
Well, I suspected this was coming, but my laptop is currently knocking on death’s door. Which totally makes sense, seeing how out-of-date it is and old in technology years and running Windows 10 with all its little might despite being designed to probably never do so. Anyways, I’ve been slowly backing files up and using an even older, less technologically advanced laptop in the meantime, one which sees a lot of error message pop-ups upon booting to the desktop and also doesn’t like to play many games built in Unity. Granted, it can play some things, like Samorost 3 and Mythic Wonders: The Philosopher’s Stone and others, but not everything. So at least this brand new feature of mine can continue marching forward because there’s always a laptop out there, hating on games.
Actually, no. This may or may not be the last edition of My Laptop Hates These Games, as I’m getting a shiny new laptop soon. In fact, it might have even arrived by the time this post goes up. Now, I went with one that was more focused on running my drawing tablet and art programs than playing big AAA games, as I’ll save those grandiose experiences for the consoles. Still, we’ll see if it is able to run the miscellaneous indie thing here and there. Stay tuned regardless to see if this feature runs once more at the end of December.
Onward though to the few games I tried to play this month, but was unable to…
Idle Champions of the Forgotten Realms

I’ve become less enamored with clickers as time goes on, and they really need to do something to hold my attention or come at the concept of an idle game from a new perspective. Like Plantera, which asks you to be more involved in the going-ons of your growing garden. I don’t know if Idle Champions of the Forgotten Realms, an official Dungeons & Dragons idle clicker game, does any of that, as the game simply refuses to run. According to its description, this freebie challenges players to assemble a party of champions and master the art of formation strategy. I assume there’s some clicking involved.
Over the Moonlight

When I tried to launch Over the Moonlight, I immediately got an error message that says the game I’m trying to run requires a 64bit version of Windows. Huh. It also then provided a link to some information about acquiring a refund, but I’m pretty sure this was a free download on the Steam store and so no biggie though it seemed like a neat and calm walking simulator through a purple-and-yellow landscape at night.
I Am Here

I Am Here, not to be mixed up with I’m Still Here which I played earlier this year, was a big download, which turned into a big letdown after not getting it to run after all that effort. Also, it’s a narrative driven exploration game focusing on mental health and social change, something not touched on enough in games of all shapes and sizes. According to its description, you play as Karen, a successful writer in her earlier days, as she searches for her missing partner. To do this, you’ll explore your surroundings to experience memories of her past and discover the struggles Karen and her partner faced as a gay couple in the 1960s. I might try to revisit this on my forthcoming newer laptop because the subject matter and look of the game call out to me greatly.
Forever Space

Forever Space from Pinhead Games looks like a somewhat traditional point-and-click adventure game with a definitely unique style to it. There’s cartoony mixed with 3D environments. Greg Winston and four other crew mates begin a volunteer work program on Space Station Capricorn, but it doesn’t take long before they notice something isn’t right and the station’s Overseers become difficult to find. This evidently results in the crew becoming suspicious of one another. The plot sounds intriguing, and I love me an adventure game set not on the planet Earth, but this refused to run, though I was able to listen to some of its audio against a black screen before uninstalling the whole thing. Guess we’ll never know if it was more than paranoia.
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My Laptop Hates These Games takes a quick look at the titles that kind of, only sort of run or don’t run at all on my ASUS laptop. Here’s hoping that some of these, specifically the ones that looked interesting, come to console down the road. Y’know, those gaming machines where nothing ever goes wrong and every game runs perfectly without ever crashing or freezing or glitching out. Maybe I’ll play these there or in 2056 when I get a new laptop that is, even at that point, still somewhat obsolete.





















