Tag Archives: horror

2016 Game Review Haiku, #15 – The Hunt

the hunt screenshot 002

Me and my Arrow
Go into the wilderness
For Elk King, jump scares

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Flipping the bird hard in The Night That Speaks

0MihL5

The Night That Speaks is not your typical game jam entry, especially when we’re talking about the GameBoy Jam. Quick–think of every single horror adventure you ever played on Nintendo’s GameBoy as a wee lad or lass. Not coming up with many names? Yeah, that system wasn’t really known for the jump-scares and spooky hallways, championing more colorful, safe outings like The Legend of Zelda: Link’s Awakening and Super Mario Land. Stuff one can eat up on a cross-country drive in the family’s station wagon that wouldn’t give a kid nightmares later at the hotel, unless you just couldn’t get over that Kumo enemy design.

Anyways, The Night That Speaks is a small, creepy walking simulator which has you, a nameless teenage soul witnessed only by your extended milky white hand, exploring catacombs beneath a graveyard. Why? That’s a good question, with no clear answer. Something to do with a dead girl perhaps. Also, there’s a freaky ghost-skeleton-monster chasing after you as you gather clues via collectible notes, with your only defense being crude hand gestures. It’s scary and goofy and a little hard to deduce, but from the visual and audio departments, this is one fine piece of work. Certainly, I’ve never seen anything like it before, not in this perspective.

I’ve not played, nor will I probably ever, things like Slender: The Eight Pages or Outlast, but I’ve watched others tackle them. Y’know, that way I can close my Internet browser if events become too traumatic to bear. I’m not good at scary games, and I guess I need to pony up soon as I did make a promise at the start of this year that I’d get through Silent Hill 3 this October. Sigh. Either way, those games follow a similar trajectory, with the player wandering around a bit, collecting notes or scraps of paper, and with each piece discovered, there’s a greater chance of the monster showing up. I’m not into this, as the idea of being hunted by a hunter you can’t see is beyond paralyzing. Basically, this means that the moment I get the feeling that something is following me or right around the corner, all I want to do is shut my eyes and quit to desktop.

That said, Adam Ryu‘s The Night That Speaks is worth checking out, just to watch how the lighting and shadows work as you move forward through the graveyard and deeper into the labyrinth of catacombs. It’s amazingly detailed and immersive for such a retro style. I’m no tech guy, so I don’t actually know if this sort of game could’ve existed on the original GameBoy hardware, but if it could–man, what a different world that would’ve been. Pressing the “Z” key in allows you to “exert your will,” which is a nice way of saying giving someone the middle finger. If you time this right, you can keep the scary ghost-skeleton-monster at bay for a bit, but I mostly flipped the bird at lanterns or tables or anything that got in my way. I played for about twenty minutes, dying a handful of times–so I don’t know if there’s a conclusion or way to win.

Let’s end with some non-solicited advice from a genuine scaredy-cat: don’t wander into ominous catacombs in the dead of night, armed with only a gesture  manner meant to degrade, intimidate, and threaten. At least bring a flashlight. Maybe the really heavy kind that doubles as a blunt object. Or, I don’t know, stay home and watch old episodes of Frasier when the darkness becomes too much. You’re welcome, and stay safe.

The Deepest Sleep’s nightmare ends and begins anew

the deepest sleep capture

I kind of planned my playthrough of Deeper Sleep just perfectly to line up with the release of the third and final game in the trilogy, The Deepest Sleep, which came out last week. Alas, my weekend was busy full of party planning, party partying, and party recovering, so I only just got around to returning to the darkness last night. The sad truth is that all three of these games are small, quick adventures, ones you can burn through each of them in under 10 to 15 minutes if you really put your heart in it, and so I did my best to make this last as long as possible, and thanks to a game-stopping glitch, it definitely stretched my playtime.

Right. So, at the end of Deeper Sleep, you go down a dark well and find a terrifying “To Be Continued” screen. In this one, it starts with you trapped in a bed, then finding a flashlight, and then in some cult-like building with a bunch of seemingly random rooms to explore. Hmm, all right. Granted, you can always brush aside anything in dreams since reality-based reasoning has no place there. The Deepest Sleep feels both like a continuation in the series and its own unique thing, especially when you come across the newer mechanics not found in the previous two adventures.

