Tag Archives: Indie

Sonny 1 and 2 (Flash Game)

 

In a modern world where magic is real and the undead are commonplace you assume control of one of the legion of the undead. But you are not a nameless shambling monster. You are Sonny, with a mind all your own. You’ve come to on a ship alongside a blind man bent on mentoring you. His mentorship is cut short by the by the bullets of the Zombie Pest Control Incorporation — or ZPCI for short. With his final moments he gives Sonny a tape that he says is certain to help him. Sonny takes the tape to civilization meeting the acquaintance of a ZPCI medic who is secretly a zombie in full gear, a fellow by the name of Veradux.

History

The Sonny series was created by Flash game veteran Krin. Known best for his Senjid series, his games generally involve ability trees, straight forward quests, unanswered mysteries, and equipment as character advancement. Popular on sites like Kongregate and Armor Games — some content is locked to the Armor Games client which makes sense considering Krin is a business partner with Armor Games. It is believed by fans that Sonny 3, coming out later this October, will reveal a lot of the questions in the Sonny series.

Sonny 1 was released on December 28th, 2007 and Sonny 2 was released on December 19th, 2008. They had competition like Beowulf: The Game (PSP), Knights: Journey of Dreams (Wii), Dissidia: Final Fantasy (PSP), and Kingdom Hearts RE: Chain of Memories.

Experiences

When I was younger I found the story of the Sonny games incredibly engrossing. What was on that tape? Why was a blind man on that ship? Did he revive Sonny? Why do Sonny and Veradux have sentience when most zombies don’t? Great questions but in my recent playthrough it seems more obvious that these questions may never be answered. And if they are I’m not confident that it will be satisfying. Between Sonny’s sudden and murderous mood swings, paradoxical character dialogue, and the sheer number of questions I have at the end of Sonny 2 I have serious doubts. I guess what I’m saying is play this game young and forget this section if you want to enjoy the games fully.

Gameplay

Sonny 1 and 2 are turn based RPGs where Sonny must mow through hordes of enemies and bosses with the accompaniment of AI companions. Sonny can acquire a series of abilities based on his class and how the player distributes his ability points along his skill trees. These skills can then be equipped to one of eight slots on an action ring around the opponent, or around Sonny or his allies for buffs.

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It’s tricky to explain but really slick in execution.

Every area has a shop where Sonny can acquire sub-par gear, fight training fights where Sonny can get that sweet sweet XP and get gear that actually matters, and fight in plot fights where Sonny can continue the story with yet another fight. Sonny 2 also introduces the ability to alter AI companions basic behavior by setting their ‘stance’. This subtly alters their AI and sets them to be more or less offensive or defensive in their ability use.

The Gush

Each of the classses does a good job of being effective in combat in their own way. Figuring out how they work and what ability combinations work together are fun and satisfying. It’s a pity though that The Hydraulic class is locked to the Armor Games version but considering the relationship between Krin and Armor Games it’s not surprising. And just for the record, my preferred class is the Psychological.

I don’t know why but my favorite character in the series is Ed Spencer. Don’t remembe Ed? Haven’t met him yet?

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He’s that guy by the blue glowing thingy.

Motherfucker doesn’t give a shit that he’s talking to a goddam zombie. He just wants to get from A to B on the train. He’s got artifacts for sale and I’m not gonna bother haggling and I’m definitely not going to steal from this guy because he’s the only living thing on this train and that frightens me.

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Even when the train derails and he’s all messed up he’s pretty stoic about the experience

The voice acting, cut-scenes, and visuals are overall far better than I would expect from a flash game. Even though Veradux will often say, “I’m gonna knock you silly” three times in some fights the dialogue is usually well delivered if simple. I’m tickled pink hearing Veradux say, “Agh! There’s a knife in my face… again!”

 

The Kvetch

Now if only the character motivations made any goddam sense. Sonny seems like a decent guy but sometimes it seems he chooses to murder defenseless people simply because RPG combat demands that his opponents die. Even though battles commonly end with some dialogue and a fade to black. I just can’t draw a bead on who Sonny or any of the characters really is and because of that I don’t know who to root for or why.

I have no idea what my allies are capable of. Well, I know what their techniques are but I don’t know how the stats conferred by their equipment alter the effectiveness of these techniques. I keep giving them higher leveled equipment but I have no idea whether its helping anything or not.

As far as I’m concerned the story is total word salad at this point. I don’t know who Louis was. I don’t know why the tape was important. I don’t know why Sonny and a few other undead are sentient. And at this point and I just don’t care. Most of this story telling is really tropey and created with the thought of , “Oh man, wouldn’t it be cool!” Wouldn’t it be cool if the mentor in the first game was a blind man who could smell zombies? Wouldn’t it be cool if there was this mysterious object that holds the key to Sonny’s future? Sonny 3 is going to have to try really hard to tie everything together.

The Verdict

The game is pretty good! I might not like the story any more but the systems are so deep that I’m more than willing to overlook that. I love tinkering around with my kit and build especially in the face of special and unique bosses or interesting enemies. I’m actually pretty excited for Sonny 3 to come out. I hope it’s good and ties everything together but I have serious doubts. Like the others in this series, this game is completely free.

Next Week: Au Sable

Defend Your Castle (Browser Flash Game, iOS, and WiiWare)

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An army surrounds your entire fortress nation, the enemies are at the gates. As they marshal their forces you must make use of your castle’s ancient guardian, the mysterious cursor spirit. It has the ability to manipulate things in reality, sending them flying into the air and then crashing back down. Otherwise unprepared for the assault you must manage and build more defenses using the blood of your enemies to fuel your war machines. — By which I mean I made this all up in order to justify the rules of a flash game.

History

Defend your Castle was made by XGen Studios, a Canadian indie game studio lead by one Skye Boyes. Fully founded in 2005 after Boyes’ browser games began to accumulate acclaim. Skye also took this time to drop out of the Computer Science field. XGen would go on to attempt to port Machinarium to WiiWare, an enterprise which would ultimately fail due to WiiWare’s resolution and memory limitations. Xgen would go on to release an updated multiplayer version of Defend Your Castle to WiiWare.

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I would say that it looks pretty nifty… but a little too messy.

Defend your Castle was fully released in 2003. It’s competition was Samorost (Browser Flash game), .hack//infection Part 1 (PS2), and Call of Duty (PC).

