Whispering Willows, Spooky 2D Fun

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Ever watched one of those reality shows where a team of “ghost hunters” go into a haunted location, discuss its history and pretend to be freaked out by every ambient noise that wafts in from anywhere nearby?  Yea, they were all over tv for a little while.  I always wished that something would show up and scare the piss out of them, not out of some desire of vindication for the existence of an after life, nor do I want to see them being eaten by some eldritch horror of Cthulu’s nightmares, but because I wanted to see them shit their pants.  The pants-shitting part would be left on the editing floor, I am sure, but it would still be fucking fantastic.  I want the little girl from this game to be in the house when it happens because being able to jump between the world of the living and the spirit world would make trolling these guys insanely easy and entertaining.

First, Elena is the main character and a young girl.  Her father has disappeared somewhere in the bowels of the Willows, where he is the caretaker.  After setting out for the mansion in a fit of female protagonism to make Samus proud, she gets jumped by a banshee of some kind and falls backward… breaking through a little-girl-sized area that falls through to the catacombs beneath the mansion.  Shit gets heavy fast in this game as the catacombs are where the Willows family buried all its dead… for fucking centuries.  So you’re this little girl hanging out with a bunch of centuries-old coffins when you’re jumped by this spirit of a bereft native american (Imma just say indian cause it’s shorter and I am apparently an indecent ‘Murrican with no sense of racial differentiation) that decides to lend you his aide and show you the ways of the for… I mean astral projection passed down by his people.  Apparently until him, I guess.

The look on her face speaks to an ancient tongue-gargling indian maxim: "Auauaaaa glarglglaaagh!"

The look on her face is one of profound, spiritual tongue-gargling noises

Using this ability to send your soul out of your drooling human meat-husk, you can solve irritating little mazes in the walls, open doors otherwise locked and talk to people long since dead.  It really is a lot of fun, and half of the fun in the game is exploring the labyrinthine rooms of the mansion and the many annexes on its grounds.  After growing up in a reasonably aged house (149 years old is old-ish for East Coast America), I know that feeling of exploring an ancient building searching for evidence of its secret past.  Finding lost loves, betrayals and sadness sitting in the coagulating dust: And Elena gets to see it all as if firsthand from the spectral mouths of the dead.  You’ll also find fragments of the stories of the various dead laying around the mansion.  Through pieces of ancient journals, you’ll be able to follow a story of sadness from the distant east to its conclusion in the founding of your hometown.

But all is not well in the peeling walls of the mansion, and Elena soon finds herself beset with as many foes as friends.  Throughout the mansions the shattered pieces of an ancient agony skitter and hiss like cockroaches nesting in the walls.  When you get close to a friendly ghost your father’s amulet, which you wear at all times, glows with a ghostly hue and thrums along with your heartbeat.  Come across some element of spectral evil and it glows red, thrumming with its own agitation. And if you think that these enemies are just some negative energies that you can ditch with some clean living and good karma, you’re wrong.  No amount of happy-thoughts will dish you out of this one.  Get hit by an enemy, doesn’t matter what, you’re fucked.  Checkpoints in this game are pretty reasonably spaced, too.  Hit a major plot point and your game will save.

They want to give her dirt hugs!

They want to give her dirt hugs!

Puzzles in this game are also very fun and doable.  Sometimes you will find yourself wondering if you missed something, as they can be deceptively simple at times.  I know I could have gotten this game done an hour sooner if I hadn’t said “This shit isn’t working!  I must have missed something or walked past something!”  Nevertheless, each puzzle is simple and pretty cool when you finish it up.  I didn’t need to call up the answers from the internet at any point, but at some point I really really wanted to, as the game doesn’t always just fucking tell you where to go.  If that was the case, how much fun would it really be?  Precisely.  Story-telling in this game is very well done, too.  It all makes sense and it adds a dark and enjoyable ambiance to the game.  It is a game that kids will love and that adults can certainly enjoy.  It has some elements of being serious with some pretty harsh topics, like genocide, but it still maintains the winsome feeling of a mystical world as viewed through the eyes of a young girl.  More games should be like this.

Sound and music in this game are nearly indistinguishable from one another with everything being geared toward the creepiness.  It is listed as horror, but it is really not that horrible.  At times it might get your pulse up, but the game is generally more fun for its puzzle, adventure and storyline aspects.  Not to mention the art.  As is the case with indies, nearly everything in this game is a piece of art unto itself.  Just looking at the buildings and the environments is a treat.  Overall, a great indie title that is worth the 14.99$ they ask for on Steam.

So, if the windows are broken out, why do I need something to cut the vines...?

So, if the windows are broken out, why do I need something to cut the vines…?

So numerous times in the game they mention how the mansion is in a location where “the fabric of the world is thinner than other places”.  And this is reasonable.  Plenty of people report that places where Native Americans lived are thick with the linger sense of spiritual resentment.  Thus, these places tend to have a high incidence of haunting reports.  The Willows Mansion is no exception.  This place is like fucking Grand Central Station for spirits.  The thing that is most annoying about this is that it’s Grand Central Station.  Ever been there?  It’s full of all kinds of fucking people!  There are spirits in this mansion that are part of the story.  Finding them in the sea of all the ghostly faces that have nothing to fucking do with anything is like finding a contact lens in a fucking pool.  There is a couple in front of the mansion that discuss how cold they are, there is a soldier that tells you how he and his girlfriend wanted to do their nasty business in the conservatory and I swear to god there is an undead hoagie salesman somewhere in that fucking place.  Not sure what a hoagie is?  Fuck you, go to a Wawa.  (for those going to the Wawa link, I would like to point out how fucking fake that white car in the parking lot looks.  They seriously fucking shopped it in.)  Whatever, at least in a place full of fucking dust and dead-heads you can find a fucking hoagie.

 

4PM, Where’s your emotionally devastated, alcoholic daughter?

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Roger Ebert was a movie critic who died sternly maintaining the position that video games were not art and never could be considered art.  To be perfectly honest, with all his years of experience with the artistic medium of film, it is easy to see why, nearing 70, he was unable to conceive of games as art.  In an article from his own journal, aptly entitled Video Games Can Never Be Art, Ebert details the reasons, in his mind, that games can never be art.  But asking Ebert, a man in his 60’s at the time who is entrenched in years of film appreciation, is the equivalent of asking a person that adores mexican food to try a fusion cuisine including mexican, asian and Hawaiian styles.  Simply stated, his years of experience in the film industry had Ebert inured against the kind of forward thinking required to take that next step into games as art.  He spends the article calmly explaining why various games are not art, comparing them to Chess and other simple games.  He looks at the game mechanics and trivializes about them without exploring the ideas and the implications of what this actually means about the characters, and the player as a participant.  This would be like me going to a movie and saying “This is just a piece of entertainment projected onto a public screen.  It couldn’t be art, look how fake it is!” while millions of people after watching 12 Years a Slave would be well within their rights to politely disagree.  It doesn’t matter how many accolades and degrees I possess in another, venerable medium.  But this shows the level of his own ignorance, frankly.  This man who achieved lifetime achievements in film and is widely regarded simply could not conceive of games as an artistic medium because they are not relevant to him.  And that is ok, but it makes him and his input irrelevant to any conversation concerning games as an art form.  This article will be one of those discussions.

4PM is a game made by Bojan Brbora that discusses how we deal with grief.  You play a woman, named Caroline, who is on the very last threads of her own rationality.  From the look of the game, it is very clear that she is a heavy drinker.  Everything has a thick, hazy hangover look to it.  Caroline stumbles out of bed with her slow gait and rolls a bottle in the sink, joking about skipping breakfast.  Her life is in tatters, her minimalist apartment is a mess and her answering machine is full of messages from voices brimming with concern.  There are pills and cigarettes on her nightstand, the window is open: everything in her life seems to have a sense of reckless abandon.  When you start up the game, it has a heavy sense of itself with a dark soundtrack.  Even the tutorial leads you to the edge of a tall rooftop where your character blacks out to a scene where she is driving.  It goes black again, you hear what sounds like something hitting a car in the middle of the day on a busy street.  Someone screams and the game starts.

