38 Reviews liked by judgerussell


Neves

2007

Dissection puzzles have existed at least as long as recorded history, probably. In brief: a dissection puzzle is a set of tiles that can be assembled to create at least two (but usually more) different configurations of geometric shapes. It’s an idea so simple that variations of it appeared in at least two different parts of the world completely independent of one another. In Ancient Greece, dissection puzzles that visually illustrate the Pythagorean theorem were developed, and are believed to be instrumental to its proof as a fundamental relation of geometry. In China, a type of dissection puzzle known as the tangram has origins in oddly shaped modular banquet tables of the Song dynasty, meant to be moved around and arranged into fun shapes to entertain guests.

How exactly dissection puzzles made their way to Japan is unclear. In 1935, Hanayama Toys manufactured a dissection puzzle made of wooden blocks called the Lucky Puzzle and codified the version of the game that would remain popular in the Land of the Rising Sun to this day. Likely based on the tangram, it bears a remarkable similarity to its Chinese cousin. It’s composed of seven pieces, just like a tangram, but has an elegant self-symmetry that makes it unique from almost all other dissection puzzles.

In Japan, the Lucky Puzzle is recognizable enough that no explanation is needed. So in November of 2007, when a Nintendo DS game based on the classic brain teaser was released, they simply only needed to call it Lucky Puzzle DS. However, North America required a different strategy. Dissection puzzles reached western shores at various points in history, but failed to establish themselves as popular choices for would-be brainiacs. Rather than call it what it is, Osaka-based publisher and developer Yuke's invented the nonsense word Neves to adorn the front cover, similar to other puzzle games on the system. (Polarium, Zenses, and Magnetica, to name just a few of many examples.)

Even without the strong cultural recognition, Neves is intuitively easy to pick up and play. Following a brief tutorial, you’re ready to get right into snapping together shapes. The main attraction is the “Silhouettes?” mode, which is a digital refresh of a Lucky Puzzle picture book. You’re provided with outlines of the solution you’re tasked to replicate, and you have an unlimited amount of time to flip and rotate blocks until you figure it out. The puzzles themselves run a good gamut of difficulty, from ones you can solve at a glance to others that will have you fitting shapes together in every possible configuration and still scratching your head. On a few occasions, I even encountered a version of the famous tangram paradox, in which a construction of pieces seems to be an impossible subset of another. Very cool!

Neves does, however, ignore an important element of dissection puzzles: the ability to create your own silhouettes and challenge other players to mirror them. Perhaps this wasn’t possible due to the medium or too complicated for the type of budget the developers were working with, but Neves does attempt to offset this shortcoming with a couple of additional game modes. There are timed versions of each puzzle, as well as a “7 Steps” mode in which each block you place can’t be moved once it’s glued down.

Due to its novel form factor and tactile controls, the Nintendo DS would end up being an incredible platform for puzzle games. Untethered from the need to interface with games through the mechanical presses of buttons alone, it became possible for your hands to interact with puzzles almost as quickly as your brain could parse through them. Neves doesn’t make the experience perfectly seamless (the flipping and rotating can be a little clunky), but one need only compare to games like Tangram for the Amiga or Daedalian Opus to see how quickly things speed up. It’s a surprisingly solid offering, but then again, it does have the advantage of a few millennia of game design.

This will make you feel scared and dumb at the same time

This game is like getting lost in the supermarket

'Alba: una aventura mediterránea' funciona a medio camino entre una reivindicación ecologista y una sátira de la política valenciana, con sus alcaldes corruptos y el del bigotes escaqueándose de la justicia. Como pilla de cerca, es agradable ver parte de nuestra cultura y folclore reflejada en un videojuego sin caer en los tópicos foráneos; para la gente de afuera no obstante, encontrarán el arroz con cosas que se les presenta básico, sin mucho sentido pero inspirado. Suficiente para denominarlo paella y darle buenos reviews, supongo...

Parte del encanto del juego es explorar Secarral en busca de animalitos cucos y hacerles una foto, recoger la basura desperdigada, o restaurar el deteriorado mobiliario urbano en la naturaleza. No es algo particularmente divertido que digamos, y muy pronto se nota que la jugabilidad parece cosida a balazos y carece de profundidad alguna: no importa cuán buenas sean las fotos o la recompensa que obtengamos de salvar a los animales (ninguna). El problema es más notorio por la limitadísima movilidad que posee Alba (tan lenta como una tortuga y no puede saltar) y la estructura abierta que posee el juego, que tampoco esconde apenas secretos que inviten a la exploración y a rejugar la partida. Afortunadamente, la aventura dura bastante poco y ha sido condensada dentro de un entorno lo suficientemente pequeño como para que las molestias mencionadas no lleguen a ser una carga demasiado grande.

Lo que salva a 'Alba' de la quema (literalmente) es su encanto y el espíritu activista que encarna y demanda a una sociedad dejada y despreocupada por las consecuencias que genera su convivencia. Solo mirar a la niña pequeña trotando por el campo hace que el corazón humano se derrita, con su imberbe sonrisa de lado a lado cada vez que le llama la atención algo del entorno. Usar el joystick para asentir o negar con la cabeza, saborear un helado y ver que se hace más pequeño con cada helado. 'Alba' tiene estos pequeños momentos que emplean el costumbrismo y el folclore regional para recrear la ilusión e inocencia de nuestra infancia, y emplearla como catalizador de un movimiento generacional por hacer de Secarral una postal de ensueño.