I think you could die in Deeper Sleep, but I never did. Yeah, you’re impressed over my pointing and clicking skills, calm down. That said, I perished in my dreams at least four or five times in The Deepest Sleep, and these unfortunate failings stem from the fact that there is a time-based puzzle and stealth-themed bosses to avoid. Wait, is it true that if you die in your dreams…you die for realsies? Uh oh. Let’s not contemplate how I’m typing this blog post any further. Anyways, there’s one puzzle where you have to escape a grouping of three rooms swiftly or succumb to the Bottom Feeders, demons that thrive on darkness; naturally, I didn’t even realize this was happening until the YOU DIED screen popped up. Then you’ll come across a crazy-looking worm boss that can sense quick reflexes, so you have to tip-toe around it or get devoured, and these scenarios are tense and fantastic.

One of the final puzzles in the game revolves around collecting four chunks of stones with markings on them and placing them in a thing on the wall which, when put in the right order, will open a hatch and reveal a ladder. The order placement of the stones is determined by a drawing you find earlier, which is randomly generated, and I put the stones in the right place, but the hatch refused to answer. I even watched an online walkthrough where someone got the same pattern that I had, so I couldn’t figure out how to get past it. Granted, shortly before this stone puzzle, my Adobe Flash plug-in crapped out and I had to refresh the browser, so maybe that had something to do with it hiccupping.

The Deepest Sleep does some interesting things with its story to bring it full circle, but leaves a lot of room open for questions. Alas, they won’t ever get answered, unless scriptwelder decides to go back for more with The Deepest Sleep That Ever Deeply Slept.

2014 Game Completed Comics, #8 – Bad Dream: Graveyard

2014 games completed 08 - bad dream graveyard facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

2014 Game Completed Comics, #7 – Bad Dream: Butcher

2014 games completed 07 - bad dream butcher facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

2013 Game Review Haiku, #60 – Calm Time

2013 games completed calm time

A spacious manor
Perfect for killer party
Where you’re the killer

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

The Price for falling in love with the baron’s daughter

the price thoughts capture

The Price is not a happy story, which is more than clear from the opening scene, but it is beyond gorgeous to behold. Set in the American South during the time of slavery, a nameless field laborer has fallen in love hard with the baron’s daughter. Naturally, the baron and his men are none too pleased to learn of this and come after him, shooting first, not asking questions later. The baron’s daughter ends up taking a bullet for her secret lover, who must run off to stay safe. He then ends up meeting a shaman who promises he can save her life, but only if our overalls-wearing protagonist, who I’ll call Overalls, can reap three wicked souls, for everything comes at a price. Killing evil characters is surprisingly not difficult for Overalls, but controlling the bloodthirsty anger deep within is.

The Price tells its depressing story at a deliberately slow pace despite its short length, mostly through the use of expository intertitles of the silent film era, somber piano-heavy music, and gorgeously painted scenes. No, really. Look up at this post’s leading image; that’s some serious beauty, as well as the main driver for me to keep playing. As previously mentioned, this is not a story full of smiles and warm emotions, and it’s easy to see what Overalls’ ultimate fate will be–along with the baron’s daughter’s–once you solve the first puzzle area, so I wasn’t playing for any kind of startling revelations, but rather to see more of the art in motion. I kind of felt the same way about Machinarium as of late.

Puzzles mostly involve pulling levers or clicking on spinning circles, and everything is relatively straightforward, which is good because there’s no hint system, as well as no inventory management. However, as Overalls explores the American South, you can pick up white flowers, which I guess unlock something, but I never found all of them. The only two tricky areas involve a spinning clock that is separated into three sections that you need to align to make an image and then grok a door code from and a hungry alligator. Everything else is simple clicking–and sometimes you aren’t supposed to make all the clicks that the game is asking you to make. The puzzles and locations vary based on the three souls Overalls need to reap, and once you have them for the shaman, you can return to the baron and his daughter to see this woeful story to a close.

