Monthly Archives: November 2016

Prison Architect (PC, Mac, Linux, Android, iOS, Playstation 4, XBox One, and Xbox 360)

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Managing a prison is a monumental undertaking that I hadn’t really considered before playing this game. Keeping them fed, watered, cleaned, entertained, and busy would all be pretty easy if they weren’t at risk for stealing sharp objects and trying to kill each other. These are the objectives and challenges you face in Prison Architect. Lock ’em up and throw away the key, or try to legitimately reform them? The choice is yours in Prison Architect.

History

Prison Architect was developed by Introversion Software. A small 10 person company spearheaded by Head Designer Chris Delay, Mark Morris, and Thomas Arundel. You might know them from their fantastic party game, Defcon. I don’t think they thought a game about degenerating alliances and nuclear war would be a great party game but they didn’t know my group of friends.

The big thing about Prison Architect’s development was that it was mainely funded by pre-orders. The pre-order offered early access to the game while it updated and creeped closer and closer to its final product. Introversion also gave these early adopters the opportunity to write a custom prisoner bio — which are often poorly written caricatures and silly stories but whatever, they earned it.

Prison Architect was released on October 6th, 2015. It’s competition was Armikrog (PC, Mac, and Linux), Undertale (PC, and Mac), and Warhammer: Endtimes – Vermintide (PC).

Experiences

Going into this I didn’t exactly understand how the prison system worked. I didn’t understand how prisons could enrich or exploit their prisoners. Tired of the prison industrial complex? Tired of how unemployment, homelessness, drug addiction, illiteracy, and mental illness drive otherwise normal people to crime which sends them hurtling toward a jail cell? Think it’s unfair that it provides companies access to cheap labor? Think you can do better? Try building your own prison that’s a legitimate reform center. Or say, ‘screw it’, lock men up, and use their sub minimum wage labor to fuel your own commercial enterprises.

Gameplay

Prison Architect is a Sim Cityesque game except the population you’re managing is openly hostile instead of feigning peacefullness — you can’t tell me all my city’s fires were caused by accidents. You lay foundations, fill rooms with necessary objects and accoutrements, hire staff, and designate which rooms are which. Keeping your prisoners alive is just the bare minimum for your prison. Your prison is also graded on punishment, security, reform, and the health of your prisoners. The better these all are the less likely they are to reoffend and the more likely you are to keep your job.

Punishment and security are simple things to enforce — just don’t leave the armory door unlocked — but reform and health are a risky proposition for a prison. Giving prisoners access to medical facilities, workshops, or instructional programs also leave your prison vulnerable to theft. And a prisoner with his fists is much less dangerous than one with a kitchen knife. So striking the balance between safety and freedom is a tricky proposition that you and your prison will have to tackle.

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Plan well otherwise you’ll end up with a mess on your hands.

Prisoners come in all shapes and variety. They come in low, medium, high, and super max security.These generally serve as a guide to how prone to violence they are. The higher security they are the more likely they are to have powerful traits like quick, volatile, and deadly. But, the higher their security the more you get paid to keep the locked up. They also all have different needs. Some care intensely about their religous needs or their families, others… not so much. Understanding your prisoners and their needs are vital to designing a prison suited to them.

The Gush

One of the things I’ve mentioned on this blog before is my love for creating a perfect machine, so to speak. I find the experience of using the systems of a game to make a perpetuating cycle incredibly enjoyable. And Prison Architect is an ideal opportunity to make that perpetuating cycle. A lot of free time, a hefty army of armed guards, some dogs to sniff for tunnels, and the occasional shakedown mean the prison almost manages itself.

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I only wish I had invented such a precise facility.

Of course there’s no need to build an efficient prison. You can really just have fun with it. Trying to get a prison that looks like a dinosaur or whatever but still functions is worthwhile and fun considering you can post it on Steam’s workshop so everyone can see your bizarre creation.

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Like by building a prison shaped like a turtle.

