Tag Archives: horror

The gloomiest night in Lakeview Cabin will wear on to a morning

lakeview cabin capture

In Lakeview Cabin, as a burly, orange mustached manly man, you can drink beer, get naked, and use an outhouse. You can also mow the lawn, chop some firewood, or hunt a deer for food. Docks on either side of a small, summer island let you take in the lake’s tranquility and contemplate skinny-dipping, which you ultimately can’t actually do, as hopping in the water just spits you right back out onto land. Boo to that. Birds and bugs provide a calm, predictable soundtrack one might expect to hear at such a place. Really, a faultless postcard-esque vacation spot–that is until the sun sets.

Controls are straightforward, mostly because this is a Flash game. You move around left to right with the arrow keys. Z picks up and drops items, while X uses an item or throws it if possible. From what I played and saw after about twenty or thirty minutes, there’s no story text or narration. You just do things until you can no longer do things, and sometimes you’ll die from walking into a bear trap twice, and other times a nightmarish monster–who I suspect is maybe our leading lumberjack’s dead wife or girlfriend–will hop out of the lake and finish the job. Then you press R to retry…or O to “summon her,” whatever that means. I was able to accomplish various tasks, like killing the deer after perfectly setting the bear trap down and then chasing the animal into it, but never defeating the monster. Oh well.

Lakeview Cabin begins more like a puzzle game than anything else. I spent my first day/night cycle just interacting with everything I could, seeing how I could use items I interacted worked with other items. Such as filling up a bucket with water or using the axe to cut a wire in half, exposing electric danger. I also frustratingly stared at items I couldn’t get, like a key and shotgun. Nothing is immediately clear, and only through experimentation and retrying will you progress, but that’s kind of the name of the genre. Do what you must to survive; do anything.

I find lake-based horror to be very effective. Maybe there was a moment from my childhood that I’m just not ready to deal with personally and publicly, but I find the isolation and restriction to be the most crippling aspect of the ordeal, the most traumatizing. Truth be told, I’d rather run from a monster in the woods or even a building, but on a small island you have nowhere to go but underwater. Over the years, I’ve read a good number of Stephen King books and short stories, but Bag of Bones has stuck with me the most, as it is based around an author with writer’s block sequestering himself at his vacation house on Dark Score Lake. The movie What Lies Beneath, which I saw in Las Vegas all by my lonesome as a young lad, has some very effective scenes set around a lakeside home. Also, you can see me writing about this fear of mine in “The Feet Eaters”, a short story  published back in…oh, January 2007. The page seems gone from the Aberrant Dreams website, so maybe I should get around to reprinting it on my own sooner than later. But yeah: horror and lakes. Much as I don’t want them to, they go together like peanut butter and jelly.

I think developer Roope Tamminen has made something special here and could totally see Lakeview Cabin being expanded a bit–perhaps add an inventory to allow for multiple items and maybe some text-based guidance here and there–and put on Steam in the future. That’d be cool, even if I probably never survive past the first night. It’s a funny horror for sure, and one that doesn’t say everything it’s doing, which makes it simultaneously unnerving. Laugh while you die, I guess.

Everything is still coming up scary in Silent Hill 2

sh2 early impressions ooh

I like horror movies, but I keep my distance–as much as I can–from horror videogames. I don’t even think I can count on one hand how many horror-based games I’ve really truly played over the many years of my button-pressing time. Sure, a few Resident Evil titles here and there, and you yourself can decide if a game like BioShock is more scare than shooter–personally, I found it completely unnerving to get through, unlike the tamer BioShock Infinite. I gave both Penumbra Overture and Amnesia: Dark Descent a quick try, but immediately got the frak out of there, as it seemed too genuinely terrifying for me to experience. I would also argue that some quests in Elder Scrolls V: Skyrim could certainly be considered horrific and had me creeping around cave corners at a snail’s pace.

All that said: Silent Hill 2. It’s a game that’s been in my collection for seemingly forever, and I’ve taken a stab at it maybe three or four times, getting roughly a few hours in before walking away for a number of reasons. Mostly in that I always screw myself and end up saving before a hallway full of monsters with no bullets left and no more first aid kits. That, more or less, equals death or starting completely over. I’ve always liked the Silent Hill series–yes, even that first movie, which nailed the setting and crazy monsters–though I’ve really only played the first and second game out of all them, but I appreciate what they aim to achieve: a realized, fictitious setting filled with the most insane-looking demonic creatures and a constant sense of uncertainty.