Experiences

One of my favorite things in games is creating a perpetual motion machine. I know that sounds weirdly paradoxical, ‘your favorite part of a game is the part where you don’t have to play it anymore?’ And the answer is, yeah kind of. I love the point when the castle becomes this sort of self sustaining engine. With enough archers to defend the gates and enough engineers to repair it I kind of don’t have to do anything anymore. I let it go and watch the points roll in. There eventually comes a point where even the engine gets clogged and overwhelmed by the sheer number of attackers. But that just reveals the experience of watching entropy take its claim.

Gameplay

Defend Your Castle is a point and click browser game in which an array of stick people invade from the left side of the screen. Using the cursor you can move and manipulate them, sending them hurtling into the sky where they eventually land in a bloody fanfare. Every level they send more enemies toward the castle and eventually send different and more advanced enemies.

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Ah, the days of the early castle before things spiral out of control.

Every one you destroy awards you with points — not dollars, gold, gems, or any other form of currency… just points — and these points can be spent to repair and upgrade your castle. Allowing you to build building like the Temple which allow you to brainwash — I MEAN — convert your enemies into loyal minions — I MEAN — citizens who can be put to work as archers who occasionally dispatch enemies automatically. Or to the mana pool where they can become wizards capable of casting devastating and useful spells.

The Gush

The sound design is really good. From the way the ambient music clashes with the sound of stick figures falling to their doom. To the annoyed plop they make when they survive a fall or the bizarre cackling laughter of the death spell. It all just sounds good.

To me, this game is all about that point the castle doesn’t need me to babysit it anymore. I kickstarted the engine and now it’ll run until it’s out of gas. The real challenge of the game is figure out how to reach that point.

The Kvetch

Trained archers, engineers, and wizards take a toll in the form of upkeep costs. Every day they cost points, and that’s fine. The problem is that you need enough points to cover their costs at the beginning of your day, not at the end. If you train too many archers then you’ll get charged for upkeep costs, and then lose all the archers you couldn’t afford to pay with the points you had at the beginning of the day. I don’t know how many you lose, I’m not sure if it’s proportional, but they still charge you the cost of the people who leave. It’s really frustrating and it can kill a good run if you spend too much on wall upgrades buildings.

Escalating enemies are the only thing this game has in terms of a difficulty curve. Now, the guys with the battering rams, they’re cool. The problem comes with the giants. They can only be slowed down with clicks and cannot be flung so you either have to wait for a lucky arrow to dispatch them or have a mana pool to cast the instant death spell. If you don’t have the mana pool by the point they arrive — and you, the player have no idea when that will happen — then you’re basically screwed.

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They also do a lot of damage, as you can imagine.

Speaking of different enemies. There’s one that sort of rubs me the wrong way. There’s a suicide bomber enemy because this was 2003 and we all thought it was cool to be edgy. But the thing that really bothers me about them is that every other stick figure is white with a black outline and the suicide bomber is all black. They’re apparently referred to as suicide ninjas but it just seems really off-putting and weird. Why are these reported ninja blowing themselves up instead of sneaking in? Why was it necessary to visually differentiate them in this way?

The Verdict

First things first, I am SUPER nostalgia blind for this one. I’m certain that the only reason I went back to it is because I’ve played it before. I’d be genuinely curious what a newcomer thought about the game, playing it for the first time, because it’s really rudimentary. That being said, for the flash games of the time it’s a real powerhouse which comes at the great price of completely free. There are far worse ways of burning an afternoon than playing this. And the WiiWare version looks fantastic, I’d really love to go a round or too waggling wii-motes with some friends.

Next Week: Madness Interactive.

Pony Island (PC, Mac, and Linux)

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After long days of purging the wicked it’s nice to just take a load off, walk down to the local arcade, and play some Pony Island. Let your worries slip away as you hop over gates and annihilate your enemies with deadly lasers. Some say the game isn’t complete but how can a game so perfect be unfinished? Enough talk of doubt. Now, insert your soul to continue and get lots of tickets from the Pony Island machine.

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This new DLC policy is really anti-consumer.

 

History

Pony Island was made by Daniel Mullins for the Ludum Dare 48 game jam with the theme being ‘Entire Game on One Screen’. It earned high praise at the game jam and inspired Mullins to try to get it on Steam through Steam Greenlight. Mullins wanted to make a game that defied player’s expectations, a game that almost didn’t want to be played.

The Greenlight campaign was successful and Pony Island was released on January 4th, 2016. It’s competition was Oxenfree (PC, Mac, and XBox One), Darkest Dungeon (PC and Mac), and That Dragon, Cancer (PC, Mac, and Droid).

Experiences

Play this game blind, people. The less you know, the better. I watched Jesse Cox’s playthrough of it on an idle Saturday before I played it and it kind of ruined the experience for me. It’s a fine playthrough, that’s not the problem, the problem is that it’s a game meant to be experienced firsthand on one’s own. Naturally, this review will have the lightest spoilers possible and intentionally obfuscate anything important. So once you’re done reading this, speak of it to no one, immediately purchase the game, and then finish it in one sitting — the clock is ticking before you get spoiled from somewhere! Well, that’s a little extreme. What I’m really saying is be careful how much you look up about this game.

Gameplay

Pony Island is split between pony platforming sections and puzzle sections. Pony platforming consists of jumping, gliding, and shooting lasers at enemies — don’t fret if you die, it just takes you to the beginning of the stage. It seems simple at first but the mouse controls, left click for jump/glide and right click for lasers, can be a little tricky.

Puzzle sections consist of navigating pseudo-code segments. You can use certain commands blocks to change the course of the cursor through the code. Therefore changing the operations of the block and allowing you to do whatever it is you’re doing. That being said, why are you messing around in the code? Isn’t that, like, cheating or something?

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Someone worked hard on this and you’re ruining it, you cruel thing.

The Gush

The developer of Pony Island — um, in the game canon, not Mullins himself — is a pretty tragic character. I was genuinely sympathetic to his desires to be loved and appreciated despite his methods and goals.

This game is weird and silly and fantastical. I almost busted a gut laughing.

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Oops… um… may bad.

The game sits firmly in the Goldilocks zone of difficulty, not too hard and not too easy. The puzzles are quite intuitive and the platforming controls tripped me up at first but I eventually got the hang of them. The only thing that I needed outside help on was how to find all the secret hidden tickets.

Speaking of hidden tickets! For all you completionists out there, there are hidden secret tickets. If you’ve got the inclination you can get all 24. I’m certain something good will happen if you find them all.

The bosses in this game were fantastic. There’s a puzzle boss, a platforming boss, and then a boss who’s something different entirely. They present an incredibly fun challenge.