Make cute jokes into the mirror as your own tear-soaked countenance glares back at you.

Make cute jokes into the mirror as your own tear-soaked countenance glares back at you

There are very few ludic sequences in this interactive experience that one might point at and ridicule as non-artistic.  The places where these sequences exist are very feasible, dark and almost humorous.  Honestly, each one evokes a number of emotions for anyone that might have a similar experience.  There is the party scene where you have to find the toilet before the timer runs out and you vomit where you are standing from over-indulging.  Your character dances some and tries to buy another drink, but is flagged by the bartender.  Granted, I’ve never been there, but I have certainly ended a couple nights of drinking over a toilet.  As Caroline stumbles around, the room seems to spin and undulate as the music booms and the haze of the alcohol closes in around her.  I have never felt so claustrophobic in an open setting before.

Go ahead, just puke in the flower pot.  No one will notice.

Go ahead, just puke in the flower pot. No one will notice.

Another sequence features Caroline at work where she sees a few options that suit her better than getting her work done.  She could move over to a personal computer where a fresh game of Arkanoid awaits, or she can sneak a few drinks in from her personal stash of whiskey in one of her drawers.  After playing a little arkanoid and downing my drinks, I am ready to try sneaking out of the office, it seems.  Just don’t get caught by that douchey little prick Keith.  The fucker is patrolling the hallway, making this a tense scene where you realize just how deep into depression and desperation this woman has fallen.  She is ready to risk her own livelihood just to sneak out and have some alcohol.  It is sad and frightening.

As you make your way out to the stairway, you see a man cast you an impassive glance as he continues up to the roof.  Extremely unsettling.  You have the option to pursue your vice to the bar below the office, or pursue the curious man up to the roof.  These choices decide how the rest of your day goes and, invariably, the rest of your life.  Without spoiling too much of the ending, should you go up to the roof, you pick up pieces of this man’s life and discuss with him in an attempt to bring him back from the brink.  I have had a number of friends that contemplated suicide and even had to call the police to intervene on one occasion.  Talking someone back from the edge is difficult, especially when your immediate plans were to just go get wasted during the work day and tap out.

Just think about it.

Just think about it.

Everything about this experience speaks to how video games are truly art.  Perhaps the interpretation of ludic games vs. artistic works is a little undefined, but there is definitely something more to these pieces than irrelevant critics of other artistic media are willing to admit.  The fact is that art evokes emotions and makes you consider yourself in a new lens, one you might not have otherwise entertained.  4PM is a testament to videogames as a method of conveying that level of experience.  Sometimes it is not enough just to see something happen on a screen, because you can walk away from that experience.  I can watch a movie like 12 Years a Slave, be deeply affected by the story of Solomon Northup and be brought to tears.  But in the end it is a movie and I can walk away from that.  Although 4PM is about a woman dealing with grief, it is powerful, not because it challenges anything in society, but because it challenges me.  Because it is an experience that I have, and an experience in which I participate is something I cannot just walk away from.  Such an experience, real or virtual, is one that I will take as a part of myself for the rest of my life.  This experience is 4.99$ on Steam.

The only thing that I really found problematic about this game is, depending on the choices you make and what you do in the game, your ending might differ from the one suggested in the game’s tutorial.

 

The Polynomial, Psychadelic Space-Out

headerI am a huge fan of space shooters, but this one is less a space shooter and more a spaced-out shooter.  This is a title I recommend to anyone on LSD or Acid, because it is intense as hell.  Of course, I recommend anyone with Photosensitive Seizures avoid this title altogether.  I am photosensitive in general and this game made me feel a little nauseous and headachey after about an hour of gameplay.

First, keep in mind that this game is a sort of space shooter.  You are in a spaceship and there are wormholes, but that is about the only thing this game has in common with space, real or theoretical.  Click the left mouse to fire a stream of plasma and steering is a bit difficult due to low gravity.  When you start you are a bit slow, enemies are tough to hit and, if you put the game on insane difficulty as the game instructs, you’ve died a couple of times already.  That’s ok, honestly, I have yet to discern any real point to this game outside of “get a fuck load of points.”  That is ok, though.  It is a good bit of trippy-ass fun.

dashing through outer space in my plasma-shooting ship!

dashing through outer space in my plasma-shooting ship!

There are three other types of entities in this game aside from you: ghosts, flowers and nom-noms.  Everything has a reticule around it in-game, though, so locating them won’t be too too difficult. Your allies are ghosts.  These beautiful beings look the way a child might imagine a soul or angel.  They have a central orb with fluttering wings and a vaguely defined look.  They’re tough to spot with just the naked eye, especially against the shimmering spaces of the game.  If you fly through them, you’ll heal your life-bar and gain a speed boost.  Finding your life bar is a challenge of its own, but it is the solid bar at the top.  The green/red bar on the right of your aiming reticule is your velocity bar.  No numbers, just visual approximations.  The other entity type is the flowers.  These don’t really offer boosts, but they do help you hide from the enemies.  They are more defined than the ghosts, and have a colorful interior.  I am pretty sure they don’t move, either.  They’re like nebulas that keep you from detection.  You enemies are nom-noms.  These guys look like someone took one of Mario’s Big Chomps, covered him with neon lighting and started a light-stick rave party inside.  These guys go around mauling your friends.  They eat the ghosts and it’s your task to kill these fuckers.  And it is tougher than it sounds, too, even on normal.  Aside from chomping down on ghosts, they will also shoot plasma bolts at you.  This is frustrating, especially when you start off, since you are slow as shit.

OooOoO! So pretty!

OooOoO! Ghosts are so pretty!

Yes, those are snowflakes in that picture.  When I got into the game, after it explained how I play, I went through a wormhole into this area that had a big-ass Christmas tree on a big red ball that throbbed to the pulsating trance of the music.  It was cool, especially when it played Christmas music, but it’s FUCKING JULY!  Whatever.  I guess it has just been a long-ass time since I last played this game.

Now, if you want to speed up from your initial slow-as-sex-in-a-pool-of-molasses speed, you have to either fly through ghosts, which can be tough to manage, or find the power-ups.  There are three of these things as well.  One boosts your speed, as you might’ve fucking guessed.  But it doesn’t just boost your speed, it more than doubles your speed bar, so getting these whenever you can, even if you think you don’t need it is always a good idea.  I am pretty sure this will temporarily stack after flying through a ghost, so it will be enough to keep enemy fire off you for a bit.  Your next power-up is the power… uh… power-up.  This one makes your plasma deal spectacular damage.  After grabbing this beast, you’ll mow through nom-noms like nothing.  The last one is auto-aim.  Just center your reticule on your enemies and let the power-up do the rest.  Normally with all the flying about and such, you have to lead your enemies to (hopefully) hit them and land a kill.  This power-up makes all that so much easier.  Just get them in the dotted circle and they’re toast.

OM NOM NOM!

OM NOM NOM!

I said there are wormholes, right?  Fly through one of them if you are tired of the area.  I was sick of the Christmas-themed area and wanted to get out into the greater game.  It was well worth it.  I was greeted by a wide range of procedurally(?) generated spaces full of scintillating beauty.  I really cannot say enough about that.  It says it is a fractal shooter and it really is.  Every space is shaped by invisible fractal variables that paint a spectacular picture.  The choices of colors are also really nice, but can be headache-inducing.  Its look makes Polynomial feel like another game that remembers how we were told games would be “in the future” when we were kids growing up in the 90s or the 80s.  This game really is great, and gives you a chance to just zap some dudes, no strings attached.  The music often has a highly-required trance feel to it, but sometimes you will get some really elegant piano music that really vibes for you.  It’s pleasant. I would call this a really artistic spaced-out shooter that lets you enjoy yourself and really vibe to the music.  Well worth a play and I would even say it is well worth the 6.99$ asking price on Steam.