No es perfecto ni mucho menos, pero se hace de querer.

The best thing about this game was the stamp on the plastic wrapping that said ' From the same creators of Ikaruga and McDonald's Treasure Land Adventure ' that my dumb ass threw away after unwrapping.

This review contains spoilers

this is so well done!
there is an actual story behind everything happening in this game and you won't even notice it happening on the first playthroughs.
it's just after you decipher the words, and try to put everything together that you can see the dark and mysterious story behind it all.

and the fact that you were swimming in all of it the whole time makes it much grimmer.
Overall it's awesome! if you like visual novels and want one of those fnaf-like stories that you have to figure out yourself
do not hesitate, get it now! and you'll learn some things about deciphering too.

if you played it and couldn't figure out the story and want a short version, here is my theory:
but be careful! do not spoil it for yourself cuz it's much more fun playing and understanding it yourself.


you're a man (i doubt about genders in this game so don't mind me you can think of both of them as men or women, doesn't make any difference) called boyel, boyel led a rebellious army during the war, and he won! but disappeared after that...presumed dead, his lover wanted him back so she learned alchemy and the knowledge of the resurrection, she kidnapped many people and used all of them as test subjects(evidence in alchemy and secret room), and she succeed in creating something, but all of her creations only lived 7 days and died after that, and of course, they didn't have a single memory anymore, she will try this method of using human blood and flesh every time you fail in the game and get a common ending, you can tell this by the rising number of black squares on the note in alchemy room every time you get that ending, so you're name is boyel, but you're not the real boyel, as the visitor in day 5 looking for boyel won't recognize you, you're just one of the hundreds of regular people trapped in the hands of Theo trying to resurrect their husband/boyfriend

spinning the wheel makes my head spin but in the best way possible. me and joltz take it to the next level every spin and we spell better than anyone ever could

A very funny way to find out which of your friends are color blind

Ya lo termine y con ello mi suscripción a Netflix.

Pyre

2017

Pyre is a shockingly cohesive game. When I first learned that Pyre was a "sports - virtual novel hybrid" my first thought was about how that could possibly work. The fact that it does is a testament to how well this game is designed.

The best thing about Pyre is the Rites (the sports matches). Like any good sport the rules are simple, however there is a lot of depth to the gameplay, and the game will never stop pushing you to find that depth. The fast paced and high stakes nature of the Rites makes them thrilling and engaging to perform. Part of the way the game accomplishes this is by characterizing the opposing teams effectively. The opponents will never be just a nameless enemy, they will have motives, and mostly likely a bone to pick against you. There are significant consequences to winning or losing that go beyond just leveling up, but effect the story to.

Although Pyre has virtual novel elements, the game is actually fairly light on story and dialogue. There is a significant amount of it, but its never overwhelming, and it'll never get in the way of the star of the show, the Rites. The story has good themes and is compelling, and the characters get just enough time for you care about them.

I only have one nitpick, which is the hard mode. This mode is locked until you beat the game so this won't affect the average player, but its still a minor flaw. The main issue is that the increases in difficulty aren't fun, because they change the rules of the game in a way that feel unfair. Sports matches are all balanced sides, and the difficulty modifiers tip the scales in a way that feels very much so unbalanced against the player. I'd much rather have experienced a more organic difficulty increase.

That being said, I still consider Pyre to be amazing. The game has no major flaws, and manages to be great at everything it does. In typical Super Giant fashion, the visuals and music are both excellent. The game is tightly designed and tightly paced. The only thing I'm disappointed about is that so few people have played it. The game is an extremely unique experience and deserves your attention. Play Pyre.

Adentrémonos juntos en los secretos y tramas oscuras de la Abadía.
Juego totalmente remasterizado, y con una banda sonora de 10.
Totalmente gratuito, y desconocido por la gente. Me ha hecho pasar muchas horas mega entretenidas.
Los gráficos han sido mejorados, y los personajes tienen el aspecto bien diferenciado de los actores de la Película: (Ron Perlman, Sean Connery y Christian Slater)

The world is just a great big onion
And pain and fear are the spices that make you cry
(Oh baby) Oh, and the only way to get rid of this great big onion
Is to plant love seeds until it dies, uh-huh