The Kvetch

There’s not a lot of gameplay that’s related to the story. It overall feels less like a game and more like a story with gameplay elements attached. The game is fine, I liked the story, but I’m not exactly certain what they’re doing in the same room with each other.

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I’m just not exactly sure what all this has to do with itself.

Is there anything more annoying that being shown up by someone? There’s a counterpart character in this game who’s clearly more powerful than you and knows way more about what’s going on. He exhibits bizarre abilities but refuses to explain anything about his abilities or who he is. I guess that’s his character but I wanted to wring some truth or meaning from him.

The Verdict

I would say that Pony Island is well worth someone’s money and time. It’s only $5 on Steam and even though I was spoiled hard I was still able to have fun with it. I feel like it’s got a lot to say about game development and the act of creation. And if you don’t care about that then hey, at least there are cool puzzles.

Next Week: Defend Your Castle

Party Hard (PC, Mac, Linux, PS4, XBox One)

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Sleep is important. We spend a third of our lives wrapped in dream’s sweet embrace. Without it we go mad. It is the year 2000 and your character just wants to sleep… but the party next door is so loud. He’d sworn he’d lain the knife and mask down for good but the sleepless haze clouds his judgement. His goal is simple, kill the party by killing its guests by whatever means at his disposal. And once he’s got the taste for blood back… he wants more.

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Three in the morning? I’d be pretty steamed too.

History

Party Hard was developed by Pinokl Games, a small Ukrainian studio, and published by tinyBuild games — you might remember them for making No Time to Explain. Party Hard is their first major non-mobile release. Mobile titles they’ve released include Real Steel and Fruit Story — and they don’t look like games I would want to play.

Party Hard was released on August 25th, 2015. It’s competition was Shadowrun: Hong Kong (PC, Mac, and Linux), Grow home (PS4), and um… Metal Gear Solid V: The Phantom Pain (PC, PS3, PS4, XBox 360, XBox One) — a bold move to go up against the biggest release of the year.

Experiences

Between the nonsensical story, the bizarre premise, and the simple visuals I figured this game was gonna be silly. One thing that I did not expect was just how difficult the game was going to be. I’m not even going to avoid comparisons with Hotline Miami because these games are similar in a lot of ways. Party Hard puts its own silly spin on the ultra-violence that Hotline awakened into the world. Where Hotline is visceral and personal, Party Hard is slapstick and absurd. But where Hotline was tight, smooth, and clean Party Had throws in a frustrating dose of ‘lol, so random’. Sometimes new guests arrive or leave, the character has a very slow movement speed, and restarting after level failure can take an infuriating amount of time.

Gameplay

Your goal is simple, be the last man standing on the dance floor, but executing it isn’t easy. Quick with a knife, most party goers don’t stand a chance against The Killer. The Killer might have a penchant for murder but he’s not actually too tough so police officers or rowdy guests can take him down pretty easily. He’s also more of the Mike Meyer’s stalker type so he doesn’t move too quickly, but he can use level shortcuts to escape or close the gap. Be careful, if you use an escape route too many times it’ll stop working.

Learning the map and character AI is imperative to your success. You’ll want to know your ins and outs to evade authorities and keep your activities quiet. The Killer can stash bodies in certain areas so use that to keep revelers in the dark about what you’re doing. You can also poison bowls of punch to kill surreptitiously, but once the well is poisoned they’re sure to know. It’s difficult to keep track of everything that’s going on but the more parts you eliminate the simpler the machine gets.

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As you can see, it’s all a lot to take in.

Once party goers get keen to what’s going on they’re going to call the cops. Cops will arrest you on sight and if they run into a guest who’s seen you killing they will be able to track you down. Don’t bother fighting the police, I guess The Killer’s too rusty stab a battle ready foe.

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You’d expect someone so intimidating to be better at fighting, not the case.

The Gush

The music in this game is positively dancy and 80s as hell. It really carries me through the experience. The sting of playing a level over and over again for 45 minutes is numbed by the knowledge that I will be listening to sick tunes the whole time.

I think I’m a sucker for unlockable characters. This game has got three characters to unlock and I’m instinctively excited. Only problem was that the game was too difficult for me to unlock any of them. The unlock mechanisms aren’t even difficult, just grindy. They all play differently for instance the Ninja is stealthy and the Chainsaw Psycho attracts cops like ugly on an ape.

The game frames the story as a police detective investigating the series of killings. It’s a campy romp through every Lethal Weapon cop story and I found it quite humorous.

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Fantastic pixel art punctuates the silly story.

The Kvetch

The hit detection on the stab attack is dicey at best. I had a really hard time determining when I was parallel to a target or when they were near enough to attack. Brandishing the knife will also alert people to your murderous intent leading to police and other nastiness. Every stab needs to count but its hard to count on your stab.

It wasn’t immediately apparent when party goers could see me or what activities would alarm them. Poisoning the punch has no animation and would sometimes alert nearby guests and sometimes wouldn’t. It’s also difficult to determine what angles people can see you through windows.

I get this game is not serious but when I mentioned that escape routes can only be used so many times this is only because Mario, as in the Super Mario of Nintendo fame, breaks them. He comes out of a sewer line, either through a manhole cover or a toilet, bumbles over to the window or whatever and smacks it with his wrench and then it doesn’t work. I think it’s supposed to be funny but it just struck me as ‘LUL SO RANDOM’. It would have been just as easy for there to be an animation or dialogue box to explain the ladder is broken, or the tunnel collapsed.

Every level has a dance floor and I still have no idea how to handle it. It’s a lot of people all crowded together, so many watching eyes. Some characters leave but it seems like some never do. This leads me to rush in and invite failure. Either I luck out and kill them all before any of them can get to a phone or I get caught with a handful of victims left.

The Verdict

Party Hard is… okay. I found it fun, I don’t regret my purchase, I liked giving Pinokl 13 dollars because I can see promise in this game. A little more testing and polish would have turned Party Hard into a genuinely good and consistently enjoyable experience. As it stands though, I can only recommend it to someone who would appreciate the the LUL SO RANDOM humor and semi-puzzle mechanics. It’s also only 13 dollars so nothing ventured nothing lost

Next Week: Pony Island

The Consuming Shadow (PC)

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Do you remember that part in the Call of Cthulhu when they said the Old Ones will awaken when the stars are right… Well, bad news, the stars are right and a Great Old One is poised to invade. You are a researcher at a UK university and you’re reasonably certain a cult devoted to this dark god is going to perform a ritual at Stonehenge and envelop the world. What you need is the banishment ritual and to understand which god is attacking, which one is backing them up, and which one is trying to stop them. But don’t dally, you’ve only got 60 hours before it’s too late. Stay sane, stay alive, and stay moving because town after town is already falling to The Consuming Shadow.