What really pissed me off about this game?  Everything is shiny and neon colored, sparkly and pretty.  Some fucker hid the goddamn wormhole in the Christmas area, so I was fucking stuck in that section for fucking ever!  A lot of times you will find yourself just struggling against the graphics to see anything, and it gets really aggravating at times.  They have a map, but it is kind of 2D, so it really feels like it is for the look rather than any kind of useful fucking help what-so-ever.  Whatever.  I will just go off and play something that makes a lot more sense and requires me to do inane tasks rather than letting me explore shiny and beautiful space-scapes.  That should chill me out.  Who am I fucking kidding.  That will never happen.

Soul Gambler, Faust Reborn

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Every once in a while, someone tries for greatness beyond the scope of their reality.  For the main character of Soul Gambler, Faust, that was never the plan.  Faust is just like every one of you: went to school, excelled at his field, got a reasonable job in a boring position.  Paid well enough to have a good life.  But Faust was bored to tears.  That is, until today.  Until the day where you meet him.  That is the day he learns how to sell his soul.

Faust is the story about a man who sells his soul to get everything he ever wanted.  Soul Gambler is a modern retelling of Goethe’s words.  It would be easy boring as fuck for me to launch into a comparison between the two that might inevitably end with some shallow “the book was better” statements.  Honestly, I have never fucking read Faust.  Probably a lengthy and verbose masterwork of an ancient people that is difficult to relate to and  context whose context and references are enormously difficult to fully accommodate.  This is why I love video games.  We’ve moved past the lives and the times of those people for it to be fully applicable to us here.  What we need is a translation between our language and theirs.  Goethe was a German writer and Faust is a story from German legends but it is not the German I am referring to.  We need a contextual translation of Faust so that we can use it, just as those readers of its day used it, to measure ourselves and consider who we are in a new light.  Soul Gambler is an example of that attempt.  Taking these old stories and making them into something we can feel and which we can use to relate to our ancestors’ struggles.  And now, some titties.

Aw fuck no, I am not listening to any shit you say when your fucking presence makes my office into Cthulu's man cave.

Aw fuck no, I am not listening to any shit you say when your fucking presence makes my office into Cthulu’s man cave.

I am not sexist, I just needed something to break the preachy rant.  Faust really is every man in this game, though.  At least every modern man.  We’ve all gone to school or had some kind of training.  Maybe we didn’t all graduate at the top of our class, but the majority of us ended up at the “good enough” category of workplaces, and less at the ones they advertise on the fucking brochure.  We’ve all felt the grinding tedium of everyday monotony, and for the British, that’s ok.  For the rest of us, we need some fucking flare, some life, some action.  So Faust gets to meet this old gypsy woman that cuts him with a fucking dagger.  This enables Faust to slice off portions of soul life a loaf of goddamn bread reserved for his very own private dream sandwiches.  He uses these metaphorical sandwiches to mold his reality and make whatever he wants happen.  For 10% soul, you can find your own soul mate!  For 30% you can be strong and sexy as an athlete!  It gets a little obnoxious as every time you look into something with a reflection, his reflection appears and tries to convince him to chop off pieces of soul to buy a new pair of sneakers or something.

The gameplay in this is similar to pretty much every fucking Final Fantasy and Bayonetta in that it really requires is one button.  Where it differs is that you have to select with the mouse, so it requires a little more effort.  But that is ok.  This is about the story, the characters and it is really not that long.  There are also none of those pesky game obstacles to slow you down, so I got through this whole game in about 1.5 hours.  Granted, the more observant have already called my bullshit because they located the stats at the bottom of the page.  Let me make that bigger for you ; ).

Charism, huh?  I thought that was the worship of arbitrary indoor furnishings..

Charism, huh? I thought that was the worship of arbitrary indoor furnishings..

So there are some RPG elements in this game: Health, Manipulation, Intelligence and Charism(a).  These stats actually have an effect in-game as well.  If you have high manipulation, you can use your jedi powers to make people tell you things you want to know.  High intelligence lets you out think stupid people.  High Charism(a) lets you charm your way out of some shit.  Overall you can look at these as chat modifiers.  You will generally end up in the same place every time, but these stats let you choose some new boxes or open new opportunities through discussions.  Another stat that will appear in the lower left corner of your screen is your soul.  It shows you, in percentage form, how much of your soul you still have left.  The more the better, trust me.  Without revealing too much you have am epic showdown at the end, and how you choose to spend your soul decides how you do in the epic showdown.  Even for those with no concept of the source material, it should go without saying that being frivolous with your soul makes this game end badly for Faust.

Good Lord!  She tattooed my liver!  That's the last time I pay a hooker in Belfast!

Good Lord! She tattooed my liver! That’s the last time I pay a hooker in Belfast!

One thing that really got me in this game was the terrible use of English, but the developer of this game is based in Brazil and has an option for English on the main site, so they don’t English too well.  More’s the better, honestly.  What was supposed to be a dark and mysterious tale turned into a quirky dark comedy about a guy with a tattoo on his liver, or something.  There was also some serious gypsy magic in this one, too.  This is a good game for the experience.  It really can’t even be called a game, either.  It’s an interactive experience.  These guys call it a PlayComics game, but it’s an interactive experience.  And it is well done, too.  Despite the broken English, the dialogue flowed together really well, which is an accomplishment considering this is the equivalent of a “choose your own adventure” novel.  It really highlights why games can’t really give you total freedom because every last step outside the boundaries has to be programmed in.  This game takes what equates to a dizzying tangle of dialogue possibilities and brings them all back to the same storyline points elegantly.  The music is also enjoyable in a cafe, but if you are into that sort of thing, you can download it, too.  The best part about this game is that it is only 4.99$ on Steam.  6.99$ with art and soundtrack.  If that hulking second dollar figure is too daunting for you, there is always the option to get the DLC later, which includes the music and art.

Of all the things that bother me about this game, nothing frustrates me more than the possibility that it will be passed off as just another indie game on Steam.  This game has a lot more to offer the standard gamer than just art and relation to a piece of literature.  It has a soul of its own that it tries to grant you in the process of playing.  It makes you think about things and weigh yourself in a new light, and that is the purpose of art.  To affect you deeply enough that you carry a piece of it with you.  I just want to know why the woman that is your soul mate carves the symbol of chaos into your chest to protect you.  Fucking whatever, I don’t know what kind of love-pain rituals Europeans are into these days.

Huzzah!  This is my 50th article!  Time to Celebrate with a giveaway!  I will be linking this sentence to the details shortly.  Stay tuned!

3 Dead Zed, Brain-Munching Puzzler!

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Some of you will remember a title on the SNES released by some small time company (snowstorm? hailware?) where you play three vikings.  Each of them have abilities that the others did not, and were able to overcome a variety of obstacles.  Individually they would be easily overcome but together they were an indomitable, mead-swilling force of nature that would punch its way through any level mechanics.  I remember playing this title with friends years later (like 4) in high school.  More than the fact that this game was a release by the creators of one of my favorite childhood titles about mutual human-orc slaughter, I was amazed by how much fun this game was even while we were in the heat of our PS2 and N64 glory.

3 Dead Zed, like that lost title, shares many of the same basic theories and elements, even if it differs in its appetite.  Specifically, this is a game about three brain-munching heroes (?) that fight there way out of the stomach of their metaphorical mother.  It’s a lot of fun.  Technically there is only one main character with three sides.  You have three zombies smashed haphazardly into one and the ability to swap between forms.  Each of the forms has its strengths and weaknesses.  Your primary for is standard zombie: he runs, he drools, he eats brains.  You control this character to pick up small objects, attack people, and generally be a zombie.  The second form is the fast zombie.  He wears a cape, goggles and possibly also a diaper.  I mean, it’s either a diaper or underpants.  Either way, this guy runs really fast, jumps really high and is lanky.  He can crawl into vents as well.  He is unable to attack anyone, though, and takes hits as well as a tin foil bumper.  Your final form is that of a strong zombie.  This she-hulk of an undead murder-machine can pick up large objects deal devastating damage, knock in walls tear up floors, and generally make holes where they normally don’t exist.  She also takes damage really well, wading through corridors of toxic gasses, absorbing magazines worth of ammunition like a giant, green bullet sponge.  Granted, you will need every last bit of that damage resistance since she could only move slower if she were going backwards.