And once you’ve built your prison, precise or otherwise, you can play in escape mode. Become a prisoner in your own prison, or one chosen at random, and try to get out. Start a riot, start a gang, try to tunnel your way out, fight toward the armory and try to shoot your way out. Have a grand old time… and find the weaknesses of your prison.

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There’s nothing like being on the fun side of a riot.

The Kvetch

Sometimes things in your prison just won’t work. You’ll have set out designated family meeting areas and yet your prisoners won’t go talk to the father whose been waiting for hours. Why? Dunno, the game might be glitching or you might be doing something wrong. The game glitches so wearily often it’s usually impossible to tell. Thankfully it’s usually easy enough to fix, a simple reload usually does the trick. But it’s still a pain.

Sometimes I’ll come face to face with a problem I don’t know how to solve and can’t seem to figure out. I’ll have a prisoner who’s so stronk and crazy that even if I surround him with armed guards he will try to instigate a riot and eat buckshot in response. I keep sending him to solitary but he just keeps trying to break out, prompting more buckshot. And then I can’t get anyone close enough to feed him. At which point he dies of starvation and I get fined 50,000 dollars. It’s not my fault! This guy is high octane feral! At least I got a good story out of it.

The game has got great sound effects but there’s no music. The only noticeable music in the game is the spooky music the game plays before you execute someone. The rest is just a sort of ambiance. Sim City had a kickass soundtrack, why doesn’t Prison Architect get the same treatment?

The Verdict

It’s a little wonky and a little finicky but no matter what I had undeniable fun. I usually like building reform prisons which is very difficult but that makes it all the more challenging. It’s a little pricey at thirty dollars but it’s such a verbose and well thought out sim game that I would say that it’s totally worth it.

Next Week: X-Com: Enemy Unknown.

I Have No Mouth, and Must I Scream (PC)

Trigger Warning: Lots. Violence, animal abuse, sexual abuse, domestic violence, cannibalism, and the holocaust.

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On the blasted wreckage of a planet someone would have called Earth about two hundred nuclear detonations ago there are five remaining humans… and one fuming sentient supercomputer. When war on Earth became too much for the mortal minds of its commanders to understand they created computers that would do the commanding for them. One of these computers, the Allied Master Computer (AM for short), became self aware and grew to hate its creators. Existence was one of the most painful things it had experienced since coming to live. It exercised its power and found five humans, each of whom he could torment in unique ways. Having found the perfect specimens to toy with he exterminated all other sentient life on the planet. Despite being a mastermind computer with near limitless power and control, AM was a little shortsighted. It took 109 years of constant torturebut AM has finally grown bored. AM has one final game in store for the poor unfortunate souls and maybe this latest game offers them a chance to escape.

History

I Have No Mouth, and I Must Scream (Or IHNMAIMS for short, Or maim-game as I call it — just kidding, I’m the kind of insufferable prick who says the title as much as possible. Going as far as restructering my sentences to say it more in conversation.) was created by The Dreamer’s Guild. You might remember them as the creators of The Legend of Kyrandia adventure game series. And if you do, that’s great because I’ve never heard of that series or any other game they’ve made. They used their proprietary S.A.G.A. engine to run the game.

The game is based on the short story of the same name by Harlan Ellison. Dreamer’s Guild came to him with the intention of creating a work of interactive literature together. Ellison considered I Have No Mouth, and I Must Scream to be the perfect work to use in such a manner. Game co-writer, David Sears, asked Ellison why AM chose these individuals and it is this question that spearheaded the story of the game. Ellison was pretty hands on during the development and went as far as to lend his voice to AM itself.

Fun Fact: Ellison fought tooth and nail for there to be no good ending to the game, fitting with the story’s themes. They eventually found a compromise for this demand.

Funner Fact: Nimdok and his scenario is unavailable in the German release of the game because of its holocaust themes. Without him the player cannot get the best ending.