There’s little I can really say about Rain World without trespassing on somebody's definition of spoilers. Having something explained to you outright is obviously less engaging than experiencing it yourself, this is one of the biggest reasons games are so loved to begin with. But one of the things that makes Rain World so difficult to review is its near-absolute commitment to this idea. This doesn't seem like a contentious thing on the surface - "show don't tell" after all. But Rain World's strict difficulty and hesitancy to explain itself makes for an environment that seems apathetic as to whether or not the player learns all of its systems. To some that may sound like a welcome challenge and to others, a frustrating chore. And while the former is a good mindset to have, at the end of the day even those partial to the idea will almost certainly find themselves at their limits when it comes to the game’s obtuseness. Very little beyond the basic controls is explicitly laid out, and while there is some guidance given in the form of a little yellow overseer, his hints amount to abstract symbols and gestures that will still require much player interpretation. But even factoring that in, the onus is on you to discover the vast majority of the games systems with no guidance whatsoever. All this is to say, Rain World is a hard game but perhaps the hardest thing about it is getting into it to begin with.
It's impossible to lay out precisely the right mindset to enter the game with, but a step in the right direction would be to relinquish as many of your expectations as possible going in. That's a difficult and impenetrably vague thing to recommend but everything I've said up to this point can only do so much to communicate the experience of playing it. I'm sure most of you reading this can't remember this far back, but try to think of the sorts of games released in the 80s and even in the 90s. Though some classics stand out, a large chunk of games from the period would be considered unacceptable, obtuse, and bizarre if released in this day and age. This is partially because of technological limitations, but people tend to overstate the degree to which that's true. Pressing the X button in 1997 isn't any different from pressing it today, after all. No, the greatest difference between the design philosophies of then vs. now is rooted in the fact that, back then, there was less of a frame of reference for how a game should work. As time goes on, developers will stumble upon certain design decisions that tend to please the average consumer more. As they do this, other developers take note and start to implement these things in other games. The more this is done, the more ingrained certain expectations become in consumers. Whether or not this is a good thing is besides the point, if you’ve been paying attention you’ve probably figured out what I’m getting at here - that Rain World isn't bound by convention in the slightest. If it weren't for the rather robust physics system and detailed creature behaviors, the game, with its fundamental design philosophy intact, could easily have been released in the 90s and blended right in with its environment. As it is, nearly every critic I've seen hate on the game looks at the surface level choices that are simply contradictory to the gene pool of conventions that the game industry has evolved into. Many games hold it to be self-evident that mechanics should be taught in isolated, tutorialized environments so that the player can safely learn them. Many games hold it to be self-evident that lethal threats should be highly telegraphed beforehand to make for a consistent and fair experience, even the first time through. Many games hold it to be self-evident that the character's movement should be intuitive and respond as players expect, and that ideally the player won’t have most of their moveset outright hidden from them. I know many of you would scoff at the audacity of implying that denying these things could result in anything but a disaster. But think to yourself - just how much of that is based on your preconceived notions of what a game should do? Obviously if the game doesn't telegraph threats in a way players will understand at a glance, this leads to confusing, frustrating deaths until the player figures it out themselves. And if a game isn't thoroughly tutorialized, you'll go for some time without knowing what to do, and a similar thing could be said for the atypical movement. To those who have played the game and would criticize these things, I ask you this: can you really imagine a better version of the Rain World that does conform to your expectations? One where there are no creatures, but instead enemies, no environments but instead levels, and no fluid traversal but instead stiff movement? Whether you can appreciate it or not, the fact remains that the lengths Rain World goes to to preserve its artistic vision is absolutely integral to the experience. Never before have I lived through a more believable and dynamic world, nor have I felt each threat and relief with the same passion that the in-game character would. Essentially, the divide between player and character is as thin as I've ever seen it, you all but become a limp, pale, slug-creature starving for food, and your mindset adapts to view the world this way. And it's all thanks to the fact that the ecosystem is clearly not made for you. All of the animals have their own agendas, and the vast majority of the time you won't be fighting them, but running past or even hiding from them. They aren’t placed as obstacles or challenges to overcome, they are your equals and have the same goal as you - survival.
But if you find it hard to enjoy, do keep in mind that you're far from alone even among the most dedicated fans. It's hard to find someone out there who didn't have difficulty coming to appreciate the game. Any of its dedicated defenders, including myself, will tell you the same thing - that it takes many long breaks and even a couple restarts before you become hooked, but once you do, there's nothing else like it. The unshackling of one's expectations is a painful process in this case, but in the end, learning how to live and breathe as a foreign creature in an alien ecosystem is so enrapturing that no amount of my rambling can truly communicate it. In life, pain is essential to know true pleasure. In a similar vein, failure is essential to learn, and eventually to know success. At the end of the day, hating Rain World is an essential step to loving Rain World.

March 4th, 2020: I start a new job as software developer at a bank. 

March 6th, 2020: Boris Johnson, leader of the Conservative Party of Great Britain, reassures the British public that the rise in SARS-CoV-2 cases is "nothing to be concerned about".

March 9th, 2020:  Due to the rapid rise in SARS-CoV-2 ("coronavirus") cases in Asia and the European continent, financial markets go into free-fall. Billions of pounds of value are wiped away from companies around the world, in an event later dubbed as "The First Black Friday of 2020". My second-ever meeting at my new bank job is interrupted by financial traders screaming at each other and their phones in the corridor outside the conference room. Boris Johnson once again reassures the people of Britain that coronavirus will not be a problem in the UK.

March 10th, 2020: In the interests of personal and public safety, a number of software teams at my workplace decide to implement a joint 2-week work from home policy. An immediate evacuation of personnel, laptops and coffee mugs begins. 

March 16th, 2020: A ban on non-essential travel comes into effect in the United Kingdom and citizens are advised to stay at home to curb the spread of coronavirus. The UK government claims that coronavirus "will be beaten in 12 weeks".

March 20th, 2020: Highly-anticipated video games Animal Crossing and DOOM: Eternal release around the world. Gamers who pre-ordered DOOM Eternal also receive a remastered port of DOOM 64, a 1997 first-person shooter game developed and published by Midway Games for the Nintendo 64. This port of DOOM 64 also goes on general sale at the same time. 

March 23rd, 2020: My grandfather dies from complications related to the contraction of severe acute respiratory syndrome coronavirus 2 (SARS‑CoV‑2).