Cause moderation is for pussies

Cause moderation is for pussies

Should you find yourself on the receiving end of hostilities, you might want to grab the nearest scientist and pop the cork on those fresh, juicy brains.  Collecting brains is how you heal yourself, so there are usually a number of useless scientists around.  Some are even elderly, too, so that’s fucked up and hysterical.  After a while, though, you become completely inured to the slaughter of the elderly.  While there are some combatants at first, you soon find yourself knee-deep in the entrails of security guards and zombie-focused death squads out for your gooey, yellow blood.  Among these perils, there are also the myriad of unfortunately-placed buzzsaws, smashing pistons, burning lasers and guard-bots.

In some other games, you will have to face down a company filled with faceless and unethical scientists that created some monster that duplicitously promises you cake.  In this game you are the monster created by unethical scientists that thought cake would work in the beginning.  Yes, they throw a party for you to celebrate your graduation from testing.  Honestly, these morons have it coming.  After wading through an ocean of organs, your characters find themselves unraveling the sins of an obliviously evil organization.  Among the skeletons in their closet is a project that mysteriously involves forcing tin-foil hats onto magical teleporting cats.  Granted they have the tell-tale deedly-bob of an extra-terrestrial animal.  There is also the fucking teleporting.  That is a pretty obvious fucking sign.  Throughout the game you can locate abandoned work stations.  After tearing apart the occupant, you can listen to voice logs about various topics: feral cats, the zombie project, turning you into some kind of slave.  You know, the usual.  These desks allow you to figure out what terrible machinations brought you to this state.

Nobody likes going to this guys' fucking office

Nobody likes going to this guys’ fucking office for performance reviews

The art style of this game is jarringly comedic and smacks of John Kricfalusi’s, the creator of Ren and Stimpy, influence.  There is a sort of measured insanity alongside generous mediocrity, too, which makes me flashback to Office Space.  Not to mention the music is a lot like something you might encounter in an elevator.  All of these elements combine with the puzzles and obstacles to create a game that gets you laughing and having fun when you don’t want to tear apart a printer in an open field.  Gameplay is fluid, too, and you find yourself swapping forms mid-air at some points to climb a ladder here or avoid a whirring buzzsaw with relative ease by the end.  The challenges scale well, too.  The first area is an office, and it goes from easy to hard in the matter of seconds.  For a game about eating brains, it sure does demand you use yours a lot.  It’s not just soaring through levels of insanity, there are some puzzles that your just won’t get right away.  Then you go “O fucking duh!” and complete a puzzle that gets you past 70% of the obstacles in the area.  After the office you go into a factory setting where things get pretty easy.  Honestly, for the office I spent a good 6 hours in there.  The factory was 2 hours at most.  Granted, after you get used to the game, things seem a lot easier, so there is the acclimation factor.  Once you are fully acclimated, however, the game takes its fucking liberties in the last act.  I am not even sure what kind of fucking place I am in at this point, but it is tough as shit.  I die no less than twice every minute or two.

I love the way this goofy fucker runs

I love the way this goofy fucker runs

Another fun part of the game is the fact that it is fully voiced, even if the voice actors were convinced 3DZ’s primary playerbase would consist of deaf people.  I also noted a few bugs here and there, but not enough to make a real difference.  Overall, this is a great game with a dark and quirky sense of humor.  Every challenge you come against has a logical solution.  I was also frustrated to discover that the game is programmed to work with mouse and keyboard and the xbone controller, but not a DS4.  I am not springing for the xboner, so I had to play it on mouse and keyboard.  But the PC controls are responsive and simple, so it wasn’t that big a deal.  In a lot of places where bigger developers might have slacked off, Gentleman Quid Studio showed its tact and capability.  At the reasonable price of 5.99$ on Steam, this is a great game that is hard to beat, especially to the puzzle-lover.  Not to mention it takes a fun twist on zombies and makes them into something I might consider having as a stuffed animal.  Not to mention it is nice to have a fucking indie game that has enough balls to just fucking release.  Not pre-release, not episodic.  Just fucking out there.

Among this game’s features, I was most aggravated by the puns.  In a fucking game where you main the elderly and have three people mashed into one zombie, the unconscionable puns were my biggest fucking gripe.  That and the lack of fucking dualshock 4 support.  Bastards.  Maybe next time they will be more considerate of those who don’t want a media center instead of a fucking gaming console.  Whatever.  I will train some ninja monkeys to hunt them down, perhaps.  I am still working on a number of other deceptively cuddly animals to murder people in the middle of the night.

Q-Bert Rebooted, Reviving a Classic

QBERT

 

When I was a kid my parents had a Commodore 64.  It was this huge beast of a monitor with a fucking keyboard you could kill a man with.  I never played NES becase I was too busy with the awesomeness of this thing.  It’s 8-bit graphics and massive display loomed over us as we poured hours into it.  We played The Hulk, a game where you typed commands to the green rage machine as he was tied to a chair with a bomb ticking to destruction.  Incidentally, Hulk could not cry for mommy.  Hulk not know mommy.  We played Centipede and Space Invaders, but none of them hooked me in like Q*Bert.  I had no fucking clue what Q*Bert was, but I figured he was an alien like ET.  He hopped around this mountain of colored blocks, of which I never made it past the first or second levels, and was continually thwarted by these fucking green dudes, pink snakes and bouncing red balls.  But I tried and tried.  It was the first love-hate relationship I had ever known.  This machine was forgotten when we got the SNES, relegated to the back of the attic.  I remember that we would still use the monitor years and years later for Nintendo 64 and Xbox, when Halo 2 came out.  It was the last game I was to play on it before the last lights in the machine finally died out.

Nowadays my cellphone has exponentially better processing power than that stone-age piece of machinery, but nothing aggravated me more than the games it presented me with.  Modern games are much easier, walks in the park by comparison.  And some asshole had the idea to reboot Q*Bert.  I fucking hate you guy.  Not because this ruined a game from my childhood, it didn’t.  More because this game ruined my tiny little mind with a rage I had never before known, and now it’s back.  Just as frustrating as ever.  And I love it.  You could even skip this article to the last paragraph and not miss much, just a great time and fun and love for a character from my childhood.  Yup!

The two faces of the insidious little space-invader

The two faces of the insidious little space-invader

Upon loading up the game, you will see that Q*Bert has given you the option of torture.  Play the original arcade game (not recommended for the feint of heart nor the weak of constitution) or the modern game mode.  Q*Bert is a game about jumping on blocks to change their color.  Somebody put this fuzzy (?) little alien on it, basically so it would sell, I’d wager.  Now, when you choose the modern game mode, it eases you in.  First level, jump on blocks to change the color, avoid some balls.  No big.  Then they add the snakes and the rainbow discs.  When you see the pink ball fall from the top, you know it’ll turn into a snake, rather than just falling off the edge of the board.  Hop onto a rainbow disc, though and it’ll carry you to the top.  I guess it was those discs that really made me think he was an alien.  They’re like his little UFOs you know?  But then shit gets really aggravating with these little sunglass-clad green dude that change the color of your blocks.  AND THEN there are these little horned things that chase you around the board alongside the snakes!  Shit gets frustrating pretty easily.

Q*Bert’s newest features involve a character select screen where you can pick which alien guy or girl you want to play.  Given you’ve had time to amass some gems, you can choose any of a number of cool and fancy Q*Berts, so I chose this Q*Nicorn that farts out a shiny rainbow everywhere it goes.  Magical!  There is also a level progression screen, which has asteroids a various locations that require a certain number of stars to progress.  Each star is obtained by finishing a level one of three ways: finish the fucking level, finish the level by a certain time and finish the level with a certain number of points.  I found myself quickly cursing at the screen as some of the early levels have you jump on the blocks twice to get them to the appropriate color.  Then those fucking green dudes come along and ruin EVERYTHING!

I'm going to kill your family you little green shit!

I’m going to kill your fucking family you little green shit!