Despite being a twelve-year-old game (released in 2001, yowza), I am finding Silent Hill 2 to still be effectively frightening. Though that statement generally only applies to when you’re inside a building. The story centers around James Sunderland, who enters the titular town after receiving a letter written by his deceased wife, saying she is waiting for him in their “special place”–which he believes is a park they used to frequent. Joined by Maria, who strongly resembles his dead wife, he searches for her through fog and freaks to discover the truth about her death. Wandering mostly alone through a creepy town occupied by monsters and less-than-trustworthy folk is not an easy trek, especially when backed by the wonderfully unhinging soundtrack and creature cackles.

Tara’s helping me play and making sure I don’t quit, as I could easily walk away at any moment, but there is a part of me, which is fairly miniscule, that does want to see what happens in Silent Hill 2 after the first four hours or so. I’ve only ever gotten up to the Brookhaven Hospital in all my tries. Currently, that’s where I am, so now comes the true test, to see if I can keep going. One thing I will fully admit to is looking up puzzle solutions via an online guide, as I have always found them to be too cryptic for their own good; that’s at least one roadblock diminished, and the main hurdles for me are the combat and not breaking my controller over how bad the camera angles are. Dynamic my booty.

Strangely, the game also presents a lot of opportunities for laughter, such as when James was running down Nathan Avenue and monsters were being unsuspectingly catapulted at him like flaming boulders from the blindness of the fog; I have to imagine that’s a glitch, but can’t seem to find anything online to back that claim up. When James and Maria run together, their footsteps sound like a horse in full trot. Also, the voice acting is atrocious, but thankfully there isn’t much of it, and the story can tell itself mostly with scenery and straightforward text.

I feel like, if I can beat Silent Hill 2, I can do anything. Like tackle Dead Space or Silent Hill 3 or Slender. Nah, I’m just kidding. I’m going to immediately return to sunny, colorful Japanese roleplaying games, and you can’t stop me. But you never know what the future holds.

Save your daughter and as many flashlight batteries as possible in Ascension

ascension impressions

Bundles, bundles, bundles–you can’t turn right without walking into one these days. That can be, at times, a bit annoying, especially when one has wallet issues or an ever-growing backlog, but the latest bundle shouldn’t be a problem for anyone with a working computer: The Free Bundle. Yup, that’s right. Free. No minimum, no “beat the average price” tier rewards. Just a list of some indie games and the buttons to download them. Currently up are six games, of which I’ve downloaded the four I’m most interested in: Ascension, Celestial Mechanica, Abobo Big’s Adventure, and Treasure Adventure Game.

For today’s post, I’ll be talking about the first one mentioned there. Before I begin, I have to state that I think it has an unfortunately generic name, as Googling “Ascension” brings up a rather popular CCG or talk of the forthcoming God of War: Ascension. Nothing for the indie game comes up on the first page of results certainly. Oh, and there’s totally an XBLA indie game of the same name out there. Ultimately, I think Atticus Ascends would have been a better title, but that’s just me. Otherwise, it’s hard to track anything down about the little indie horror stab in the dark. To get the screenshot above, I had to navigate to the developer’s website, and even then there was not much in the form of media, but that’s just a small gripe from my perspective. If I was to ever do a second post on the game, I’d have to take screenshots as I played for myself–the true horror!

Ascension is surprisingly good. Well, at least I was surprised at the quality of the gameplay, the look, the controls. Just about everything, except the story, which is kind of by-the-books. It’s a psychological horror game where you play as groundskeeper Atticus, who has brought his sick daughter Viola (or is it Violet?) to work on the day of a terrible accident. Separated from her, he must find his way back before something else reaches her first–dun dun dunnn. You control Atticus, wandering floors of some building, reading notes left by others, searching for items, like flashlight batteries and key cards, and avoiding zombie-like monsters by sneaking past them in the darkness. Or maybe killing them with an axe; I’ve not yet figured that part out.