Gone Home, where happiness doesn’t have just one address
It’s been a few years since I first played Gone Home. This was back in 2014, when my life was wavering, changing into something new and different. I was, at that time, drawing small, teeny-tiny comics for each game I completed instead of my now much more popular standard of haikus, and the one I did for The Fullbright Company’s first-person adventure exploration debut remains one of my more popular pieces on the photo-sharing site Tumblr. Which I have always found interesting because all I did was use Sam Greenbriar’s words about her girlfriend with a few crude illustrations to accompany them. Art is odd.
A quick Gone Home plot summary for those that don’t remember what is going on here: 21-year-old Katie Greenbriar returns home in 1995 from being overseas to her family in Oregon only to discover the house is completely empty of life. As she begins to explore the house, she’ll discover clues and notes left behind that explains where everyone went. It’s a story about love and loyalty, abuse, friendship, religion, dedication, confidence, neglect, connections, mental health, and more things than I can list out here. The easy joke to make would be that this is one full house. I’m not going to re-hash what I previously wrote some years back, so please click here for a deeper dive into the game’s narrative and theme, among other topics.
Right. For the console version of Gone Home, not much has changed in terms of gameplay, though I do enjoy using a controller to navigate and examine neon-colored highlighters more this time. Also, there’s Achievements, and this is where I found new life in the rummaging simulator. A couple of them, specifically “Homerunner” and “Speedreader,” are all about completing the game quickly with next to no room for error. Another has you going through the Greenbriar house slowly, methodically, pausing with curiosity and searching every nook and cranny for the chance to learn more. I loved both plans of attack and want to talk about them individually below.
It’s official–Gone Home is the first game I’ve spedrun. Speed-runned? I’ve done a speedrun of? Ugh. There’s really no graceful way of saying it, I guess. Look, I beat Gone Home in under a minute. I never even knew this was possible. The “Homerunner” Achievement asks that the player complete the game in less than 1 minute with no modifiers enabled. That might sound crazy difficult until you realize that you can access the secret room by the front staircase at any point when playing to grab the attic key. After that, it’s all about cutting corners and navigating down a dark hallway to click on Sam’s diary. It took me a few tries, but I eventually did it, and that felt pretty cool. The next game I plan to speedrun is Animal Crossing: New Leaf, 100% catalog, all fossils, fish, and bugs. Just kiddin’.
For the “Speedrunner” Achievement, you need to complete the game having found all 24 journal entries, without any modifiers turned on, in less than 10 minutes. Hmm. Again, it sounds tough, and there is little room for wasting time, but once you know the best path to take and make a b-line for every audio journal trigger, it’s not too bad. I didn’t personally time myself, but the Achievement popped on my first go after thinking about where everything was for a moment, so it was obviously under ten minutes. Now, before I did this one, I also learned about the secret journal entry you get by bringing a tiny ball from the garage up to Sam’s room and dunking it in the basketball hoop, which I never did initially. The reveal is purrfect. So that was another fun treat to learn about, as well as the task of bringing Christmas duck to its rightful abode in the attic.
Lastly, there’s the “Behind the Scenes” Achievement, which wants you to find all the commentary nodes in the house after turning them on via a modifier at the start of a new game. Commentary in games, much like on DVDs, is something I find neat and cool from afar, but rarely digest. I don’t know why that is. Certainly, when it comes to a movie or TV show, I’d rather just watch the original material and read an interview with the director or actors later. However, games can be more interactive than this, which gives new life to the idea of re-exploring these environments. I enjoyed it in Blackwell Deception and Even the Ocean, and I greatly enjoyed it here, though some nodes offer more stories and details than others. The truth is, as an Idle Thumbs fan, I could listen to Chris Remo go on for days about composing music. Still, I learned a lot about hidden secrets and design choice from Steve Gaynor, Karla Zimonja, Kate Craig, and Emily Carroll, as well as got Sarah Grayson’s take on her character Sam, who drives the game forward with her painfully heartfelt narration. Finding each one was rewarding, and I refused to leave the area I was in until the recording was done playing.
Basically, in the last week or so, I ended up beating Gone Home several more times, all via different types of playthroughs, and I still think this is one of the more important games of the last decade. Play it, please. I suspect I’ll return to it again down the future road; until then, I really need to check out Tacoma.
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Posted in achievements, entertainment, impressions, musings, randomness, videogames
Tagged behind the scenes, commentary, exploration, Gone Home, Greenbriar, Homerunner, Majesco Entertainment, Speedreader, speedrunning, Steve Gaynor, The Fullbright Company, walking simulator