It really is a rage-inductively fun game, if you are into puzzlers.  Q*Bert is a classic puzzler that will really make you consider the path you take to traverse a given field.  Needless to say, a straight line is never the fucking answer.  This early videogame is one that makes the challenges of the Portal franchise seem like an over-narrated piece of cake.  While Q*Bert Rebooted steps you up gradually to the insane scramble of the original game, it still employs new elements of gaming to make you want to bash your monitor in.

There is also something really odd about Q*Bert.  While his original form looked a little wary the rebooted version of Q*Bert looks positively concerned.  His eyes have this look like he’s thinking “Are we really going to play this again?  You really sure you want this?”  Just look into the furrowed brow and saucer eyes.  He looks saddened by something and reluctant to even exist.  Granted, when you fuck up, Q*Bert curses his head off so bad, that it needs to be censored.  And why shouldn’t he?  His life is one of coloring OCD, jumping on blocks to make them just the right hue while he’s dogged by snakes, falling balls, green dudes that FUCK UP HIS WORK REGULARLY and who knows what else!  Seriously there are no words that can fully encapsulate my rage for those slick little green shits.  Then it hit me.  When you Game Over Q*Bert says “bye bye”.  This makes sense since you will be walking away from the screen to count to ten and squeeze a stress ball into flaccid submission.  But what else does he say, huh?  That’s just alien gibberish, right? FUCK NO, MAN!  Q*Bert is saying “What’s the object of it all” impassively implying that he knows it’s all pointless.  Like he knows that jumping on blocks and being constantly driven by your OCD to make everything perfect is a crappy way to live.  That’s pretty fucking heavy coming from a simple puzzle game, like some shit I expect to find in Q*Bert’s suicide letter after he jumps off the level for the last time!  But he can’t even kill himself since he’ll just be put right back up on top to continue.  Like his very existence is one of pure resignation to the fact that he must (not can, wants to, chooses to, should, would, likes to) but fucking must complete these boards.  But why?  Why does he have to?  My guess is that if you beat the game, Q*Bert will be left in peace to do what Q*Bert does when you’re not making him color blocks.  I guess that would be hang out in the endless void of space, just hopping around.

Shiny gems almost make the futility of life seem bearable.

Shiny gems almost make the futility of life seem bearable.

So I guess you might have skipped the rest of this article since we all know what Q*Bert is really about. ::: whistles innocently :::  So, yea, it’s a fun game full of great colors, cute characters and shiny objects.  Give this to children, cause like, I played it as a kid, and I turned out great!  Good times!  Great price, too!  Only 4.99$ on Steam to support a classic of videogaming!  Go and get it!  Honestly, there is nothing about this game that would ever make me mad.  Those green guys can be a little frustrating, but hot dog!  You’ve got to have some challenge, hey?  So go on, get this title and don’t say I didn’t warn you… about the great time you will undoubtedly have!

Warlock: Master of the Arcane, Strategy Wiz

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I’m not sure if I ever said it, but I love strategy games.  Warlock: Master of the Arcane is a game that sticks out in my mind as a perfect example of the genre.  It takes after my all-time favorite strategy series, Civilization, and really gives fantasy gaming some serious respectability, rather than just another action-thrill ride through a well-known and profoundly over played fantasy series.  Lord of Magical Fashion Accessories aside, Warlock is a semi-serious game from a franchise known to do everything but act all self-important and serious.  This title in the Ardania franchise reminds you that, while you might be micro-managing the economics of an empire while keeping the ravenous hordes of enemies, ghouls and humans at bay, it’s ok to giggle a bit.

So part of the reason for posting this is I played this game a whole lot over the spring and finally realized the sequel came out.  Another title that suffers from lack of respect, this title received a 71 from Steam’s game critic system, the meta-critic.  I am at the point where I will tell you not to trust the meta-critic with this one.  Warlock is far above a number of other worse strategic titles.  So, Ardania is a realm comparable to that of Heroes of Might and Magic, considering how often the denizens are killing each other, but it is much more comedic.  MnM’s “anti-hero focused, villainy rises to power” game was a story about a demonically possessed man that convinces all his friends he is actually a good guy before killing their daughters and summoning his father, a demonic deity, to eat their souls: a demon-Jesus, hence it is called Dark Messiah: Might and Magic.  Ardania’s version of this was Impire: you are a the dark lord, evil mastermind of horribleness.  Trouble is, you were summoned by a schmuck, so you are a tiny imp.

To start Warlock, you get to configure the vast map on which you’ll play.  I am an obsessive lover of turn-based strategy games, so I always set the size up really high.  There are also the usual parameters to configure (number of foes, win conditions, difficulty) but the most interesting adjustable value is the number of alternate worlds.  Aside from the main map that you can play on, there will be a number of alternate worlds parallel to the primary one.  Now, as far as I’ve gotten (I’ve built a sprawling empire of monsters) I have yet to encounter the portals for this mechanic.  I know that I am worried about it, though.  Good chance that, knowing my luck, the first one I find will be the link to the dimension of darkness and evil shadows will pour out to consume our souls.

it's like a pretty steampunk butterfly of world-generating glee!

It’s like a big steampunk butterfly of world-generating glee!

Once you have you world set up, you pick you ruler and jump in!  One of the more disappointing elements of the game is that it has 3 playable races (4 with the DLC): humans, monsters, undead and Arethi elves.  Arethi elves are basically just emo elves.  Now the humans get the most gold production, monsters  have the best food production, while elves are good at all three (but not comparably so) and they have the best research.  I favored the monsters for two reasons, first being I like to eat and eating makes my army bigger.  I can always steal money from enemies.  My favorite element of the monsters is that they have the most variety to their army.  You start off getting ratmen and goblins and, for my character, you move into lizard people, the Koatl.  I can also get a giant fucking turtle as an ultimate unit!  It’s great!

The way city-building is almost exactly like Civilization.  You have a central city that grows in population and thereby grows in power.  Your capital will come to have a full-on bitchin’ castle at some point, which fires at nearby enemies.  You’ll construct buildings on the nearby land and assimilate resources necessary to fantasy empire-building: food, gold, mana and research.  Now, where this game differs is that research is not used for technology, but for magical spells.  Each spell has a supportive, offensive or strategic use of some kind.  Things like lightning strikes and fireballs are obvious, but things like water-walking and terrain-alteration is just interesting and useful, especially when turning farmlands into wasteland.  The final spell is the Unity spell.  Similar to the spell that hippies attempted o cast in th 1960s, the Unity spell makes everyone sit down and sing cumbaya and smoke pipe-weed, that shit’s for sissies.  It is much more fun to kill everyone and take over their shit.  Of course, if you take over their cities, you will have to contend with the lack of farmlands you caused without an ounce of forethought.  Another thing that was irritating about this is handicapped production on all fronts when controlling the city of an enemy race.  This seems a bit harsh, but if I, a human, was forced to rub elbows with goblins and ratmen, I would be irate and difficult to rule, too.  I am ruled by humans and I am already irate on a regular basis!

Welcome to my seat of ultimate powaaaahhh!

Welcome to my seat of ultimate powaaaahhh!

Some of the problems posed to you as a ruler come down to building a city in the right place.  While in normal strategy games you can build mostly everywhere with minor economic modifiers that might come to be frustrating.  Build a farm on the roiling lava plains and your building will cost you 3 gold per turn AND you’ll have 20% reduction in whatever that building produces.  So, generally, don’t fucking do it.  Also, should you decide that a burning plain with rivers of lava is an acceptable risk for military advance, your units will have to contend with a movement penalty and a 50% defense penalty.  Not worth the fucking trouble, unless you run your shit like Pickett.