March 26th, 2020: Due to UK government health policy that strongly encourages hospitals to release elderly patients who test positive for coronavirus into the care of residential care homes, my 60 year old mother is forced to give up her role as an events co-ordinator and take up full-time nursing duties.

April 1st, 2020: Six people are allowed to attend my grandfather's burial, which is carried out by the local council's hazardous waste department. There is no funeral ceremony. 

April 3rd, 2020: Looking for something cheap to distract me, I purchase DOOM 64 for £1.50 on the Nintendo Switch, mistakenly believing it to be a Nintendo 64 port of the original DOOM (1993). 

April 6th, 2020: While playing map 16 of DOOM 64 - "Burnt Offerings" - I begin to realise that DOOM 64 (and DOOM in general) is something quite special.

April 30th, 2020: Boris Johnson assures the public that the UK is now "past the peak" of the coronavirus pandemic.


May 2nd, 2020: Gradually beginning to enjoy the newfound freedoms of home-working, I download GZDoom and begin playing through "DOOM", "DOOM II" and their expansions whenever my code is compiling or I'm stuck waiting for a reply to an email.

May 9th, 2020: I celebrate my 30th birthday. Between other housebound festivities, I play a wee bit of DOOM II’s MAP04: The Focus to celebrate. It’s my favourite DOOM map.

June 15th, 2020: My flatmate and I host a Streets of Rage 4 charity stream on Twitch, and attempt to clear the game's Arcade Mode on Mania difficulty in one sitting. After five attempts, we manage to make it two thirds of the way through the game before throwing in the towel. The stream raises £600 for Glasgow asylum seeker funds and social housing charities.

July 23rd, 2020: Noticing my increasingly-obsessional interest in the DOOM series, my flatmate buys me a copy of Masters of DOOM, a book that tells an oral history of John Carmack and John Romero's creation of the original 1993 game and its sequel. 

July 31st, 2020: A BAFTA award for investigative journalism is awarded to the BBC for a 2019 television interview with Prince Andrew, son of Queen Elizabeth II, regarding his association with Jeffrey Epstein and alleged involvement in child sex trafficking.

August 2nd, 2020: I order a replica of John Romero's infamous "COOL GUYS AT THE BEACH" vest in anticipation of my upcoming summer holiday.

August 11th, 2020: John Romero favs a picture of me wearing my "COOL GUYS AT THE BEACH" vest.

August 21st, 2020: Twitter user @spewlieandrews makes a tweet about how he'd spend his eternity in Hell searching for Margaret Thatcher so that he could kill her again. I laugh at it and retweet it.

September 13th, 2020: Tim Rogers releases ACTION BUTTON REVIEWS DOOM, an exhaustive 3-and-a-half hour review of DOOM (1993). During his review, Tim suggests that no one can honestly claim to be a true fan of DOOM until they have tried designing their own map for the game. 

September 22nd, 2020: Some "minor" lockdown restrictions are re-introduced across the United Kingdom in response to a rapid rise in coronavirus infections and ICU admisssions. The government stops offering restaurant patrons its financial incentive programme for eating out.

September 24th, 2020: My girlfriend, a few weeks into her first year as a trainee doctor, is re-assigned to a new infectious diseases unit created in response to a severe rise in coronavirus cases across the city of Glasgow.

September 26th, 2020: I receive a stern warning from my employer's infosec administrator for attempting to install WINE and Ultimate Doom Builder on my workplace laptop. I promise not to do it again and remain grateful that he didn't see the GZDoom launcher on my desktop while inspecting the laptop.

September 27th, 2020: After successfully reformatting my old 2007 Lenovo laptop and installing Windows 10 on it, I begin the process of making a DOOM map. 

September 29th, 2020: After a few evenings spent learning how to make working doors and windows, I create a file called MY-COOL-MAP-01.wad and decide to make a standard DOOM (1993) techbase to test if I understand what the DOOM experts on YouTube have taught me so far.

September 30th, 2020: To make the learning process funny (which is very important to me), I decide to use @spewlieandrews’s August 21st, 2020 tweet about fighting through Hell to find Thatcher as a model for MY-COOL-MAP-01.wad. Making a techbase map about Margaret Thatcher naturally leads to MY-COOL-MAP-01.wad becoming THATCHERS-TECHBASE.wad later that day. 

October 8th, 2020: While in a pub on Islay, my girlfriend and I find out that the Scottish Government is restricting hospitality opening times to 6am-6pm indoors. The sale of alcohol will not be permitted at any time. News of this announcement causes the entire pub to descend into Tennent's-fuelled chaos. After securing my final pint, I go back to drawing DOOM map layouts on my phone.  

October 21st, 2020: Construction begins on THATCHER’S BATTLE COLISEUM, one of the game’s main boss arenas. At this point in development, I still don’t know what a Margaret Thatcher-based boss battle in the idTech1 engine would look like.

October 27th, 2020: Struggling with mapper’s block, I decide to recreate the main lobby of Peach’s Castle from Super Mario 64 in DOOM. With a bit of texture-bashing, this later becomes one of the game’s main lobbies. The iconic castle corridor where Peach’s portrait morphs into Bowser’s - one of my most precious gaming memories ever - is easily repurposed into a Thatcher joke.

October 31st, 2020: Submitting to widespread pressure from the media, general public and his own government officials, Boris Johnson finally announces a second coronavirus lockdown in order to prevent "a medical and moral disaster".


