

Shooting at animal carcasses just creates dirt explosions.

Overall though, I found myself not enjoying Call of Duty 2 due to the aforementioned repetition of the mission structure. Despite playing as the same character, you don't really bond with anyone the way UO at least somewhat succeeded at doing. The campaigns are just war cliches, like a bad attempt at recreating the narratives of Saving Private Ryan and Das Boot without the strong characterization and set pieces those films had.

Game took me about 8-8.5 hours to beat, so at $20.00 it doesn't provide enough content to justify the price. But even if it did, I would recommend getting it on sale or avoiding altogether because I just didn't find it fun at all to play compared to the first one + UO. Combined with the lack of major graphical/sound upgrades from its predecessors + a rehashed story and you have the first cashgrab in the CoD franchise.

In his review of the anime film Roujin-Z, the late great film critic Roger Ebert said: "I cannot imagine this story being told in a conventional movie. Not only would the machine be impossibly expensive and complex to create with special effects, but the social criticism would be immediately blue-penciled by Hollywood executives."

I know it's bitterly ironic to quote Ebert when talking about a video game (his adamant defense that they could not be high art has significantly soured popular opinion of him from the gaming community), but I bring up this paragraph because I I cannot think of a more accurate way to describe the very nature of Antichamber. This is a title that I cannot imagine being told in a conventional movie. Antichamber is a prime example of the kind of visual and creative storytelling that can only be conveyed through video games and player interaction, and another example of how developers can create intriguing game environments without needing AAA budgets.

Antichamber doesn't have much of a story going for it, instead presenting players with the task of moving through an intricate series of interconnected rooms, collecting the wall diagrams located in each space. I really liked the motivational quotes on each diagram as they gave genuine bite-size advice and didn't come off as pretentious. They were also, for the most part, themed well with the respective puzzles in each chamber.

That being said, part of me feels like the game shouldn't have included gameplay elements involving the cube guns. I know this will seem like a strange criticism given that they form a huge backbone of Antichamber's content, but I was really enjoying the more logic/perspective based puzzles that made up the beginning of Antichamber before you gain access to the first gun. There were times with the guns where I felt their puzzle-solving aspect was a bit contrived, like setting off reactions or having to create more cubes by "painting" a square outline to be auto-filled in. Yes it was all a part of the gameworld's rules but it was still dumb compared to those earlier gems.

The ending also unfortunately falls to the dumb "over the top" nonsense of a creator who doesn't have a clear idea of their finale and consequently decides to throw in some metaphysical, holier-than-thou nonsense. All I'll say on this part is that it makes The Witness's ending look good.

You don't have to complete every chamber to beat the game, but there is all of that available as extra content if you will. That being said, because there wasn't a strong narrative aspect that capitalized on the surreal atmosphere of the world to keep me motivated to keep pushing forward the way there was in The Talos Principle, I have to admit that I didn't 100% the game and don't intend on doing so for the conceivable future.

Graphics are simple but effective, taking advantage of color and vectors to create some geometrically beautiful environments. Everything looks like it was drawn by a pencil and filled in with markers, so there's a kind of endearing child-like quality to it.

Sound design is good. Maybe not as top-notch as I would have liked it to have been, but everything sounds solid and has a unique sonority to it. I would've given footsteps more "oomph" since you do a lot of walking in the game.

Music was good, but too subtle for me to acutely gauge.

The timer pay-off is really stupid.

Overall, even though I didn't get hooked on Antichamber the way many other people have, I still would recommend people play the game. I got 6-7 hours worth of enjoyment from it, and even if I had done all the extra content I doubt it would get to 10 hours, which would justify it from my $1 : 30 minutes aspect ratio I generally require from games. But Antichamber provides such a unique experience that I believe it is worth the full $20.00.

But if the lower playtime bothers you, you can always wait for it to go on sale as it tends to be one of the bigger titles to frequently do so (alongside Limbo).