Further features of this game involve a modest plethora of special resources, like donkeys and pumpkins.  I really enjoy the things that can be done with these, too.  I have my koatl houses that I build in swamps, a shrine of the rotten pumpkin, order of the stubborn knights and other things.  Stubborn knights are powerful and ride donkeys.  They are eternally stubborn and hold grudges as high as universal mandate.  As you play, you will notice the hordes of wild animals.  These serve function of barbarians from the Civ series.  They are random marauding groups of enemies that serve as something to kill besides other players.  There are also some special enemies in the water, like krakens, which will murder the fuck out of your ships until they’ve seen some battles.  They guard treasure troves that are well worth the fight, including items for your Lords.  These lords can be hired and deployed to deal massive damage or healing.  Employ them right and you will slaughter enemies by the droves, employ them poorly and they will be the funniest most expensive character bios you’ve ever forged an empire to buy.

One of my favorite features of this game are the missions.  Throughout the game you will be randomly assigned missions to kill neutral foes, AI foes or build things.  You might also get a mission from the gods to build a shrine in their honor, which can only be built on special holy sites.  This gets you sway with the god in question and, in turn, their favor will grant you special features.  I am currently struggling through the demands of a needy deity that wants me to want him.  He demands that I build a shrine to him on a holy site.  It’s a little annoying and I really want to make that god happy so he’ll give me shit, same way religion works in real-life.  Not open to the idea of pissing of deities with phenomenal cosmic power.

The go kill bears mission.  The pivotal moment in every epic story line.

The go kill bears mission. The pivotal moment in every epic story line.

 

In my opinion, this game was given no quarter by the meta-critics.  It is a stupendous game with some flaws that don’t ruin the fun parts.  Not to mention it is reasonably priced.  You can get Warlock Ultimate edition on Steam for 24.99$, which includes all the DLC with the core game.  You can also get the fucking entire Majesty collection for 69.99$.  I am pretty sure I own 90% of these games and I still want to buy it.

As it is with all things, there is something in this that pisses me off unnecessarily.  Anywhere you haven’t explored there are clouds.  CLOUDS MAN!  I fucking feel like there is a roving bands of stoned hippies just over each horizon, and, like all hippies, they break down camp whenever anyone that might spoil their convention of hallucinogenic enjoyment. Fucking hippies!  I wish I could march my fucking army down their throats and murder all of them with the rage of monstrous fury! Then subsequenly enslave a remaining few so our society would have a fresh supply of dubious plant-life to smoke recreationally in the states of Washington and Colorado.

Plague Inc: Evolved, Eradicate Humanity!

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So I wiped out 99% of humanity today and still fucking lost!  Plague Inc: Evolved is a game for the strategic mastermind in all of us.  Take control of an infectious disease, evolve and kill everyone ever known by everyone you’ve ever known.

This title starts out simple enough, but gives you an idea of the scope you are dealing with in order to get there.  Initially you can only control a bacteria, but later organisms include prions, viruses, nano-viruses parasites fungi and some things I have never fucking heard of.  You then name your virus.  In prior Plague Inc titles (previously known as Pandemic) I always named my disease something insidious sounding like Writhing Death or The Manacles.  I lost every time.  So one day I made a disease named Booty Shoe out of denominational ennui.  Booty shoe eradicated the world population.  So this one got to be Nut Slipper.  I started Nut Slipper out in Indonesia, and altogether solid start location for any disease.  It has ports for oceanic export, planes for aerial export and it’s a warm, moist climate, which puts it two evolutions away from stepping out into the greater world.  Plague Inc seems to have 3 phases of play.  It’s not actually a part of the game, but the way the flow of the game seems to develop.  I call these phases initial spawn, transmission and eradication.  In initial spawn, you get DNA points for evolution from a few gameplay milestones in the beginning.  This is where your disease starts in its natal region and starts to breed.  When you spread out little by little to people in your starting country, Indonesia in this case, you’ll see little red and orange bubbles appear.  Pop these for the DNA points to evolve your disease.

Exponential infection rates and the game gets excited over a few thousand? Psh.

Thousands of nuts are apparently warm and cozy. Why is this bad?

In Plague Inc, you don’t order your little bacteria where you want them.  Consider the game a simulation of the spread of a potential disease.  Your disease will spread on its own in an organic fashion across the various methods.  You control the disease by mutating it, granting it new characteristics along the way.  These characteristics fall into three categories: transmission, abilities and symptoms.  Transmission is how the disease is carried from one host to another.  These can be things like livestock, insects, air, water etc.  Being in Indonesia, I evolved air and water right away.  Now, the game also made it so that transmission via water would be hard off the bat for my disease.  Something about sanitizing boats.  But evolving that water transmission negated the effect.  Nothing would stop Nut Slipper from sailing the seven seas!  This brings us to where you are spreading to every country in the transmission phase.  You get DNA points for spreading to new countries and infecting large portions of the population.  People don’t need to know you are around yet, but you get the DNA points for infections.

Now one of the things that you get concerned about really fast is how well your disease spreads to other countries.  Does it like the climate?  How rapidly does it spread? Do they use class 3 or 4 antibiotics?  All legitimate concerns.  It used to be that getting your disease into Madagascar was a sure-fire win, but now fully infecting Greenland, Canada and other cold-climate countries is the true challenge.  Your disease will spread the slowest in these locations and if you get lethal too soon, you’ll kill the hosts before they can spread it to other people.  That is a no-go.

Only fifty-one percent of the world population is dead!? Time to step up my game.

Only fifty-one percent of the world population is dead!? Time to step up my game.

Once you have enough people eating, drinking and breathing in your disease it’s time to start the extinction of humanity!  This is my favorite part because once people start dying the music, which has sinister techno-ambiance, goes from ominous to downright fucking creepy.  It starts off with the EKG heart monitor noises woven into it just below audibility and the moves on to include some kind of sirens.  I think they might be the noise that ambulances make in countries not mine.  Ours are pretty obnoxious.  Either way, it moves on to people hacking and coughing and children singing ring around the rosey.  Awesome, ambient and creepy as fuck.

Now the extinction of humanity won’t be reached by making your disease resistant and transmissible alone, and this is where it gets tough.  In the eradication phase you get DNA points for wiping out populations and destabilizing governments.  Symptoms are the method for reaching these goals.  If you take symptoms too early in the transmission phase, your disease will be detected and cured fairly rapidly.  Take symptoms too late and you will not have enough points to develop the truly lethal symptoms.  Occasionally you will spawn random symptoms, but the game can be paused in order to devolve those and earn some DNA points.  With your bacteria, you want to aim for 70% – 79% of global infection to start taking symptoms, and when you take them take them fucking hard.  When I pump up the symptoms I will take them 3 – 4 at a time and let them go.  People start dropping dead faster than the game even knows how to react, and by the time the first death hits the news, hundreds of thousands are lying in their living rooms clinging fecklessly to their last breaths.  Even with Nut Slipper taking the world by storm, I was still greeted with this fucking screen at the end.

ninety-nine point nine percent of the world is dead and it is not considered a goddamn victory

ninety-nine point nine percent of the world is dead and it is not considered a goddamn victory

I am only partially joking about that, too.  I wiped out 99.9% of humanity and it was still not considered a fucking victory!  To give you an idea, the people who survived lived in Greenland, Canada, Italy and Sweden.  Everyone else in the entire fucking world was dead.  My problem was that I took symptoms around 65% world infection and killed all my hosts too fast.  I have no fucking clue how Italy, of all goddamn places, fucking survived, either.  I guess they didn’t go to the Olympics in London that year…   Granted none of them survived unscathed, but they survived.  One of the more fun features of this game is how you can make spectacular effects occur, like projectile vomiting, by combining various symptoms.  Projectile vomiting occurs when you have coughing and vomiting at the same time.  Once you have started to wipe out the population of planet Earth, people will start to do research in an attempt to survive.  This is signified by a blue plane that flies around.  You can slow them down by clicking little blue bubbles, too, but the best part is when you stop research by killing everyone in a country.  Then the country just goes dark as everyone slowly collapses.  This game is a tough one, but rewarding for the strategic enthusiast.  It can be gotten for 14.99$ on Steam and.. wait this is early access?  Well for an early access game, this one sure is well done.  Worth the money, in my honest opinion.  It also feels like one of those games that some people think might save the world by thinking about how to solve realistic problems, except in this one you are the problem.