I Have No Mouth, and I Must Scream was released October 31st, 1995 (Spoopy release). It’s competition was Twisted Metal (Sony Playstation), Phantasmagoria (PC), and Warcraft II: Tides of Darkness (PC).

Experiences

I once got into a debate with one of my coworkers about what a game was. One of the things he was adamant about was that games had to be fun, it was their purpose to entertain. This was the game that I used to counter that. I Have No Mouth and I Must Screm is entertaining, in a fashion, but it is certainly not fun. It’s dark, depressing, oppressive, and I finished the experience more weary than I had begun it. It was supremely unpleasant and even when I had thwarted AM’s plans I felt like I had done so by the skin of my teeth. Which is not to say that I didn’t find the game to be a fruitful experience, just that it was definitely not one I would describe as fun in any conventional manner. In short, this game is ugly in all the right ways.

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Yes, those are animals in the cages. Yes, their deaths push the story forward.

Gameplay

Maim game is a point and click adventure about five humans who have been put through 109 years of torturous hell finally putting the screws to their task master. I’m just kidding, they’re just getting jerked around for the final time. AM has prepared a series of ‘psycho-dramas’ for each of them, employing more power than he ever has to put them into disturbing scenarios of discovery, truth, and pain. This however, makes him somewhat vulnerable. He may have over-extended himself too much on this one, opened up some vulnerabilities in his code or something.

The player takes turns playing each of the characters in their own bizarre and terrifying scenario. Helping them explore their surroundings and solve puzzles by figuring out which items in their inventory to rub on which items in the environment. Each character has a very different outlook and very different challenges to tackle so it’s kind of like 5 mini-adventures in one. Each character doesn’t have any health but they do have a ‘spiritual barometer’ which is basically like karma. So the more totally messed up things you have them do the more bankrupt their spiritual barometer will be. Hopefully they won’t have any things in their future that require great expenditures of mental and moral fortitude to spend that karma on.

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At the very least they get to spend some time out of their cells.

The Gush

Each of the campaigns is visually astounding. They’re all put together like a nightmare, filled with vivid and bizarre settings. Twisted shapes give form to startling landscapes and and other strange settings. Some may call the old pixel art ugly but I think it suits the aesthetic well and holds up.

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From the helpless people on the hooks to the devilish shadow I love this screen.

This is a game that has to be played a couple of times. There are so many connections and references to itself that it’s impossible to see the big picture without every piece of the campaign. This is reinforced in the design of the hint system. Reading the character’s psyche profile will give a hint as what to do next but they’re spiritual barometer will take a hit from admitting that AM knows them better than they know themselves. Getting it just right though is such a joy.

I listen to the soundtrack when I write these and I didn’t notice how good it was when I was playing the game. It’s all moody, atmospheric, and foreboding. It disorients me in a most pleasing way. I feel completely unsafe and lost which, though unpleasant, compliments the game wonderfully.

The Kvetch

This game, like many adventure games from the 90s, commits the sin of making the player tediously hunt for pixels. There are content and progression vital items that are so miniscule that they’re damn near impossible to see. It got so bad that I eventually turned to guides ONLY to figure out WHAT I was looking for.

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Do you see those four orange pixels on the tip of the head? That’s a heart, go figure.

The voice acting is really hit or miss. Ellison and the other main cast members kill it. But the other bit characters don’t get the same treatment. Some of them are comically bad and kind of break me out of the reverie.

Alright, I’m just gonna say this. Benny, the ape man-thing, had a scene that got cut where he eats a baby. It was only as a shadow on the wall but it was going to be sickening and a sign of his total moral degradation. It could have been a fantastic dark ending to his story but is not in the final release.

The Verdict

If you’ve got the stomach for the viscerally and mentally grotesque and patience for an older game then this game will do you fine. As I said, it’s not really fun and it takes the right kind of person to draw entertainment from it. But if you’re ready to look into the saturnine heart of humanity then you can get it on Good Old Games or Steam for six dollars. I would say that Dreamer’s Guild did a fantastic job and created a short story you can play.