History

The Consuming Shadow is a game by renown game critic, Ben ‘Yahtzee’ Croshaw. Croshaw has been making games since 2008, small projects here and there, particularly point and click adventures. His games have often dipped into the eldritch, walking the halls of Lovecraft’s twisted manor. Playing Faster Than Light made him think about going up against a greater threat that’s constantly in pursuit. With the exception of the music and the testing the whole game was made by his hand.

The Consuming Shadow was released in full on July 28th, 2015. It’s competition was Rocket League (PC and PS4), Five Nights at Freddies 4 (PC), and The Binding of Isaac (XBox One, WiiU, and Nintendo 3DS)

Experiences

The Consuming Shadow inspires paranoia like a bad acid trip. Between the strange texts the player gets and the random events, anything can be good or bad. Texts come in patterns I.E. if texts from strangers are threats, the next stranger probably has a new threat. But if your family keeps wiring you money then it’s probably safe to accept the next text from Grandma.

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Play it safe or get involved? The investment here could pay dividends… or not.

Gameplay

The game is basically split into three sections that work in tandem to make a spooky adventure. First, there’s the car. The Researcher has got to drive from town to town and that can take a lot of time and proper navigation — sadly it’s not as easy as just hitting the destination and letting the GPS choose the quickest path. On the road he’ll receive texts from various numbers including family members, someone from the Ministry of Occultism, and complete strangers. Some of these can be helpful but they can also damage your sanity. Occasionally the car will be beset by travelers or you’ll spot something on the road. Get involved at your own risk however. Besides that, this is basically the hub where you can heal thyself, check your notebook, and take sanity ‘restoring’ drugs. Should your sanity dip too low options in menus will be replaced with the ‘kill yourself’ option which will put you into the suicide minigame.

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The more times you engage the suicide game the harder it is to resist.

From there you’re on to towns. Towns that are untouched by the shadow are hubs of commerce where you can purchase items, bullets, medical supplies, and drugs. When towns are tainted by the Old Ones they present the opportunity to delve into a dungeon. Each different type of dungeon presents different rewards and different challenges. Offices are more likely to contain clues but warehouses are more likely to contain items. There you will encounter monsters hellbent on… well their interest in you is sometimes secondary — some monsters are not malicious, simply deadly. That being said, any monsters you let live will take a toll on your sanity. So long as you succeed you will be rewarded with a piece of the banishment ritual needed to rebuke the Old One — but sometimes it is better to flee.

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Ammo is limited and getting close to enemies is a dangerous preposition.

Now that you’ve helped the people and assembled the clues and rituals it’s time to figure out which god is which. There are always only three gods who have an interest in this world. One of them means to destroy it, the other is helping them but cannot enter for ineffable reasons, and the third is a sworn enemy of the invading god. Every god has a name, rune, color, aspect, and role. Certain clues provide certain pieces of information, some of which are reliant on others such as ‘the god in purple is enemies with the god in white.’ If you don’t know what the gods’ color is then that information isn’t useful… yet. You’ll need to determine the invading god to use the banishment ritual properly so happy hunting.

The Gush

As you kill more enemies the bestiary becomes more and more full with actually useful advice as to how to defeat them. The bestiary entries also include background information about the bizarre and insane attributes of the world beyond.

This game is hard… but that’s okay because every character can level up. Getting a star to distribute across the constellation grid to give them passive upgrades. Eventually, no matter how badly you’re doing in this game, you will get enough stars to get enough passive upgrades to succeed.

The dialogue ends up being a little repetitive but it’s well written and a joy to read when it’s fresh. I’ve got eight hours clocked and no longer read the dialogue. Still, at this point I do run into dialogue I haven’t seen before.

There are unlockable characters! Each of them has a different playstyle and I found them fun to experiment with. There’s the warrior who’s a well dressed criminal who shies away from guns but has a mean kick, a slick dodge, and a warrant out for his arrest. Then there’s the librarian who does not take sanity damage from casting spells but can only use runes so many times — oh and she can’t use melee attacks. And then the Ministry Man who only has 24 hours to save the world, but has the full banishment ritual from the get-go.

The later the clock ticks the more powerful the Shadow becomes and the more dangerous things get. You’ll also probably be getting pretty desperate at this point. But the thing is, The Shadow tips its hand — or tentacle — in a series of ways. For instance, the God’s rune will glow at Stonehenge and because the God’s rune is always part of the banishment ritual it offers a vital clue to the desperate investigator who’s at Stonehenge for a last ditch effort.

The Kvetch

One of the most useless clues I’ve found is ‘God 1 is the enemy of God 2’ because this does not clarify which one of them is the invader and which one is not. It simply clarifies which one of the three is the assistant which is one of the more useless pieces of information.

It’s sometimes unclear whether the character will elect to fire his gun or make a melee attack. Normally I’d chalk it up to the characters being unversed in combat with monsters. But the difference between getting hit or not hinges on me not clipping my arms through an enemy and firing past them.

Although the text messages form patterns, the random car events do not. Most of them are pure gambles. As such it’s really easy to get screwed over my RNJesus and end up in terrible situations by no will or volition of your own. My favorite encounters are the ones in which a secondary item would guarantee a positive result. Even if I don’t have the item I feel like I have agency. The pure toss-up ones really irk me.

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The item events have clear criteria — have pads? Succeed — but the random ones don’t.

The Verdict

Once you figure out the games quirks, and even before then, The Consuming Shadow has a lot to offer for a fantastic price. For Ten dollars on Steam you get a decent value of eldritch delight. If you’re the sort of person who liked Dark Corners of the Earth and needs your Lovecraftian fix, or enjoyed others of Croshaws’ games then this is a title you should check out.

Next Week: Party Hard (The game, not the activity)

Inside (PC, Xbox One, and PS4)

This game’s got a deep story and is eminently spoilable. As such this review will contain minimal spoilers and will not mention any big twists that may or may not be in this game.

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A faceless child is on the run from a vague yet menacing scientific organization. Through wilderness and ruin they will go, forever toward the East. To what ends? I cannot say. You’ll have to play and discover that on your own.