Of all the things this game does right, there is one thing that still haunts my dreams.  The children.  When you start to go nuclear, as stated, you hear a group of grade-school children singing Ring around the Rosey.  I swear to fucking god this is the creepiest thing I have ever fucking heard in ever.  It is like the children of the corn, or some shit.  The music is fucking awesome, mind you.  That just enhances how creepy the children are.  They are like the fucking harbingers of the goddamn apocalypse!  I will be waking up in a cold sweat singing ring around the rosey tonight, I just know it.

 

Viscera Clean-Up, Engagingly OCD

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So this is what it’s come down to.  Viscera Clean-Up detail is a glorified janitor simulator in early access, but don’t close the screen yet.  You’re not exactly wiping some kid’s puke up off a tile floor or mopping up piss.  You are the guy that cleans up after the events of other video games and tragic events, but this seems to be made by a people who are disenfranchised with the world in general and are used to monotonous, soul-crush jobs.  Like the British.

Ultimately, this game is just like building a puzzle.  You are given a big mess to organize, and piece by piece you work the mess down to an easily manageable pile and then finish up.  Now, starting this game is a bit of a chore.  You begin and blood and guts litter the floor, are painted on the walls and the entire scene is a very “modern art in rouge.”  You have several very fucking important machines that help you get your job done.  First, there is the Slosh-o-Matic, dispenser of buckets full of water.  Then there is the furnace, it is the disposal method of choice for viscera both human and alien.  Then there is the What-a-Load container machine, which disposes containers marked with the “biological hazard” symbol.  And finally, the vending machine, which provides access to all manner of useful objects.

This game provides the all-too-realistic experience of being a janitor fitted with the cheapest mechanism for cleaning available in futuristic times.  By all accounts, you should have access to a fucking auto-cleaning zapper mechanism!  But the most high-tech device you have is the Muck-Guyver, which provides a radar “ping” that beeps faster and in a higher pitch the closer you are to a “mess.”  Way too many times have I finished cleaning up a section of a room littered with the remains of a scientist, used the Muck-Guyver and the region still came up hot.  I look on the ceiling and curse the gods, realizing that the some of a victim didn’t fucking reach the floor.  At which point you have to stack a bunch of boxes, or whatever environmental detritus you have available, and scrub the goddamned ceiling!

Your main “weapon” is a mop, so the Slosh-o-Matic isn’t just a funny little feature.  It is your main support element.  And don’t even think for five fucking seconds that this shit is all user-fucking-friendly!  Every time you hit the dispense button, there is a shot you will get a bloody body part instead of a bucket of clean.  This means it will drop out and splatter fresh blood all over the ground and the machine.  I like to imagine that this is because the machine is really a teleporter, and a careless technician just lost an arm or something.  A slosh-o-matic is necessary, though, as your mop gets dirty through usage.  You can only mop a heavily-soiled section of the floor for five mouse-clicks before you start just spreading the muck around, so you have to get a fresh mop bucket and rinse the mop.  One dunk only, though!  Your mop buckets will get soiled, too!  Dunk your mop in that and you will just be smearing a fine paste over surfaces leaving a trail like a snail on its period.  And watch your goddamned step!  Knock over a bucket containing ANY level of grime, and you will have just poured out a mess all over the floor again.  Prepare for agony.  My wife came in worried about me only to find I knocked over another fucking mop bucket!

vcdspill

Dirty mop? Spilled bucket? This might end with suicide.

 

If your buckets get dirty, too, how the fuck are you supposed to clean for a protracted period of time?  In this space-age setting your company has resorted to the most sensible and fiscally responsible means of disposing of things: setting them on fire.  Apparently the Joker was right, everything does burn!  Even steel buckets full of fucking water!  Now, this is a little silly, but once you have mopped up enough blood and such to get to the bullet cartridges and organs lying in the open, how can you get them to the furnace reliably?  Why, you simply put someone’s assorted remains into a yellow bio-hazard bin and burn them, of course!  Bins are pretty sizable, too, and seating most of two people comfortably.  But be fucking mindful of your goddamned surroundings!  Have a bloody stub sticking out of the bin?  You will smear blood on anything it might touch.  Considering the fact that doors in this don’t open wide, you will end up scrubbing walls and doors a lot, too.  And don’t be that manly man that has to cram eight people, a thousand bullet cartridges, five soiled knives and a take-out box into one fucking disposal bin.  That shit will cost you!  Things inside the bin will get heavy for you and you will drop that shit.  Even if the bin isn’t that fucking full and you are hitting shift to go slowly!  Run with organs and you might as well paint everything red.

One thing that this game encapsulates entirely too fucking well is frustratingly tedious tasks.  So you have disposal bins, eh?  Here is a floor littered with a bazillion mother-fucking bullet cartridges.  Pick them up one at a time.  Scientists in this ripped apart by a blood-thirty alien?  Intestines will be scattered around like someone spilled oodles of noodles and you have to pick it up one greasy meat-tube at a time.  Then there are the distances they go to make this a challenge.  Aside from organs pouring out of the bin or bucket dispensers, should you step in a pool of blood, you will track blood everywhere across mom’s new carpet.  There is nothing more frustrating than realizing you just tracked somone’s DNA across your freshly-mopped floors.  And then there is the detail!  Yea, sure, anybody can scrub a few tiles and punch out, but if you just run through and opt-out of spot-checking your work with the Muck-Guyver, you’ll miss something.  One element I discovered was that sometimes blood will run into the fucking grout in the tiles!  And you’ll have to scrub that separately from the rest of the pool!  I am just grateful they don’t force you to go in there with a brush and scrub it out by hand.  Holy fuck!

At the top of the bin, Chad was really getting a-head!

Spacious enough to fit the extremities of several researchers comfortably!

Cleaning up the organs or dead researchers is only the fun part of the job, though.  You’ll find yourself cleaning up crumpled papers, soda cans and other office debris.  There are also other menial tasks to achieve, such as refilling wall-mounted medkits.  I mean, what research facility is complete without the easily-accessible medkit designed for dressing alien claw-wounds?  To this end, the vending machine is a must.  Of course, not all facilities are outfitted in anticipation of epic fight-scenes.  Some places are just dimly-lit and have naturally dingy textures.  In such situations, the vending machine will provide lanterns!  Of course, knock these fuckers over too many times and they explode leaving scorch marks all over the floor.  Vending machines will also offer any number of useless shit, such as pizza slicers and “wet floor” signs.  Granted, I think you get docked points if you don’t put down the signs, so yea.

This game isn’t without its flaws.  Sometimes you’ll have an arm that will get jostled so bad in a disposal bin that it clips through the bin, painting anything it touches.  The bins are the source of a number of issues, as over-stocking the bins causes things to jump around in there like a bunch of nitrogen atoms under pressure.  I also found these strange “phantom pegs” that appear on the electrical cords for your appliances.  At first you might not see them, but if you splatter blood on them, they show up, sometimes only partially.

I guess this is more respectful than just dumping it all in the garbage somewhere.

I guess this is more respectful than just dumping it all in the garbage somewhere.

Aside from being the type of game a serial killer would jack off to, the most irritating thing about it is.. uh.. well I’ll tell you after I spend another 3 hours scrubbing out the toilets and transferring the wasted toilet paper left on the floor to a disposal bin.  Yea, it really is that much fun.  What kind of psychopath has fun in this, do you ask?  Anyone who gets satisfaction out of gradually turning a hopeless situation into an operational facility ready for the next batch of squishy and ethically-irresponsible researchers.

Unbridled Shenanigans in the Dungeons of Dredmor

dredlogoIn anticipation of Steampunk Empires by the same developer as this title, I decided to give another dungeon run, for old-time’s sake.  Dungeons of Dredmor is another game that I wish existed when I was a kid.  In a way, this game did exist when I was a kid, but this is a modern reincarnation of those games it takes after whose places it takes over.  Surely, it couldn’t have existed when I was younger considering many of the elements of what makes this game fun, but that is ok.  We have it now, so let the shenanigans begin!

