Tag Archives: horror

2019 Game Review Haiku, #31 – The Wind

Creepy atmosphere
Listen to the wind, follow
Effective chills here

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #25 – SEPTEMBER 1999

VHS footage
Of a house, chainsaw gone wrong
Short, effective trip

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Search Anoxemia’s horrific ocean floor for a way out

I purchased Anoxemia at the same time I got Subject 13, and I played it for a bit before quickly losing interest. Both were relatively cheap, in terms of money, and so it didn’t weigh too heavy on my shoulders that I barely gave this a shot. Well, I’m trying to clear up some space on my Xbox One–y’know, so I can download more games I won’t get to right away–and I popped back into it the other night to see if it could hook me. Alas, it did not, and that’s a shame, because I love spooky underwater exploration, and this has that in droves. It’s just not fun to either play or control.

Anoxemia, which, for those that don’t know, is a condition of subnormal oxygenation of the arterial blood. It’s also a story-driven exploration game from BSK Games that puts you in control of scientist Dr. Bailey and his operations drone ATMA. Together, you’ll search the ocean floor as you discover and extract samples from the bowels of underwater caves. However, danger lurks in each passageway, everything from poison drifts to powerful ocean currents, leftover mines from the war, and mobile machines running haywire. Oh, and there’s also the ever-present risk of running out of oxygen. Fortunately, ATMA can help guide you to your destination using a few special tools and upgrades.

Initially, Anoxemia greets you with some stylized 2D drawings with some simple pan and scan animation, which does a good job of setting up the horror-driven story. Here’s a twist though…you don’t really control Dr. Bailey directly, instead using ATMA like a mouse cursor to make him follow along. Your main goal now is to steer ATMA forward and collect oxygen, energy, and contaminated plant samples. This all happens in a 2D platformer-esque fashion, except you are underwater, so everything is slow and swimmy, and there’s a lot of waiting for Dr. Bailey to catch up and perform the desired action. He needs to also dodge water mines, cannons, rocks, and lasers, which is not easy because, again, you aren’t controlling him directly.

The levels are relatively short, but there aren’t any clear instructions on what you are supposed to do. Death comes quick, and there is no checkpointing–at least not where I was early on–so you have to replay the level all over again from the start. Imprecise controls were mostly the reason Dr. Bailey bit the big one. As far as I can tell, you need to collect everything to proceed, while also not running out of oxygen or energy. Or getting hit by laser beams or heat-seeking machines. It’s a pretty tough game, and I think it knows that; throw in the dark, murky visuals, which do look great at times, but often obscure a lot of the environment, and you have a recipe for frustration.

Anoxemia also greatly lacks in giving the player any sense of progression. In any game, whether it is a platformer, an RPG, a first-person shooter, giving players the sensation that they are moving forward, making progress, is key to creating a successful game and keeping people hooked for more. Unfortunately, Anoxemia counters this by providing players with little variation in the maps and activities performed in them. Honestly, I couldn’t even tell when I was moving from one level to the next, and it felt like Dr. Bailey and ATMA were stuck on a ocean treadmill, going through the motions but ultimately getting nowhere. Also, the Achievements don’t provide any clues as to what you can or cannot achieve.

I’ll never know Dr. Bailey’s fate…though I suspect he’ll go through a good amount of torment before his finds the surface and makes it out alive. If that. Me? I’m not a masochist by design, and so Anoxemia has been uninstalled from my Xbox One. Maybe I’ll watch an online playthrough down the road, but for now I’m content with what I know, which is that ATMA moves forward and then, ten seconds later, Dr. Bailey faintly follows; I do not like that.

2019 Game Review Haiku, #12 – Once Upon a Spirit

Crow steals child’s soul
Switch to spirit realm, find it
Could use editing

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #9 – Dark & Cold

Light your way through dark
Find a stranger, a way out
Short journey upwards

And we’re back with these little haikus  of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

See what horrors The Doll Shop holds at your own risk

Naturally, I was drawn to The Doll Shop for its beautiful watercolor artwork and depiction of life in the Japanese countryside, not its focus on dolls. I’m not into dolls in general, but I’m really not into dolls that look like little children or come alive and are violent. Maybe I watched Child’s Play when I was too young or maybe I still can’t get that episode of The Twilight Zone out of my head where a ventriloquist’s doll is both alive and neglected, replaced by one called Goofy Goggles, and exacts revenge on his master by flipping their roles; that said, I’m perfectly fine with nesting dolls. Either way, they aren’t for me, but that doesn’t mean they aren’t for others. Such as the main protagonist in The Doll Shop, a young man in his twenty-somethings that repairs dolls for a living, though I don’t think we ever learn his name…

The Doll Shop comes from Atelier Sentô, which is a French duo, specifically Cécile Brun and Olivier Pichard. Their work is often based on their travels throughout Japan. This one is set in a small, desolate village during the winter. The village is still reeling from a girl disappearing weeks ago, but life goes on, especially for our leading lad, who is repairing broken dolls while also collecting butterflies in his shop’s back room. However, he is harboring a great and terrible secret, and when a childhood friend returns to the village and reconnects with him, he finds himself unable to not contain what he has done.