History

Inside was developed by Playdead, a Danish indie studio known for making Limbo and Inside. Inside was designed and intended to be a spiritual successor to Limbo, taking that game’s systems to a more refined extreme. Limbo had been made with a custom engine but Inside used the Unity engine to great effect. It lightened the workload and increased the ease of development.

Inside was released on June 29th, 2016 (For XBox One). It’s competition was The Technomancer (PC, PS4, and XBox One), Trials of the Blood Dragon (PC, PS4, XBox One), and Pokemon Go (iOS, an Droid).

Experiences

This game got me really immersed. I was totally into running from the agents and their hounds. I didn’t know why I had to go East but I could tell that it was important. This was a kid driven by some impulse or force and I wanted to know why. I went as far as to let the child rest after a daring and close escape. Thinking that somehow, my treatment of the child would impact events in some way. But then there’s an event around the half-way mark that took the wind out of my sales and pissed in my cheerios… but more on that later.

Gameplay

Inside is a puzzle platformer which means the child is gonna end up moving boxes and climbing things. He’ll also probably end up pushing buttons or pulling levers that do weird things to the area. No matter what, your goal is to eliminate or circumvent whatever obstacles come between you and the left side of the screen.

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Oh, and some stealth elements thrown in there sometimes, maybe, sort-of.

One of the main puzzle mechanics are the control helmets. You may notice mishappen and listless not-men in the background at various points in the game. If you see these guys there’s probably a control helmet nearby. Shove your skull into that thing and the drones will come to life and start mimicking your movements and actions. Bear in mind, these not-men are much stronger than you — it sucks to be twelve.

The Gush

It’s difficult to avoid comparisons between Inside and Limbo so I’m not even gonna try. Thankfully I’ve got nothing but good things to say. In the same way that Left 4 Dead 2 is just a more fine-tuned Left 4 Dead 1, Inside is a more refined Limbo. More striking visuals, more forgiving checkpoints, and more mechanical elements than it’s predecessor. It doesn’t get stale though simply because so much time has passed between the releases and because the stories are completely different.

Speaking of story, although Inside doesn’t spell out what the plot is it’s clear that there is one. It’s easy to make meaning of who the child is and what they’re looking for especially once they find it.

I found the puzzles to be simple but fascinating. I only got stuck for any length of time twice. One of those instances was simply a platforming challenge that I thought was more complicated than it was.

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The bizarre puzzle elements are so memorable that I remember this area’s gimmick from the image alone.

Although if these puzzles are too easy for you then you can search for the 13 secret orbs. Explore the world to its limits to find and disable these hidden and secret machines to unlock a sort of secret ending.

The Kvetch

I do take umbrage with the platforming in some instances. Some jumps require pixel precision which is exacerbated by the child’s walk cycle. It’s difficult to determine exactly where they’re standing, prompting an early jump and subsequent death. I mentioned getting stuck in a platforming situation. I ended up spending 20 minutes trying to find a puzzle solution for a jumping problem.

Time for some minor spoilers and a major gripe. Inside thrives on a minimalist story. Presenting only as much information as it needs for the mind to build a cohesive narrative. There is a point though I cannot reconcile. In the game we are introduced to a mer-person who haunts the waters. It is fast, strong, and deadly. Never hesitating to pursue the child and sparing no brutality in dispatching them. There comes a point where the mer-person suddenly develops a conscience — or something — and elects to rescue and empower the child. After mulling this moment over in my head for nearly two weeks now, I cannot figure out why this creature does this. I cannot fathom an explanation and no other media sources has been able to offer a satisfying explanation — or any explanation at all. It seems so small but in a short concise game it really ripped me out of the story and destroyed my immersion for the rest of the experience.

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That siren? Save my life? That’s gonna need an explanation.

The Verdict

Inside is good. It’s damn good. It’s a monument to indie quality, what a game is, and how it can make you feel. But it has that one serious blemish for me. My repeated attempts to cover it up should stand as testament to its quality and how close it is to working. Still, if you’re seeking a wild but succinct experience with a low barrier to entry then Inside will do well by you.

Next Week: Deus Ex: Human Revolution

Lisa: The Joyful (PC, Mac, Linux)

This game is the sequel of Lisa: the Painful so all the trigger warnings from the previous game apply which include physical, emotional, and sexual parental abuse, themes of violence, drug addiction, sexual assault, and suicide.

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Also, here’s a spoiler warning. Seriously, I’m gonna spoil the shit out of the ending of Lisa the Painful in the next sentence. Here I go. At the end of Lisa: The Painful Brad tracked Buddy down, found her under guard of the Rando Army,  fought his way through all of them, and even beat Rando himself in order to ‘rescue’ her. Unfortunately, his use of the the drug Joy caused him to mutate into one of the deformed beasts that have dotted the wastes. Buzzo captures the Brad mutant and warns Buddy of the dangers of the road ahead. Rando, battered but still alive, convinces Buddy that they can travel to a safe place nearby.

After Rando recovers enough to travel they come to the border between West Olathe and East Olathe. The border is marked by an obelisk which lists the top gang leaders of the wasteland. Rando implores Buddy to join him in rallying his army and bringing peace to the world. Buddy has a different idea to bring about peace. Brad taught her to be strong, to kill anyone who would try to hurt her. If the world is so hostile then she will rule it by killing the other gang leaders and forcing everyone in the wasteland to bow to her.

History

Lisa the Joyful was DLC for the original game. It was created in response to Lisa Kickstarter reaching its stretch goals. And… that’s about it… it’s 5 dollars.

Fun Fact: Buddy is Dingaling’s least favorite character.

Experiences

After the sheer silliness and exhileration of The Painful, The Joyful comes as a bit of a let-down. The gameplay is fine, the story brings Olathe’s tale to a close but the focus is off Lisa. Lisa’s is a tale of abuse and each of the games has been like seeing the ripples in the pond expanding from the nexus of the Marty’s terrible acts. Lisa: the First features Lisa as the protagonist exploring the realm of her mind. The Painful spreads out to her, remaining kin and failed protector, Brad and how her abuse shaped him and his actions. Then Joyful expands out to the third generation, so to speak, Buzzo, Rando, and Buddy who’s live were touched by Brad and therefore Lisa.

The ripples from Lisa are still present but it’s much more a story about Olathe, a world that I never grew much attachment to. It turns out that, as usual, asking the question is more interesting than answering it. Creating the world of Olathe, depicting a world without women, introducing the themes of abuse and suffering, that was all very interesting. As Olathe’s terminus, this game makes all the fade away.

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Get all that? Good, get to killing.

