Tag Archives: Benjamin Braden

Au Sable (PC)

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Sable — at least I think that’s the character’s name, I don’t know for sure there’s no clarification — is um… adventuring. Well the story in the readme says that she looking for the lost city of Harmonia. Unarmed and unarmored but accompanied by the two eyes of a god, she will do anything to reach the sunken fortress.

History

Another Benjamin Braden game, another nightmare. You might remember him as the creator of All of Our Friends are Dead — my review in the link. Braden, known online as Amon26, has made several games based on his intense and vivid nightmares. Giving anyone the opportunity to take a walk through these sinister dreams and finally fight back against the monstrous beasts that haunt the dark corners of his mind.

Au Sable was released in November 2009. It’s competition was Braid (PSN), Left 4 Dead 2 (PC and XBox 360), and Assassin’s Creed 2 (PS3 and XBox 360).

Experiences

Now, it’s unfair to compare games… but I’m gonna do it anyway. And this is for October’s spookiness so which game is scarier? It’s a tough thing to judge because they’re so similar but AoOFaD has a much more terrifying and ineffable world. The rough animation of the bosses and uknowable nature of the situation is pretty frightening. That being said, Au Sable seems like there’s some sort of grand design. It’s not just a nightmare, it’s a nightmare with a story. There’s something to be lost, it’s not just a bizarre hellscape. The monsters of Au Sable seem to be connected to something instead of just monsters for monsters sake, and they look more purposefully designed. In the end I would say that AoOFaD is truly scarier but that Au Sable is the superior game.

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They’ve both got mysterious text but Sable has identifiable objects.

Gameplay

Au Sable is a pretty simple action platformer. You can move, jump, and eventually get the ability to fire weapons. There’s really not much to it. You just keep moving until you find the next place to go, sometimes it’s a little easy to get lost. The other main mechanic of the game is that Sable can use the eyes that follow her to activate switches and open doors — it’s quite bizarre that she can’t activate these switches without the assistance of a god.

The Gush

The monsters designs in this game are simply great . The Hunters and other various hellbeasts rival Splatterhouse in grotesqueness. There’s only one boss but their absence is supplemented by incredibly haunting god-like idols. And the enemy placement is superior than AoOFaD, much fewer enemies in places that will blind side you.

I don’t know what these god eyes are but I goddam love them. It’s interesting to be haunted by this greater power but I don’t know if I can trust their influence. I do wish though that I had gotten a greater idea of what they are and why they’ve been sent — I suppose because the deity wants me to continue.

The sound, music, and art do a marvelous job at creating a moody creepy atmosphere that builds a definite sense of dread. A few jump scares get thrown in there for good measure but they’re not so intense that they overwhelmed me.

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The tentacle pursuit scene scared the hell out of me.

The Kvetch

The shotgun and machine gun are pretty good weapons but what sucks is that the standard configuration of the game comes with no cross-hair. Braden did it to represent her unfamiliarity with the weapon. I think that’s a really interesting idea but it makes the game very difficult to play. Perhaps the cross-hair becoming more opaque the more monsters she defeats would create a gradual difficulty curve, and strike a good balance between themeing and gameplay ease. Thankfully the cross-hair can be enabled by pressing the backspace key.

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Seriously, shooting without the cross-hair is damn near impossible.

I heard something about multiple endings but I have no idea how to find anything but the one I keep getting. I’ve also heard that the most recent version of the game makes it impossible to unlock it… and that would suck. This is all hearsay because I couldn’t verify it myself but if this is the case then that’s a serious oversight.

The Verdict

Au Sable is a decently fun and compact game. I was able to beat it in a mere 30 minutes but I had a helluva time. Like all of the games in this series so far, Au Sable is totally free and available to download on the independent game wiki. It’s a nice way to spend 30 minutes getting absolutely spooked this Halloween season.

Next Week: Dungeon Defender

All of Our Friends Are Dead (PC)

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Introduction

I’m not even gonna pretend like I know what’s going on in this game. You play as some sort of soldier in a post-apocalyptic world. I don’t even know if the character is human or not– I do know that by the head banging he does he must be listening to some bitchin’ tunes. Run, Jump, Shoot, Explore and try to figure out what the hell is going on in this shooter platformer.

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What’s that? A group of nuns bleeding form their faces while looking down? That’s just what I needed.

History

All of Our Friends Are Dead was developed by Benjamin Braden under the pseudonym Amon 26. Braden suffers from chronic nightmares and uses the things that he sees to create the frightening imagery in the game. The game is just that, an opportunity for him to shoot and kill these nightmarish creatures.

Fun Fact: He’s been doing the music for Anna Anthropy after she “took him under her wing”.

All of Our Friends Are Dead was released on March 24, 2009. It was super Indie, released for pay what you want, and was comparatively unknown BUT it’s competition was Freaky Creatures (PC), The Last Remnant (PC), and Wallace and Gromit’s Grand Adventures (PC).

Nostalgia

Whenever I get into a spooky mood and have someone around who’s also down for the spook who likes spectating games I pull out this one. It’s short, bitter, and is filled with all sorts of bizarre images and sounds. It’s a compact package. A bullet of insanity that strikes at my heart. I remember playing it at my cousin’s and keeping us both rapt until the wee hours of the morning marveling at the strange sights.

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A giant betentacled fetus isn’t normal, but in your nightmares it is.

Gameplay

The gameplay is really simple in this game. You can run and shoot. Anything that moves and looks like Cthulhu would call it kin is probably an enemy.

The platforming is pretty solid and comfortably smooth. There are jump pads that allow the player to jump and reach areas that would normally be inaccessible.

You die in one hit but the game has a quick save and quick load function using the F5 and F6 keys. They’re a little out of the way but I think that prevents players from spamming them.

It’s not game that’s about its controls, mechanics, or story. It’s a little mysterious but it’s really about taking in the spectacle. It also might come as a bit of a challenge, the enemies don’t make this one easy on you.

Gush

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The player death sprite is satisfyingly gory. Also, that… thing is terrifying.

The backgrounds for this game are minimalist but very satisfying. White dots falling turn to a rain of ash and red static becomes bizarre chaos through the lens of imagination.

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Sometimes there are signs or just floating text.

The sound design for this game is shockingly impressive. There isn’t really any music but there is atmospheric noise that fills my heart with dread and confusion.

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This… just… all of this. The sheer strangeness of the sentence structure here is wonderful.

I love the poem that ends this game. It’s nearly nihilistic nonsense but it’s rhyme and cadence are wonderful nevertheless.

The Kvetch

If I had one complaint its that the game isn’t very long. I beat it in an hour and I explored all the nooks and died a lot. But for the low cost of a dollar or free it’s impossible to complain.

The Verdict

In the dead of night, in the right mindset this game can deliver some serious scares in a short amount of time. But as it stands, the game is very simple and serves as a stepping stone toward Au-Sable (It’s spiritual sequel) and the talent of its creator.

Next Thursday: Machinarium