November 1st, 2020: I finish playing through Going Down - perhaps the greatest DOOM wad of all time - and am reassured to discover that DOOM is a fantastic vehicle for comedy.

November 4th, 2020: My flatmate buys me a copy of Tricks of the DOOM Programming Gurus,  a 1995 book about DOOM mapping. The book comes with a CD-ROM that has a few hundred wads on it, but after 26 years on a bookshelf, the glue has fused the CD’s envelope shut and  I can’t get it open. 

November 5th, 2020: While reading Tricks of the DOOM Programming Gurus, I come across a chapter that describes “The Best DOOM WADs Ever”. Among mods dedicated to The Simpsons and Beavis & Butthead, I find an entry for a wad called Return to Phobos. The author of Tricks of the DOOM Programming Gurus describes the wad’s E1M4 replacement as “one of the all-time great DOOM maps”. I’ve never heard of it.

November 6th, 2020: Still curious about Return to Phobos and unable to get the glue off my CD-ROM, I spend some time searching the internet for the wad file. After downloading and playing two other DOOM wads called Return to Phobos that aren’t the particular 1995 Return to Phobos wad that I was looking for, I eventually locate the all-time great E1M4 replacement. It’s a giant factory with a balcony at the rear that lets you look out at a stunning 128x128 industrial skybox. I like it. Some of the doors don’t work and the textures are out of alignment, but I like it. 

November 7th, 2020: E1M4 of Return to Phobos is resurrected and thoroughly repurposed as a mining facility for THATCHER’S TECHBASE. While retexturing a big slime pit, I find out Joe Biden has been elected president of the United States. I return to retexturing my slime pit.

December 14th, 2020: I submit a fake article to my friend’s zine in the style of a 90s video games magazine article. To fill the page out, I stick some wigs on cyberdemon, imp and pinkie sprites to make them look like infamous politicians. The image of a cyberdemon rocking Thatcher’s iconic blow-dry job really makes me laugh.

December 19th, 2020: Due to a rapid rise in coronavirus infections and critical demand on healthcare services, the British and Scottish governments announce a ban on household mixing over the Christmas period. "Tier four" lockdown restrictions now apply indefinitely.

December 25th, 2020: I have an instant curry with my brother and girlfriend before they head off to work on emergency infectious diseases wards at the local hospital because people are being ventilated in corridors and are having to sleep on beds placed in storage rooms. I watch Home Alone 2 then do a bit of work on THATCHER'S TECHBASE.

January 1st, 2021: Waking up to an empty house again, I decide to spend my first hours of the first day of 2021 fucking about with THATCHER'S TECHBASE again. I am severely hung over and vomit into the bin next to my computer within minutes of trying to play the big lobby fight. Maybe tomorrow.

January 22nd, 2021: With the majority of the map's layout, scripting and enemy placement done, I decide to take a short sabbatical from map-making to do some research on the Margaret Thatcher premiership period, which lasted from 1979 - 1990. I watch a number of documentaries, fiction films andYouTube videos that are related, directly or indirectly, to the Thatcher government and its influence on British society in the 1980s. Examples include Pride, The Fully Monty, Brassed Off, The Cook, the Thief, His Wife & Her Lover and Pink Floyd's The Wall.

February 17th, 2021: After spending a lot of time reading very snobby, snooty and sanctimonious guides on how to do pixel art for DOOM, I begin adding my points of reference to the game as in-game textures and sprites. I find the pipeline of identifying images, tailoring them to the specifications of the DOOM engine and adding my own artistic flourishes to be one of the most satisfying parts of the THATCHER'S TECHBASE design process so far.

March 16th, 2021: Prince Philip, husband of Queen Elizabeth II, is photographed leaving hospital following a heart transplant at age 99. His incredibly sullen features and sickly demeanour prompt a number of internet memes and satirical artworks that I enjoy very much.

March 19th, 2021: While watching a decino video about the inner workings of the DOOM engine, I learn that Commander Keen objects (as seen in DOOM II’s MAP32) have a special property that causes them to open doors tagged “666” on a map when they are shot at. 

March 21st, 2021: While doing a biweekly watch of my favourite One Piece scenes, I realise that the Commander Keen object in DOOM could be repurposed to resemble a shootable flag. I animate a burning Union Jack sprite and replace the Keen frames with it.

March 24th, 2021: New guidance mandates that all government buildings in the United Kingdom will fly the Union flag at all times. 

April 4th, 2021: Buckingham Palace announces that Prince Philip, husband of Queen Elizabeth II, has died at the age of 99. 

April 6th, 2021: After a number of unsuccessful attempts to convincingly put a Thatcher wig on a Cyberdemon, I decide to ask someone with actual talent to do it for me and commission a pixel artist from Brazil. When he asks me to do a sketch explaining what the hell I’m talking about, I realise it would also be pretty funny to give her a ripped jacket and handbag. https://ibb.co/HpLpkFP

April 7th, 2021: After a nervous 24 hour wait spent wondering if I am certifiably insane, I receive an enthusiastic reply from the artist, who agrees to create the necessary sprites for a Cyberdemon sprite replacement. The enemy has now been creatively dubbed “CyberThatcher”.

April 10th, 2021: CyberThatcher’s handbag is dropped due to logistical issues.

April 12th, 2021: Non-essential retail reopens in England and Wales.

April 17th, 2021: The CyberThatcher sprite sheet is completed and inserted into the game.

April 20th, 2021: I get a haircut for the first time in over a year.