Gameplay

Lisa: The Joyful plays almost exactly the same as its predecessor but it’s different in a series of content amputating ways. Buddy never acquires a gang and so there is no longer  a motley crew of drunken fuck-ups — she is accompanied by Rando but he is but one sober broken man. there are also fewer areas and fewer options in combat. Just about the only thing this game adds is the ability to jump — Brad was too old, Buddy is still young and nimble. She can also don or remove masks to hide her identity or provoke fights from any NPC — anyone who sees that she’s a girl will probably respond violently. Buddy’s techniques also introduce a sort of timed hit mechanic to inflict critical hits and additional effects.

The Gush

This game has a few crucial choices in it which will require separate playthroughs to fully explore. This game really wraps up all the loose ends and because it’s so short it’s not a bother to play through it multiple times. Of course, like the others, this game is full of secrets so look around and take advantage of that jumping ability. In short, it’s short and uses that to its advantage.

The Kvetch

Lisa: The Painful had so many hidden and secret characters and items. I feel like The Joyful with its elimination of companions, and limited items and weapons makes a game where the existence of such hidden things would be pointless. But… those were some of my favorite things! I mean, thanks for not bringing me to any pointless treasure troves but I do miss the joy they brought me.

It’s just you and Rando for most of the game so it’s important to think more tactically than ever before. This game is hard and will push you to use your noggin and your items. Think before you run off, get dunked, use all your items, and then get a save in which it’s nearly impossible to move forward. This game can easily put you in a state where you’ve got to start over because you’ve wasted too many supplies.

The Verdict

Although not nearly as entertaining or interesting as the previous installment — I would say it’s almost stale — I was willing to finish simply because it was so short and I wanted to know the end of the story. All the different endings tie up a lot of loose ends and put a nice bow on the story of Olathe, Brad, Lisa, and all those her experiences touched. For five dollars on Steam, I would get it if you wanted just that final drop of the Lisa experience.

Next Week: Fallout 3

Lisa: The Painful (PC, Mac, and Linux)

Trigger warning: This game includes themes of physical, emotional, and sexual parental abuse. It also includes themes of sexual abuse, drug addiction, and suicide. And although none of those themes are graphically depicting the violence in this game fluctuates frantically from slapstick to sickening.

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It’s the end of the world. Every woman in Olathe has been killed in an apocalyptic disaster known only as the White Flash. You play as Brad, a karate master with a strong body but a vulnerable soul. While he’s wandering the wastes, looking for a good place to take his drug of choice, Joy, he finds a baby lying in a bundle on the ground. He takes it back home and discusses with his three friends what is to be done with the child. Upon discovering that it’s a girl — almost definitely the last girl in all of Olathe — Brad vows to keep her safe no matter what, citing that this is his ‘second chance’. Brad names the child Buddy and they live a good life, considering the circumstances. When Buddy is about 14 she is kidnapped from their home. Knowing that the world has been without women for nearly two decades Brad is acutely aware of what will become of her. Brad sets out to return her to safety and battle his inner demons along the way.

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Brad is a… man with problems… deep seated problems.

History

The Lisa trilogy was developed by Dingaling Productions, a studio comprised of Austen Jorgensen and whoever he needs to finish the job. Lisa: The First was created by Dingaling in 2012. A short game jammed into RPG maker depicting Lisa’s life. Jorgensen then launched a Kickstarter campaign to cover expenses of Lisa: The Painful in November of 2013. It requested $7,000 and made over twice that much finishing at $16, 492. It included such rewards as an art book, the soundtrack, and the ability to design a gang, party member, NPC, or Villager. Having reached the $10,000 mark Jorgensen agreed to continue the story with DLC known as Lisa: The Joyful.

Lisa: The Painful was released on December 15th, 2014. It’s competition was I Am Bread (PC), Metal Gear Solid V: Ground Zeroes (PC), and Captain Toad: Treasure Tracker (WiiU).

Experiences

The first thing I heard about this game was Woolie from Two Best Friends lamenting that he accidentally chose Pain Mode and that Pain Mode makes the save points explode after use. It was at that point I realized what this game was going to be like. It was going to be about suffering, pain, and incredibly difficult choices. A game that demands tactical thinking if Brad and his pals want to get as many of them out alive. The thought was so daunting that I swallowed my pride and played through in normal mode — The Resident Evil typewriter ribbons always turned me off but exploding save points is on a whole other level. From the very beginning this game fostered an atmosphere of despair. Offering curious situations and dark comedy that allowed me to laugh through the pain long enough to keep going.

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By now you know that I’ve got potion paralysis and trying to figure which save points to use tactically is a giant headache. But that’s what this game is about.

Gameplay

Lisa is a turn based RPG with platforming elements in the 2D overworld map. Brad explores the land looking for loot, new companions, and whatever he needs to continue down the trail of corpses Buddy’s captors are leaving behind.

Combat is an interesting experience that drunkenly stumbles between incredibly dangerous enemies and some opponents that literally cannot deal damage. Opponents choose attacks randomly from their lists of moves while your characters unleash their techniques with SP — a system very much like the classic mana system — and TP — a system very much like the limit break system. Point being, get your numbers high, try to keep them that way, and try to fight tactically because this game has a lot of limited resources. If you run out of healing items or firebombs there may be no way to restock!

When it comes to Brad’s companions, they come in various shapes and sizes to complement your playstyle. Most of them are useless but excel in certain areas. It’s the player’s responsibility to make their uselessness effective somehow. The big thing about them is that they can all die at various points in the game. Whether an enemy decapitates them or a sadistic gang leader is holding them hostage blind luck or player choice can put your beloved companions into the grave. Point being, there’s a big difference between knocked out and dead.

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There are a helluva lot of these bastards. Some cool, some hilariously uncool.

The Gush

When I explained this game to one of my friends they described the actions of the characters in the game as cave-manish and I think that’s a perfect description. The men who wander these wastes are silly, violent, and mostly very stupid. The behavior of these characters depict toxic masculinity at its finest.

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It’s also partially inspired by immense boredom. I bet they just do this to pass the time.

The soundtrack in this game might not be conventionally listenable but it compliments the the game perfectly. The soundtrack is distinctly Lisa and I cannot imagine Lisa’s soundtrack being anything else. Between moody atmosphere, bizarre noises, and warbling synth it plays an integral part in crafting Olathe.