The game is a mix of horror, romance, and light puzzle solving. It’s both a point-and-click adventure and visual novel, and the game offers you several choices to make throughout your days in this cold, dark village. These will affect your ending, of which there are three to see, and you can also collect posters as you explore around. The only tedious part of The Doll Shop is when you have to constantly dip your paintbrush in the paint after each action you take to fix the doll, but that’s a minor complaint at best. Everything else is sublime and beautifully done, though I do wish there was more things to click on and get descriptions of, especially when it comes to things like bath-houses and shrines, which, as an American who has never really left the country, except to go to Canada, I do not have a lot of experience with.

The graphics for The Doll Shop were hand-painted with watercolors by twenty-three students over three days in January 2018 during a workshop at the ECV art school in Bordeaux, France. Each student selected a part of the background, such as a tree, house, or mountain, and drew a sketch of it on paper. Next, they used a light pad and an 8B pencil to copy it on to watercolor paper. After that, the drawings were painted with watercolors. Finally, all the drawings were scanned, cut out on Photoshop, and incorporated into the game, which was made in Unity with the Adventure Creator add-on. The results are simply stunning, both in motion and as simple stills; I personally loved the look of all the buildings as I explored the village while the snowfall changed from light to heavy and back to light, all backed by a wonderfully quiet yet atmospheric soundtrack.

Anyways, just like with every Metal Gear Solid game, you get a progress screen at the end to tell you how you did and what is left to uncover. If I was to make up a title based on my work, I’d say I earned Gossamer-winged Butterfly. Right. Moving on, my results after the first playthrough of The Doll Shop are as follows:

I don’t plan to replay The Doll Shop. My story is my story, and those choices I made are locked in place. Ending B is all she wrote. I tried to play the main protagonist as a broken man breaking down, desperate for help, but sometimes unable to speak the words. He did terrible things and is terribly troubled, and soon everyone will know. I hope he gets help, and I mourn for those in mourning, now burdened with extra trauma. Yet another doll story to forever stay in my mind and haunt me for years to come. Thanks, Atelier Sentô.

Paul’s Preeminent PlayStation Plus Purge – Master Reboot

Master Reboot is a cool name for a game I don’t understand. At least it isn’t ReBoot, a Canadian CGI-animated action-adventure television series that originally aired from 1994 to 2001…of which, I saw several episodes. For funsies, you should check out the intro and feel special knowing that you are witnessing the world’s first completely computer-animated TV series. A true piece of animation history. Too bad it kind of stunk.

What Master Reboot actually is…well, it’s not exactly spelled out from the get-go. I think it is an adventure game, heavy on exploration and puzzle solving, with a bit of spookiness thrown in to keep you on your polygonal feet. It takes place inside the Soul Cloud, which is a giant server that holds the data of your soul and memories when you die. The Soul Cloud is brimming floating islands, and each island looks like a town, village, or city filled with rooms, skyscrapers, and houses that hold people’s memories. To house your soul, a family member (or you before you die, if you are prepared for it) must purchase an island on the Soul Cloud where the server will generate these spaces to hold each and every memory from the deceased’s past. There are, evidently, 34 unique environments to see, but I probably only saw one-fifth of them in the time I spent poking at Master Reboot.

The game has a look, and I’d call that look somewhat simplistic. Low-fi and low on details. On purpose. I’m perfectly fine with flat textures and few details–I loved it recently with Burly Men at Sea, as well as countless other games that went with the less-is-more route–but here I felt like there actually could have been more. A few more shades of detail to really drive home being in a certain place, like a school or child’s bedroom. Also, the game doesn’t even try to hide its invisible walls, them appearing as red-colored shield-walls when you venture too far away from the main path, like you are trapped under a highly technical dome. I kept bumping into these walls, hoping to go somewhere else, but alas, nope, nope, nope. It was a bit jarring.