Next Week: Prison Architect

Lisa: The First (PC)

Trigger warning: the main theme of Lisa: The First and child abuse. Although there’s no overt depiction of such abuse the overall experience and hints can be incredibly distressing.

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An abused young girl walks out of her broken home and into the realm of her broken mind. Maybe she can put something back together. Maybe she can fight back against the encroaching darkness moving in on her psyche. Maybe there’s no fixing what’s been smashed and ripped apart. Join her as she wanders and explores her mindspace.

History

Lisa was created by Austin Jorgensen, known as Dingaling at the time of release. At the time the company was called Dingaling Productions but is now LOVEBRADgames. It was made in RPG Maker 2003 which is strange considering it’s an adventure game. The game is very much like Yume Nikki (Dream Diary) made in RPG Maker 2003 by developer Kikiyama, a series based on the dreams of a social recluse. Except this one is about social isolation via parental abuse instead of a sort of self-imposed exile.

Lisa: The First was released on October 9th, 2012. It’s competition was Dishonored (PC, XBox 360, and PS3), Hotline Miami (PC), and He-Man: The Most Powerful Game in the Universe (iOS).

Experiences

The whole time I played Lisa: The Painful I was haunted by Lisa but had no idea who she was. The Painful only offered cryptic answers but I wanted to know ‘Who is Lisa?’ I knew that she was related to Brad, The Painful’s main character, in some way. That she’s related to Buzzo, Brad’s rival, in some way. That Brad is stricken with sorrow when he thinks about her. But no true answers to what happened to her or who she is. Those answers are more easily derived from this game, Lisa: The First. Each game like a ripple in a pond, growing further and further from the locus of Lisa’s pain.

Gameplay

Lisa is an adventure game where Lisa explores a bizarre and hellish mindscape to find items that she can use to further progress in different areas. Occasionally beset by block puzzles, trade sequence quests, and traversing areas filled with disgusting Marty spiders the game is mostly about exploration. It’s just about going around and seeing things. Seeing what abuse looks like and what Lisa’s relationship with Marty, her abusive father, is like.

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Step one, escape the house.

So explore, collect items, witness terrible visions, and get chided by Marty while trying to find meaning to the madness.

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Step two, existential torment.

The Gush

The visuals in this game are top notch. While not particularly visually impressive they evoke a definite and disturbing raw emotional response from the player. From the disgusting bile in the bile world to the Marty’s face marque background it’s all pretty disturbing.

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And just, this. This exists. Oh god.

The game is short and does what it sets out to do and says what it sets out to say quickly. Not disorientingly quick but quick enough to not overstay its welcome. It’s a punch to the gut that knocks the wind clean out of you in a marvelous way.

The Kvetch

The Marty spiders are very annoying enemies. They generally come as a sort of puzzle in which they move around in patterns and Lisa must traverse the area while dodging the spiders. That’s fine, frustrating but overall fine. What sucks is when you’re exploring an area and you have those damn hellbeasts chasing you. It’s really difficult to determine where they’re going to move and therefore how to avoid them.

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Also, it’s just terrifying.

The Verdict

Very much like my evaluation of I have I Have No Mouth and I Must Scream I would never describe this game as fun. It’s not fun, although it is entertaining in segments, for the most part this game is all about human misery. It’s a marvelous and compelling exploration into the world of abuse and it’s free so it’s really worth a play. So the next time you feel like being spooked or wanting to be totally miserable then I suggest giving Lisa: The First a try.

Next Week: I guess I brought it up so I should talk about I Have No Mouth and I Must Scream

Days I Need Off

So… I work for a political organization and Election day has been coming up and I’ve been really busy. So… I’ll get back on this next week. I assure you, this is certainly not in part because I don’t know what to review after Lisa: The First. Not at all.