Brad, and some of his companions, are addicts to the drug known as Joy. Joy makes the user feeling nothing at all — and to a haunted man like Brad, feeling nothing is bliss. It also refills the users HP and SP in combat and gives them the buff, overjoyed, which significantly increases their damage and critical hit chance. Despite its positive effects, I bet that using it has negative consequences as well… just call it a hunch.

Dingaling doesn’t shy away from this game’s relation to Earthbound. Imagine if the darkness and humor ratios in Earthbound were reversed, leaving a dark and twisted world which occasionally transforms into a comic romp before its shocking and sickening return to reality.

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Fuck you. I’ll cry whenever I want… which happens frequently playing this game.

The Kvush

This game’s design is often poor and unsatisfying but it was created that way on purpose. It’s part of the game’s thesis that these things be unsatisfying. This game is not a power fantasy, it’s designed to make you feel bad. Unlike Darkest’s Dungeon’s ‘greater good’ feelings when it comes to sending party members to their demise Lisa offers no empty platitudes. When you let someone die for your sake or any other the game let’s you know that it’s your fault and that you did it because you were selfish — whether for monetary gain or personal preservation it was your choice. To top it off the whole thing is filled with lose lose choices. There is no right option, there’s just your option. You’ve made your house, you have to live in it. It’s dissatisfying, but it’s not in the Kvetch section because it was made to be that way.

The Kvetch

I know that Lisa’s design is made to be punishing but I find it incredibly frustrating that allies not participating in a combat get no experience points. It would be too powerful if they all got full xp regardless of participation but it would be great if they got some sort of runoff. Even if that comes at the expense of the normal party. I know it makes the game easier and less tedious but no one likes a grind of this caliber. I could send my outclassed party members to the Russian Roulette tournament but… I’d rather not.

Jumping off a cliff in the overworld is instant death. This might sound like a no -brainer and seem like a fun quirk but it’s actually really fucking annoying. When I’m walking around I have to be paranoid levels of careful around ropes next to cliffs. If my finger slips and I miss that rope Brad will jump gleeful into the welcome embrace of oblivion — destroying god knows how much progress. Which wouldn’t be so bad if nearly every rope wasn’t put perilously close to said cliffs. I know it’s part of the intentionally painful design but it just turns me into a wreck.

The Verdict

Lisa: The Painful is deliciously depressing, marvelously dark, and filled with reviving doses of humor. If you’re prepared to look into the cold, dark, unflinching, stupid eyes of the most monstrous aspects of humanity then I suggest you check Lisa out. For the low price of $10, it’s not even a risky investment. But I do warn, there are many parts of this game that are not fun, downright dissatisfying,  and downright malicious. There are choices that will push your to the limits. Choices that show sometimes, being selfish is the ‘right thing’ to do.

Next Week: Lisa: The Joyful

Charles Barkley, Shut up and Jam: Gaiden (PC)

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The year is 2053 and the events you are about to witness — and instigate — are totally canon. Twelve years ago one B-Baller performed a Verboten Jam, invoking the Chaos Dunk. It leveled the venue, wrecked the city, and killed millions (For, as we all know, Basketball is the most powerful force in the universe). The fans grew fearful and in their panic began the great B-Ball purge. Many, once trusted and popular athletes  were slain as a grief-stricken population took revenge. Some ballers survived though, greats like Larry Bird, the treacherous Michael Jordan, and the perpetrator of the Chaos Dunk himself, Charles Barkley.

Without the power of B-Ball to sustain it, and with disaster just behind them, civilization began to degrade and usher in the Post-Cyberpocalypse. A terrorist organization known as BLOODMOSES has threaten the world with bloodshed and pain. They make good on their promise by executing a Chaos Dunk on Manhattan. Barkley claims innocence but his words fall on deaf ears. He must now safeguard his son and take down the true perpetrator of the latest disaster.

History

Charles Barkely Shut up and Jam: Gaiden was created by, infant studio, Tales of Games. Composed of members of an amateur game development forum names included such talents as GZ, Chef Boyardee, bort, and quackgyver. Development started over a discussion about someone on Wikipedia asking if the Space Jam was canon. Prompting further questions about whether the commenter was referring to the Loony Toons canon or Jordan’s life itself.

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Barkley is actually referring to the Space Jam B-Ball. Space Jam is canon in this game.

The game was originally created in RPG Maker 2003 but was ported to Game Maker 6.1 due to its greater power and flexibility as a program. The game includes many stolen assets — especially those taken from Michael Jordan: Chaos the Windy City — the music however, was not stolen. With the exception of one track it was all made by Chef Boyardee.

Fun Fact: For all you Final Fantasy X fans out there it’s possible to play through the entire game with the Al Bhed language cypher.

Charles Barkley Shut up and Jam Gaiden was released on January 22nd, 2008. It’s competition was No More Heroes (Wii), Sins of a Solar Empire (PC), and Mario and Sonic at the Olympic Games (Wii).

Experiences

I cannot recall when I first heard about this game. One of the older Let’s Players whose channel had since become abandoned probably played it. I just know that I saw it someone play it and had to track it down. I was horribly unprepared however for its unrelentingly dark story, grim world, hopeless scenario, and incredibly fun combat. I was expecting a goof, a lark, but I got more than that. I got something legitimately well made considering what the developers had to work with and more-so something imaginative and compelling. Something that transcends the silliness of its source material if you let it.

Gameplay

Charles Barkley Shup up and Jam: Gaiden plays like an average JRPG. There’s turn based combat, combat commands — each character getting unique mechanics to improve their attacks, no less — , skills that exhaust a secondary resource, and if everyone in your party runs out of health then it’s game over. You play as Charles Barkley and any he can call to his cause. That being said, he’s been hardened by the years — at this point he’s 70 years old– he’s cold, callous, and only looks after him and his own.

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Of course it’s still tinged with B-Ball video game jargon.

The major draw of the game, however, is not the combat. The more fun and compelling aspects are the story and the world. A narrative that introduces the incredibly absurd and then takes it deadly serious. In which Michael Jordan abandoning his fellow Ballers and joining their persecutors is a serious character event that shapes the story.

The Gush

This game is so far over the top that it cannot see nor remember what the bottom looks like from its current lofty vantage. It’s a thing of wonder. The currency of the Post-Cyberpocalypse is Neo-shekels and Ecto-cooler is a healing item. I should also point out that this age is called the POST-CYBERPOCALYPSE! And yet it’s all so grounded in common story tropes and elements.

The music in this game is shockingly good. One of the songs was stolen wholesale from a Final Fantasy game but I’m of the understanding that the rest of it was made by Chef Boyardee. Even in the most mundane of circumstances the music accentuates the emotional impact of the scene — or is just incredibly metal.