Take Zork: Grand Inquisitor, Diablo, a dash of Lovecraft, and the combined shenanigans of Ghostbusters, Firefly, Monty Python and you are still only getting started.  Dungeons of Dredmor is a pixelated masterpiece that splices click-to-kill dungeoneering with the humor of a by-gone era.  Then they add in all kinds of fun and exciting features that make this a game you are sure to play for hours on end.  Its pixel graphics and isometric view allow this title to have the complexity of gameplay that make it one of my top “do not uninstall” games.  Its procedural dungeon designs, loot and enemies also make it fun in a way that only slaughtering hordes of monsters in a dark, dank dungeon can deliver.

When you start you make your character, and the options to do so are pretty mind-boggling.  The three standard types of character are there: Mage, Rogue and Warrior.  But every character you create will be a combination of all three, whatever the division of powers.  As you level up, this division will fluctuate between the classes.  There are 45 skills that you have to choose from at the start, after you iron out your difficulty setting.  These range from polearms, shields and wand lore to archaeology, mathemagic and emomancy.  I wish I had time to talk about all them, but I don’t.  My favorite combination so far starts me off as a rogue that drives toward a magician as he levels.  When you select your skills, you have to pick apart the grand list of 45 fucking abilities and whittle it down to your 7 favorite.  At first you might pick all the neat ones, but that will get you killed.  You might avoid crafting, but that will also get you killed.  My favorite combination so far is definitely Staff-fighting, wand lore, fungal arts, alchemy, tinkering, rogue scientist and archaeology.

I like this combo because the abilities cooperate well.  First off, I just like the staves.  They tend to add defense and crushing, so it makes for a fun fight, if they get close.  My main skill is wand lore.  This is a tough one to focus on, though, because you will find yourself out of wand parts (and inventory space) by the 3rd level.  So, you will need something to back yourself up when enemies close in.  Fungal arts and alchemy work together well as alchemy lets you draw resources from various fungi that you cultivate on the bodies of the dead.  This gets you a number of good secondary weapons right at the start.  Tinkering is good, even if only for the bombs you can create.  These fuckers will take out an entire room, and there are mines too, if that is what you’re into.  Rogue scientist is a steampunk mish-mosh of tinkering, wand lore and alchemy that gives you some good hold-out moves and catches the bonuses of those three disciplines and lets you benefit from them.  Archaeology is a good way to get some miscellaneous experience.  Killing monsters is good and well, but I am not looking to be that guy that is grinding his ass off to get to a place where he can fight further down.  To put it into perspective, using Archaeology I have gotten to level 9 and I just started floor 3.  Yea.

These skills extrapolate out to the character’s 28 stats.  Yea, 28.  So, you can see how diverse in abilities you can make your character.  My character is a rogue-based wizard, essentially, and as such has remarkable dodge and counter-strike.  He also critical hits and gets haywire hits (magical crits) on a regular basis.  Of course if he gets hit, he dies fast, but I can make life potions, cultivate healing shrooms and there is also food as a final fall back.  I don’t like to let enemies get close enough to need fight hand-to-hand.  But when I do, I beat them with a big fucking stick.  Literally.  That is what the animation looks like and I love it.  Only thing about that I take issue with is I feel there should be a more face-crunching sound effect, you know?

levelup1

… will it keep me safe?

Once you get down to the dungeons you will notice that there is a vast variety of enemies from diggles and undead aethernauts to evil vegetables and flying, spell-casting skulls.  It is mind-boggling all the foes you will flay, but it never gets old.  Especially when you hit the zoos.  These are rooms filled wall-to-wall with enemies.  They could be as small as a former monster-collector’s personal burial chamber or as vast as ancient cisterns.  In the end, you will shit yourself when you bust the door down and pray you have some good AoE attacks.  For me I blast them with my acid wands, save up my Odious Puffballs and toss in a couple acid flasks.  Mosolov Cocktails in this game (basically molotov cocktails) also leaving a lingering fireball that other enemies walk through.  Bombs will also help out and kill giant holes in the crowd, but it is seriously just a monster convention in there.  IF you successfully complete the zoo without dying, you will receive a powerful loot item, too.

Each floor has its own theme, too, but you will always see the diggles.  These little rubber-nosed bird-creatures are omnipresent in the dungeons, so Dredmor must’ve personally subsidized them.  Either that or they breed like cockroaches and act like subterranean pigeons, infiltrating every crack and crevice they can find and reproducing like dirty, little, drill-nosed rabbits.  Dredmor, in case I forgot to mention him, is the ultimate boss of the dungeons.  I think I am supposed to kill him at the end, but I haven’t seen that guy yet.  When the game first came out, you had to beat the game before you could load after death. Yep.  So when you died, the game would delete all your save files for a specific character.  It was infuriating, but the rush after getting to the lower floors was unparalleled.  Today I was able to play after dying once, so either the DLC that was released allowed me this feature, or I beat down to a level where I could unlock said feature.

Who ordered the large anchovy pizza?  Was it you Greg? You fucking DICK! We all agreed on pepperoni!

Who ordered the large anchovy pizza? Was it you Greg? You fucking DICK! We all agreed on pepperoni!

This game references almost every facet of popular sub-culture that it will make your head spin.  It has more video-game/movie references than every season of Big Bang Theory and Family Guy combined, past present and future.  There are Zelda and Braid jokes, Dragon Ball Z get one in, Firefly quotes echo through the dungoens, skill trees mimic the life and times of Indiana Jones, stats are named after Pirates of the Carribbean slang and I swear there are Monty Python jokes lingering around each corner.  You spend your days counting Zorkmids and you character’s portrait even decays exactly as in the original Wolfenstein 3d at the same levels of health degredation.  Conan the barbarian, emos, vegans: you name it.  It’s fucking in there.  There are also a number of puns that mostly only the British should get, but they’re obvious enough to be funny to us Yanks, too.  Overall, this game’s treatment of sub-culture and popular culture references are so far-reaching, expansive and awesome that this really is a gamer-culture work of art.  Every time I play, I find more references and jokes, too.  It is truly remarkable.

Then there are the little things that fill in the corners of this piece quite nicely.  Everything else is procedurally generated, why not the side-quests?  You pray at the shrine of Inconsequentia, the Goddess of Side-Quests.  Place your weapons on the Anvil of Krong for nice upgraded loot items.  Gallivant through the hordes of monsters wearing a roadcone and liederhosen.  I can’t say anything comedic.  I don’t need to.  This game is hilarious as hell all on its own.  Play through this title and you will be equal parts amazed, entertained and pissed that you missed so much free time indoors.  Buy Dungeons of Dredmor complete on Steam now for the summer sale!  That shit only runs you 2.93$ for the DLC that isn’t fucking free!  Just go get it.  This is one that you’ll be glad you bought.

Among all the games I have played so far, this one shines on top of the pile like a star, but it still has its rough spots.  What is it this time?  I played this game for FOUR FUCKING HOURS and only got to the 3rd floor.  You have to be ready to commit a good weekend to this game just to get far enough to even fucking smell Dredmor!  I have owned this title for literal goddamn YEARS and I have played it on and off and never ONCE saw the guy.  That fucking perma-death element went a long way toward keeping me away, but now that I can reload after death, I should be able to get that bastard.  Of course now I feel like a piece of shit that can’t hack the lower dungeons without dying once!  And what did I get killed by in my last play on that deep, dark level in an alternate dimension? Hmmm?  A GODDAMNED BUFFED-OUT DIGGLE!  The mickey-mousey comedic enemy of the ENTIRE FUCKING GAME!  You have no idea how hard and loud I raged.  I was in the army at that point and my roommates thought I was giving birth to a fucking watermelon out my ass.  AGH! Whatever, I am killing me some fucking buff-assed diggles this time.  Ain’t nothing gonna stop my fungus-eating, stick wielding, wand-sliging Titus Cezarius!

I have never felt more satisfied in this game than the first time I saw this screen, shaking and drenched with the blood of my enemies.

I have never felt more satisfied in this game than the first time I saw this screen, shaking and drenched with the blood of my enemies.