April 26th, 2021: A leaked recording from inside 10 Downing Street reveals that in the autumn of 2020, Boris Johnson said that he would rather "let bodies pile high in their thousands" than take the country into another coronavirus lockdown. Once again, I feel regret that I don't have the time or resources available to put a Boris Johnson wig on that pinkie sprite.

May 12th, 2021: After four months spent playing my wad while listening to a MIDI version of LMAO’s Party Rock Anthem on repeat, I decide that the main map of THATCHER’S TECHBASE probably deserves a more fitting soundtrack. I contact my friend Barry Topping with a tongue-in-cheek job offer, suggesting he compose a “man on a mission”-styled metal track in the vein of the original DOOM games. As an avowed metalhead, he graciously accepts the offer of a lifetime. 

May 13th, 2021: Barry sends me “thatcher1.mp3”, an awesome minute-long sample of the song he’s written. Much to Barry’s dismay, I inform him that the map takes between 40 minutes and an hour to beat in its present state. I have inadvertently tasked him with the horrendous job of coming up with a tune that someone would be happy to listen to upwards of 60 times in a row.

May 16th, 2021: Barry sends me “thatcher2.mp3”, an incredible six-minute long sample of the song he’s written. Much to my delight, the song is now 6 minutes long and could comfortably be listened to on repeat upwards of 120 times in a row. In honour of our new-found creative partnership and a long-standing ironic catchphrase related to the failures of the 2014 Scottish Referendum on Independence, the track is dubbed "L2VN" - "Love 2 Vote No".

June 16th, 2021: After seeing more of THATCHER'S TECHBASE, Barry very kindly offers to compose more music for the game.

June 18th, 2021: Barry produces the opening theme of THATCHER'S TECHBASE, to be used with the main menu.

June 21st, 2021: All coronavirus restrictions are lifted across the United Kingdom.

June 25th, 2021: I build a quick test area in THATCHER'S TECHBASE in order to work on some new Doomcute objects. While bashing together a few chairs, cigarettes and cans of Tennent's Lager, I realise that the test area is actually pretty fun to hang out in and decide to keep it in.


June 26th, 2021: After a few hours spent quickly map-bashing some assets from iconic 90s DOOM wad STAR WARS DOOM 2, I turn my quick test area into a UAC headquarters building and move everything out into a new MAP01 slot in the wad. This map becomes The Beginning of THATCHER'S TECHBASE.

June 28th, 2021: THATCHER’S TECHBASE is awarded an E3 best of THIS 2021 Award by MechaGamezilla.

July 8th, 2021: I share a pre-release build of THATCHER'S TECHBASE with some DOOM wad enthusiasts.

July 9th, 2021: A DOOM player and wadding/modding enthusiast with 25 years of experience laments that I didn't share THATCHER'S TECHBASE sooner - not because it's amazing, but because it's gotten wildly out of hand and he thinks it needs to get under control. He shares some very harsh but fair advice with me.

July 10th, 2021: I cut a number of sections from THATCHER'S TECHBASE in the interests of not making players go mad with confusion/stress/boredom. Approximately 2,500 sectors are deleted in one hour. With far less map to maintain, I feel much better about the project.

July 11th, 2021: An amateur DOOM player struggles to realise that a wall in front of them at the start of MAP02 is a door. I start to feel much worse about the project and wonder if anyone will be able to understand me. I begin to fear that if THATCHER'S TECHBASE was a £60 game you could buy in a shop, people would be looking for their receipts in the first ten minutes.

July 22nd, 2021: While watching footage of The Beginning, Barry notices similarities between the wad's Express Elevator to Hell and the opening of Paradise Killer. WHITEHELL, MAP01's track, is extended to include one of his signature funky interludes.

August 4th, 2021: In the middle of a rare Scottish heatwave, I play through some of Flower, Sun and Rain's most infamously obtuse and player-adversarial chapters and begin to understand the value in placing priority on my own game world over the game world that a player might expect.

August 20th, 2021: I play through the infamous toilet maze puzzle in Grasshopper Manufacture’s The 25th Ward: The Silver Case. After months of feeling guilty about forcing potential THATCHER’S TECHBASE players through harshly indistinct mazes, I suddenly feel much better about myself and the game and begin to see the humour in making gamers suffer.

August 23rd, 2021: Realising that I could probably spend months (if not years) refining the map to no end, I decide to do the one thing I never wanted to do since the moment the project began - I set myself an arbitrary deadline of September 24th, 2021 for the release of THATCHER'S TECHBASE and decide to get the wad into a playable state by that date.

August 25th, 2021: Realising that the content of THATCHER'S TECHBASE makes it an unlikely candidate for inclusion in the idgames wad archive, I make a website to host the wad instead. Inspired by my prior success raising money for charity with Streets of Rage 4, I include a donations link for organisations suggested by Hope Not Hate, a group set up in the wake of Margaret Thatcher's death to encourage people to support communities affected by the decisions of her government.

August 28th, 2021: Hoping I can find a way for the game to played by more people than just by immediate friends and appreciator's of Barry "Epoch" Topping's music, I enlist my friend Richie Morgan to make a tongue-in-cheek trailer for the game to help get the word out.

September 1st, 2021: The trailer for THATCHER'S TECHBASE is completed, but I feel like it's missing something - namely, the voice of Margaret Thatcher herself. I approach a guy on Twitter who is really good at imitating Duke Nukem and Dr. Kleiner from Half-Life and ask him if he knows anyone who could do a good Thatcher impersonation.