So, this look at two lovers destined to struggle comes from…Flip N Tale, a developer that does not seem to be active any more. Think they made something called Loondon, too. Well, from what I can tell by Googling, at least. Its webpage is dead in the water, and the dev’s official Twitter account has only two tweets to date, both back in March 2013. Strange. I really wanted to find out more about who made The Price and such, but there’s not much info out there, and with such a generic title, it’s nigh impossible to find anything with a simple search term. And dang it, this game deserves being credited.

If you like beautifully sad stories, then give The Price a click. It’s roughly 15 to 20 minutes long, depending on how stuck you get with the clock or alligator puzzle. But be warned, it takes a bit to load at first. If you find out what the flowers ultimately end up doing, please let me know. I can’t imagine it leads to much, but maybe there’s an alternate ending hidden behind those pristine petals.

2013 Game Review Haiku, #40 – The Price

2013 games completed the price capture

The baron’s daughter
A slave’s love, his rage, red with
Passion, pays the price

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

A slow, torturous train ride to nowhere in Sepulchre

sepulchre final thoughts copy

If you know the definition of sepulchre, then you know how Sepulchre will play out after its first few opening moments. Regardless of that, it’s still an effective and enjoyable slice of old-fashioned horror, a playable short story that is all about tension and creating an unsettling atmosphere rather than having you run from some ghoulish monster, your heavy breathing the only soundtrack to carry you to some kind of momentary safety. It’s a slow, torturous ride, and  greater for it.

The story is as follows: you play as Dr. Harold Lang, a short-tempered museum curator low on primary memory aboard a moving train on its way to Augur Peak Island. He’d like some food and a drink before reaching his destination, and so he leaves his book and room, off on a mighty quest, only to discover that things–and people–are not exactly right on this train. It’s very hard to say much more without spoiling what unfolds, but let’s just say that you’ll talk to some characters, specifically a bartender and an attendant named Don, solve a few straightforward puzzles, and grow worrisome as the truth becomes clearer with each click of your mouse.

I’ve read elsewhere that the amateurish voice acting lessened the experience in Sepulchre; for me, it was just the opposite. Plus, I’m a sucker for anyone–or anything–with a Scottish accent. Sure, the bartender’s audio was noticeably lower than Lang’s, and there’s an airiness to everything spoken, but I felt that helped build immersion. When you learn the game-ending twist, the tinny voice recordings and distant feeling throughout maybe makes more sense. I also liked how naturally everyone spoke; it never came across as actors reading lines from a script, especially Don and Lang who, occasionally, had to talk to himself, to work things out. Yes, even Ben Chandler’s performance as the mumbling Grub is worth appreciating.

However, I will admit that Sepulchre does have some problems. Due to the limited number of screens making up the train Lang is stuck on, there’s a lot of walking from one side back to the other. It can feel a little tedious. The sound effect that plays when going to your inventory is a very loud thunk and was jarring each and every time I popped in there to see what Lang was holding. Some elements are maybe a bit too vague, such as the main painting and the name Lang says at the very end. Also: didn’t get whatever joke was hiding behind the “huge bags” though they were effectively creepy.

For awhile there, I thought there was going to be some strong revelation based around… dogs. The theme is pretty prominent–the bartender, after Dr. Lang gets verbally upset, tells him to let it out like “a good little puppy”; you find origami dogs in one passenger cart and give it to Grub, admitting it is not exactly man’s best friend, but should do just fine; there’s also a non-interactive painting on the wall of what looks like a small dog. Alas, nothing came of all this, but it was something I noticed nonetheless.

Sepulchre comes from Owl Cave and is written by Ashton Raze (Richard & Alice), with artwork by point-and-click connoisseur Ben Chandler (upcoming The Blackwell Epiphany and ^_^). You can play for totally zero dollars by downloading it from Owl Cave’s website, but you can also pick up a special edition for $2.99, which includes the soundtrack and some other extras. If you have a half hour to kill and want to lose yourself on an unnerving train ride, I highly recommend taking this short, but puzzling trip.

2013 Game Review Haiku, #35 – Deep Sleep

2013 games completed deep sleep

Lucid dreaming can
Distort reality from
Horror, must wake up

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.