The characters in this game are all so brilliantly realized. From Barkley’s dry, jaded, style to The Ultimate Hellbane’s art, poise, and seriousness everyone is their own creature, rarely limited to stereotype — I mean, the robot beeps and boops a lot like you’d expect a robot to.

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B-Ball has never been so fantasized… and it’s great.

The Kvetch

This game is actually shockingly long. So long that I think its drags a little bit. Maybe something could have been cut or something could have been tightened. I’m really digging to find something I don’t like here and this is all I’ve got.

The Verdict

This game is incredible on its own merits and what makes it even better is that it’s completely free. Tales of Games has a free download on their website that’s kept up to date and bug-free for every new edition of windows. I implore anyone out there who doesn’t hate turn based RPGs and could go for something dark and absurd to download Charles Barkley Shut up and Jam: Gaiden. And keep an eye out for its sequel The Magical Realms of Tír na nÓg: Escape from Necron 7 – Revenge of Cuchulainn: The Official Game of the Movie – Chapter 2 of the Hoopz Barkley SaGa (Or TMRoTnnEfN7RoCTOGotMC2otHBS for short).

Next Episode: Bioshock 2: Minerva’s Den

Papers, Please (PC, iOS, and PS Vita [TBA])

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You are a citizen of Arstotzka — Glory to Arstotzka. After applying to the labor lottery yet again you’ve finally been assigned a position — and not a moment too soon, your savings just ran out. You have been granted the privilege of being a Border Inspector. Checking over documents of incoming immigrants to make sure they are supposed to enter the country. Every person you process correctly earns you the money your family needs to survive. If they all die on your watch or your account balance is in the red then it’s game over. Cross-reference information, learn correct passport information — and there’s lots of it — and make moral decisions on the border of Glorious Arstotzka.

History

Papers, Please was developed indie style by Lucas Pope. A former developer for Naughty Dog, he left the company during Uncharted’s development to strike out on his own. Papers, Please was intended to be made in six months but it took three more for Pope to make it to his liking. It was inspired in part by his experience living in Japan as a US citizen, describing the experience of dealing with immigration as ‘tense’.

Papers, Please was released on August 8th, 2013. It’s competition was Spelunky (PC), Brothers: A Tale of Two Sons (X Box Live Indie Arcade), and Gone Home (PC, Mac, and Linux)

Experiences

When I started this blog I did so with the principle that I should finish every game before I discuss it.

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I beat Bubsy for you people.

I kind of put some cracks in that principle when I tried to beat Speed Racer: In My Most Dangerous Adventures — and almost did if the last race wasn’t nearly impossible– failed, but reviewed it anyway. But this is the game that truly broke me of the notion. Papers, Please is the best game I’ve never completed. The stress and monotony made the game too unpleasant to continue. I made it to day 18, 3 hours in before the game became too complex for me to play without screwing up routinely. As an anxious individual it wreaked havoc on my nerves. As a mild completionist it is the one game that exists in a sort of equilibrium of too painful to finish but also too shameful a failure to forget.

Gameplay

Papers, Please sells itself as a Dystopian Document Thriller and it delivers. Each level consists of a work day in which the player only has a limited amount of time to examine and authenticate as many immigrants’ paperwork as possible. This authentication process includes checking their passport, its city of distribution, the sex of the immigrant, name, what country their from, if they have a work pass, if the work pass has the proper seal… it’s incredibly stressful madness. Every day you have to spend the money you earn on keeping your apartment warm and feeding your family, consisting of you wife, son, mother in law, and uncle. If they’re not kept fed and watered then they’ll die — but hey, that’s fewer mouths to feed if you want to look at it like a cynical monster.

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Seriously, memorize these pages they will be on the test

Naturally, not everyone’s papers are in order. These people will have to be turned away or detained — if they get too lippy. It may sound boring, because it sort of is, until the Arstoztkan immigration board keeps changing the rules. Every day they will add a new rule and they just don’t stop. Once you’ve got ahold of that then the moral decisions will start. Occasionally your moral compass will be tested and doing what’s wrong or right might break the rules… which will cost you money… which you need to keep your family alive… so have fun.

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Sorry Jorji, looks like your counterfeiter screwed you on this one.

The Gush

The moral situations can be mind-wracking, soul-wrenching, haunting affairs. My personal favorite experience was when it was the Inspector’s son’s birthday and I could spend five credits on buying him a tiny box of crayons. I nearly tore my hair out thinking about it because those were five credits I might not be able to afford to spend. Those might be the five credits I need to keep the house warm or put food on the table. Looking back it taught me that it’s a choice that no parent should ever have to face.

If that example was any indication, this game is filled with anguish — is anguish something I can praise? Art is meant to evoke emotion and Papers, Please certainly evoked a lot of emotions from me. If it wasn’t fear, it was panic. If it wasn’t panic, it was sheer torment. Save for the rare gleam of hope and happiness — I mean, I did buy the kid his crayons in the end and we managed not to starve.

The art style is really simple… I think drab is the better word. It serves the game fantastically, creating a sea of essentially nameless faces — I know they have names but I cannot remember a single one. I do remember the experiences and situations but I felt like I was dealing with the most generic of people.

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Just another face and a pile of paperwork.

There is basically one song in the entire game and it only plays on the title screen. It is a marvelously stiff Arstotzkan anthem. The first trundling notes especially set the tone so well.

The Kvetch

This game is hard. It’s incredibly hard. I struggled from the very beginning to keep my head above water. The game includes an option to give the player a crutch bonus of 40 dollars daily and that might be the only way I can see it to the end. I know I’m depriving myself of the experience so I urge anyone to not use it unless absolutely necessary.

It’s not my complaint but I would be remiss if I didn’t warn that this game is not fun. It’s great, it’s fantastic, I love it and I wish it well with every fiber of my being but it was not something I would call enjoyable. It’s a trial, a testament, an experience — a great one, even — but it was not pleasant in the least. It’s not an average game played for laughs or for joy so don’t expect to find it in such dismal proceedings.

The Verdict

I cannot recommend Papers, Please enough for someone looking for something completely unique, brutally difficult, and frighteningly mundane. I’ll warn the anxious and the nervous that this game might set you off. It is something entirely unto itself and for the low low price of $9.99 it can be an addition to your Steam library. Seriously, check it out, even though it’s not fun it’s still amazing!

Speaking of mindless fun.

Next Week: Borderlands: The Pre-Sequel.