September 2nd, 2021: Gianni, the Duke in question, responds quickly and recommends Laila Berzins - the voice of Demeter in Hades and a bunch of anime boys in Sword Art Online. Despite my reservations about how much a professional voice actor would cost, Gianni strongly recommends that I ask her anyway. In the space of an hour, Laila sends me six voice lines and waives the majority of her fee upon learning that it's a free game about killing Margaret Thatcher that intends to raise money for charity.

September 13th, 2021: I get a cat.

September 14th, 2021: After being condemned by the UK's chief medical officer for spreading coronavirus misinformation, Nicki Minaj releases a Twitter voice note that claims she was an Oxford classmate of the late British prime minister Margaret Thatcher.

September 15th, 2021: The THATCHER’S TECHBASE trailer launches. In its first day on Twitter, it somehow gets 3000 retweets and 8000 favourites. A lot of gaming websites turn the tweet thread about the trailer into low-effort content for their blogs. People with small brains send me a fair few messages with insinuations of sacrilege, treason and other acts of digital terrorism. I am generally shitting myself.

September 16th, 2021: Articles about THATCHER’S TECHBASE are published in The Independent and NME. A pal from 15 years ago phones me up to tell me how excited he is to play the game. John Romero retweets a Rock Paper Shotgun article about the game and declares that he's going to play the wad. I am now really shitting myself.

September 19th, 2021: Gillian Anderson wins an Emmy Award for her portrayal of the late British prime minister Margaret Thatcher. After the awards show, Anderson is asked if she consulted the Iron Lady about the role. She claims she has not spoken to Margaret Thatcher recently.

September 20th, 2021: UK bottling plants and farm suppliers report that there is only enough C02 supply to last the nation "one or two more weeks" - this prompts mass panic buying of Coca-Cola, Irn Bru and other carbonated drinks. The price of Irn Bru immediately rises by £1.50, and multipacks are auctioned on eBay.

September 23rd, 2021: Shortages of diesel and petrol are reported across the United Kingdom, prompting a wave of panic buying nation-wide. Ambulances at the hospital my girlfriend works at are forced to suspend service, as local petrol stations have been selling their emergency reserve supplies to desperate bidders.

September 24th, 2021: About an hour before I am due to publish THATCHER'S TECHBASE on the web, my daily post arrives. A firm of lawyers representing Tennent's Lager order me to remove any copyrighted branding and images related to Tennent's Lager from THATCHER'S TECHBASE - in exchange, Tennent's Lager will make charitable donations to the organisations suggested by 3D: Doom Daddy Digital's website. I comply, replacing the T cans with legally-distinct F cans with only 30 minutes to spare.

At 12pm BST, THATCHER'S TECHBASE is released to the public.


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Still with me? Great. Thank you.

So - that's how I got here. As you can see above, THATCHER'S TECHBASE is a piss-take the just kept gaining more and more piss-taking momentum until it reached a critical mass of taken piss. A silly distraction in a hopeless situation that was ultimately powered by the twin engines of my love of a good joke and my hatred for the Conservative and Unionist Party of the United Kingdom, birthed to a Global Britain that is imploding ever-inward.

When I first opened Ultimate Doom Builder on September 27th, 2020, I never intended for my finished product to become something that would have me taking interviews from magazines and newspapers. I never imagined that folk from Brazil and Argentina would message me about how much they loved the design of The Icon of Thatcher. I couldn't possibly conceive of Scotland's most beloved lager company giving their money to social justice causes so that they didn't have to be associated with my work. I just wanted to have a good time making a game and let others have a good time playing a game. Fortunately, I think I still managed to achieve that too.

A week out from release, it does feel like THATCHER'S TECHBASE was yet another victim of the classic video game hype pathology that we've all known about since the first time Nintendo Official Magazine promised us Dinosaur Planet was going to revolutionise the games industry as we knew it forever. When the trailer dropped, people were proclaiming it Game of the Year, Game of the Decade, Game of the Century - and in a way, it kinda hurt to see people pin their Thatcher-bashing hopes on something that only I seemed to know was an amateur production. I knew people were probably joking, but I also knew people were probably going to be let down by THATCHER'S TECHBASE - and there was no realistic means of telling them that without sounding like a moron or a fraud.

After a chaotic launch day filled with technical hitches and streamers angrily messaging me with disapproval over the game's more "extreme" content, I've shied away from reading too much opinion on the wad. Some people get it; some people really don't. While Barry, Richie and my other friends did their best to elevate THATCHER'S TECHBASE into something spectacular, it is still ultimately a quick and dirty little amateur DOOM wad with some Margaret Thatcher paint coating its non-orthogonal walls. Is that sort of thing really worth writing about in a newspaper? Is that sort of thing really worth streaming to your audience of thousands? Is that sort of thing really worth five stars on Backloggd? Or even four stars? Debatable! But it's my work, and I'm proud of it. If I don't give it five stars, how could I expect anyone else to? THATCHER'S TECHBASE is what it is, and aside from a few more minor tweaks and improvements I plan to make in the near future, I guess people will just have to deal with that. (Lemme tell ya - I never imagined someone would DM me to complain that the Thatcher's Grave section wasn't "optimised for co-op play" lmao)