That aside, because I do think the story is somewhat neat and don’t mind the occasional jump scare, my biggest problem with Master Reboot has to do with its puzzles. More often than not, they truly tried my nerves, as in the case of a memory that forced me to drive into oncoming traffic or one that made me recreate an image from memory when I hadn’t seen the parent image in a half hour or more. Completing these usually yielded some insight into the world’s mythology or the protagonist’s identity, but they were mostly obtuse obstacles to keep answers at bay. The game definitely doesn’t hold your hand, and it’s up to you to figure out what you are supposed to evidently do; yes, I’m looking at you, puzzle that had me rotating tiles to form three distinct pictures.

I gave up on Master Reboot after solving the puzzles in the park playground level, of which I had to look up a couple solutions for. After this is over, you have to use jump pads to leap from one sinking platform to another. Please don’t ask me why. If you aren’t quick enough, you drown and get a screen full of code, forced to try again. I tried three times and said, “No more.” The controls are built for a slow-moving game about exploring a small environment, in search of puzzle items or tiny blue ducks that act as the game’s collectibles. It’s not meant for moving quickly from one area to another. Ultimately, it’s not meant for me to keep playing.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Return home to familial strangeness with Azurael’s Circle: Chapter 1

I am one of those people that grew up in the ’90s reading those various More Scary Stories to Tell in the Dark books by Alvin Schwartz, and, yes, I was extremely disappointed when they got reissued with all new art, illustrations that did not immediately make your blood run cold and stay with you for years on end. One of my favorite short stories from these horror collections–favorite is actually a weird choice here, but I think you get what I mean–was “Harold,” which is mostly about two farmers mistreating their scarecrow and then getting their just desserts. Both the story and Stephen Gammell’s intro art for it have never left me, and I mention all this only because Azurael’s Circle: Chapter 1 features a scarecrow up to no good. Alas, it’s not as terrifying.

Azurael’s Circle: Chapter 1 is a horror-mystery, point-and-click adventure game where you must find the truth about your mother’s death. It’s free on Steam…well, this first chapter is, and it should only take you about a half hour to get through it. The police came to the conclusion that Helen Lancaster’s suicide, where she gutted herself with a kitchen knife, was due to the grief of losing her husband. However, her son, Clint Lancaster, doesn’t believe a woman as deeply religious as her mother would do such a thing and plans to investigate. As you further explore your childhood farmhouse, you’ll discover that nothing is as it seems; in fact, things are getting stranger by the minute.

Gameplay is fairly simple. You can use a mouse to click everything or use a controller…though I stuck with the keyboard mostly. Like, the up, down, left, right arrows and the enter key; I’m a relic. Item use and item combination is all automatic, which some people may like, but it results in a lot less thinking when it comes to solving puzzles. Oh, this cabinet door is stuck? I’ll just immediately use this cane from my dead grandfather to prop it open. No, no, don’t worry, I got this for you. I really didn’t want you to have to try out all the other items on it first. Again, it’s fine, if a little dumbed down. Also, a couple of items are tricky to spot, so there is a small amount of pixel hunting to deal with. Other than that, you are mostly exploring different rooms in the farmhouse and watching them change as you go, with your true goal being getting into the cellar.

Over the years, I’ve grown to dislike a many RPGMaker-made games. They all contain a similar look and menu UI, and, at first, I thought it was really neat and awesome, but I’ve grown tired of seeing the same pixel art and character portraits and start screens. It seems like the “new releases” tab on Steam, on any given day, contains at least one or two creations like this. I don’t know if Azurael’s Circle: Chapter 1 was made with RPGMaker, but it feels like it; that said, it has a better design to it, and I do like the small circle of light around Clint, which does obfuscate parts of the room you are exploring, leaving room for scares and surprises. The writing, while a little rote in places, does a good job of leading you along, revealing enough dribs and drabs about Clint’s parents for you to fill in the rest with your imagination.

According to the Steam page description, there are three endings to discover. I’m not sure if that is meant for Chapter 1 only or the series as a whole. Not exactly sure how different of an ending I could have conceived as I felt like I found every item and solved all the puzzles, but maybe there was something I missed. Oh well. Honestly, I would have preferred not to see the [redacted] at the end, but that’s me, an animal lover. Looks like Chapter 2 is available now, with more chapters to go down the road, but this didn’t draw me in enough to have me foaming at the mouth for more. I’ll leave Azurael’s Circle forever closed.

2018 Game Review Haiku, #29 – Umfend

An experiment
Creates echoes from the past
Work harder, smarter

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #26 – Late Night Wanderer

A late night walk home
The paranoia sets in
Dead phone battery

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.