The game has a really nice look to it. Cartoonish, painterly at times, but capable of style, with great lighting effects from your flashlight, especially when it begins to dim and weaken from low batteries. A nice touch. All text is dished out in a lackluster typewriter font, with the typewriter sounds to boot, which leads me to question who is telling the story here: Atticus or an unknown author. Some scenes, like saving your game or speaking with your daughter, are presented in a larger shot than traditional gameplay. These are nicely done and help give more dimension to the characters. In the end, I just wish there was a map. Lone Survivor had one, even if it was a riff on Silent Hill 2‘s apartment building maps. It helped nonetheless.

I played up to the part where Atticus has to navigate through the Cold Storage area. Without a map, I quickly became lost after so many hallways and doors, and then the monsters kept killing me despite the ax I was wielding. Holding your breath only works if they haven’t seen you, so the moment you are spotted, it’s kind of over. Death isn’t a complete end, but it does throw you out of the loop for a bit. I might hop back into it again and try once more; I don’t expect it to be a very long game, but I might need to read up some more on how the combat works because I don’t think I have it down well enough to survive. Anyways, again, Ascension is good and free, so go download it from the Free Bundle (31 days to go!) or the developer’s website. And conserve your batteries; I mean it.

Resident Evil: Revelations is portable horror and so not for me

I’m attracted to horror games from a distance. Truly, I am. I just don’t enjoy playing them, and this is pretty evident with the fact that Silent Hill 2 still remains unfinished despite Tara keeping me company through all the fog and static-laden radio noises and creepy monsters that want to spray me with their evil juices. I love the atmosphere and story and crazy enemy designs in horror games, but I just can’t handle the packed-in stress, the long stretches that build between scare A and scare B, the way tiny sounds like turning a doorknob are deafening and that general feeling of utter helplessness.

Also, a quick gander at my backlog confirms a solid lack of horror videogames. Yes, there’s BioShock, which I played and completed, but struggled with for awhile, often just standing still for long periods of time thanks to a “turn invisible when not moving” Plasmid and listening to my surroundings. I’ve dipped my toes into the terrifying pools called Penumbra: Overture and Amnesia: The Dark Descent, but have no desire to go swimming. And in my younger years, yes, I played a few Resident Evil games, but those were social affairs, adventures that my best friend and I would go on together, with chips and drinks and puppy dogs at our sides to make the real world as safe as possible in lieu of the dangerous digital version; the vivid memory of a licker bursting threw a one-sided mirror still makes me tense up.

That said, after a busy day of drawing journal comics every hour on the hour, I downloaded the demo for Resident Evil: Revelations on my 3DS–yes, the system now supports demos; praise be to the Maker, it must be the year 2012–and give it a whirl. To clarify, the last Resident Evil game I played with passion and purpose was probably Resident Evil 2 though I did try a demo for Resident Evil 5, which was lame.

Firstly, this is a gorgeous-looking game. The graphics definitely show off what the 3DS can handle, and the 3D slider flicked slightly up creates a fantastic look, really drawing me in, as if I’m walking right behind Jill as she badly shoots zombies on a haunted cruiser ship. Well, no. Not zombies. Scary, mutated monsters. Secondly, without that crazy Circle Pro Pad attachment, this game controls horribly, especially during the moments when quick, precise turning is needed. You know, like when a monster is trying to eat your face off. See, without a second circle analog pad, you both move Jill and move the camera at the same time with the one circle pad you got. It’s horrible; I’d switch over to first-person shooting mode to pop a monster in the middle of its temple only to have my aim swirling around out of control. Thirdly–and lastly–this game can manage scares just fine. You’d think, being on a brightly teal-colored handheld device, which has a number of lights on at any given time, it wouldn’t be able to create such an atmosphere, but it does. One monster jumped down from the ceiling, and I emitted a sound. I will not describe it.

And then I ran out of ammo. And then I died in a foggy room filled with scary things. I exited out of the demo and saw that I now have 29 more chances to get scared. No thanks. But I can see why many would like Resident Evil: Revelations: high production values, quality scares, beautiful graphics, and an actual story to follow. Alas, this type of game is still not for me even when playing safely under the blankets with warmth, cats, and a wife to keep me safe. Oh well. Good thing for demos.