In many ways, I'm relieved that my criticisms of THATCHER'S TECHBASE are other people's criticisms of THATCHER'S TECHBASE, too. I haven't yet been blindsided by any huge oversights in design or presentation, which was a perpetual worry while creating the wad. Aside from occasional DOOM-building tutorials and design guides, I tried to make as much of THATCHER'S TECHBASE as I could by myself - pretentious or not, I wanted it to be my work, my ideas, my thoughts, my feelings, untainted by outsiders as much as possible - something inside me just told me that this had to be my vision of Hell. Arguably a very naive decision, but I was worried that opening the game up to too much of the internet's collective-constructive consciousness early on in the process would derail me from the goals that were formed in my mind from day one. I wanted THATCHER'S TECHBASE to be fun to play and nice to look at, but ultimately the project was a therapeutic outlet for me in an era where everything outside of DOOM's space brought so much pain and anger... Something about Margaret Thatcher and DOOM just felt like such a natural fit in every single way. The overlap in time period, the rage, the pain, the suffering, the helplessness, the despair, the manic, desperate energy of it all - at no point in the process did I doubt that Thatcher deserved to be the subject of her own DOOM wad. It's more that the technical process of creating said wad was a huge hurdle for a first-time wadder to clear.

Obviously, my introverted development process backfired in many ways - as we read in the July 9th, 2021 entry of the THATCHER'S TECHBASE: OFFICIAL TIMELINE, I found out way too late in the development process that I'd made something over-complex and under-designed, a map drawn on a pub napkin that was crushing itself under technical and practical weights that I didn't even know existed for a long time because I was only talking to myself about it. I let my mind run wild while my body was stuck in the same physical space for months on end, and it didn't always lead to great things. Would people enjoy THATCHER'S TECHBASE more if it was shorter, more direct? If the puzzles weren't so fucking esoteric? If I'd leaned the dial of difficulty closer to the original DOOM than The Plutonia Experiment? Probably! The wad's Hurt Me Plenty difficulty was designed to be enjoyed by people who've played their fair share of classic DOOM, but I don't think I ever considered that a) the wad would find a fanbase beyond hardcore gamers or b) that most DOOM source ports automatically drop their cursor on that pseudo-Hard difficulty at load time. I've seen more than one streamer ram their head against the first two sections of THATCHER'S TECHBASE and then throw in the towel when they really didn't need to - I'm Too Young To Die and Not Too Rough difficulty are probably the right difficulty levels for most people - but given the technical limitations of the original DOOM, it's nigh-on impossible to communicate that to people that not all hope is lost; that they can still make it to the juicy CyberThatcher MK1/MK2 content if they just dial back difficulty a little. But by the same token - shouldn't a game about otherthrowing Margaret Thatcher and the systems of decaying power she represents be difficult? Like, really fucking difficult? Did you really think you could waltz into a British Hell and sort things out in an afternoon? C'mon now. The longer THATCHER'S TECHBASE exists in the ether, the less of an issue the challenges of the game should become, hopefully. I've yet to hear about anyone beating it on AUSTERITY difficulty, though, and in a weird, perverse way, that kinda makes me happy. It's not remotely fair!

One thing that has been validating about the game, in a weird way, is that the two "puzzles" I put the most time into - the "Three Thatchers" lobby and the desecration of Union Jack flag - are the two things that have provoked the most remarks, questions and frustrations. While I'm not going to wash my hands of any criticisms those parts of the game have provoked, they really were meant to tease and terrorise you until you arrived at the same conclusions I did while making the wad - that images of Margaret Thatcher and the United Kingdom have to be destroyed with a double-barrelled shotgun if you want to break free and move forward.

When you make a point of intentionally creating something in a vacuum, there can be an overbearing sense of dread regarding everyone else who's standing inside the airlock - will this silly little puzzle make sense to them? Is this fight too hard if you don't know where the health packs are? Is this bit of artwork going too far into a realm that should stay inside me? Will people be annoyed by this? All of this? That was probably the scariest thing about making something like THATCHER'S TECHBASE. Every time I approached an outsider about a sprite, a sound effect or a voice line, I expected nothing but disgust, despair or abject laughter. Maybe even a referral to a psychiatric unit. But not once did I receive anything but the greatest of care from others. Every request was met with kindness - much more kind than it deserved. People seemed more than willing to help me. And that felt fucking great.

I made THATCHER'S TECHBASE more or less by myself in a physical and mental isolation, but THATCHER'S TECHBASE wouldn't exist without everyone else. Everyone who suffered directly as a consequence of Margret Thatcher's decisions as a politician, everyone who stood up and was counted by her, everyone who tried to take count of her in kind; everyone who worked on the original DOOM games, everyone who contributed to DOOM's legacy in some way, everyone who played DOOM at some point in their life; everyone who said that the wad was a good idea, everyone who gave me a stupid idea to throw into the game, everyone who wrote a song for it, everyone who recorded a voice line for it, everyone who drew a picture of a Cyberdemon in a pearl necklace; every single person helped create this stupid little DOOM wad in their own way - and I'm really glad that they did. Because it wouldn't be anything without them.

This game is dedicated to everyone Margaret Thatcher and everyone who hated Margaret Thatcher.

As of the Repentance update, this game is probably one of my favorite games of all time, but at the same time it's one of the few games I have that can piss me off so very much. No other time has a game made me feel as stupid as Isaac and for that I commend it but I also despise it.