[LEGACY] Nightmare Never End

You wake up in your room and realize that something is very wrong. You’ve been tasked to review another horror indie game, and it already looks as if you’re going to be crying in frustration more than you are in fear.

In the last (or maybe first) review that you saw of mine, in the very first paragraph I mentioned the shovelware that has plagued Steam since Steam Greenlight was taken from us and “anything goes”. Well, here is your first example.

NMNE is a “horror” game, which in itself is correct. Any game which has the purpose of trying to scare you is indeed a horror game, but it spectacularly fails at doing so. Even trying to cut the game some slack by looking at horror sub-genres still greatly fails.

Survival horror? Yes, but either easily survivable or pure luck (based on unpredictable A.I. patterns and wall phasing).
Action Horror? Nah, not really.
Psychological Horror? It wishes, or at least it’s trying to be. It’s one of the many games where the protagonist is stuck in a coma, and it tries so hard to create this sense of dread but is entirely ruined by the next part.
Jump-Scare Horror. Which is badly done. Scares with no rhyme or rhythm. One of which, after being “scared” once, I know exactly what triggers the scare, which I then demonstrated that I knew as I had to replay the game when I got stuck.

There is no finer detail to this game. Every story aspect serves itself as it is, and it is what it is.

Pros: 

  • The game works as a game (most of the time)
  • Has grab and move physics
  • Actually made me jump (once)
  • I’m a sucker for trippy visualisations. Eyeballs coming out the walls, floating teacups, fleshy meatballs I need to stack into a bathtub? Love all that weird shit.
  • The game has a beatable threat (most of the game) but doesn’t seem too unrealistic to beat or not beat, reasonably easy.
  • You know exactly what you’re doing every time you’re faced with a “challenge” or scenario. Very self-explanatory, even though that’s probably just down to the game’s simplicity.
  • When you die, you get sent back to the last stage or beginning of the stage you’re on. Very unlike most trash indie games.

Cons:

  • I actually got stuck in the game twice, one was due to the lighting being terrible in a particular area that I couldn’t see the “solution” to the “puzzle”. The other was to do with bad A.I.
  • Grab and move physics are almost overused, to the point where I need to make bathtub meatballs a SECOND time in the game. I love weird shit but WHY. The lack of other mechanics and odd tropes hammers this almost-overuse in.
  • The game is not scary, honestly. The one scare that got me was because a bat flew into my face as I went around a corner. I didn’t even jump that much, but THAT was a proper jumpscare. The rest of which was The Rake, but like Shadowman squished up behind a door going *BSSHHHHHT* *Static Noises And Static Visual Effects*. I’m scarier behind a door making those noises.
  • The last thing that I came face to face with (whether it was the end of the game or not) was biscuit collecting??? Every time I collected a biscuit, noises, and sounds were added, enemies with AWFUL PATHING were added and it eventually killed me. Unlike the rest of the game, it did not revert me to the previous stage, it bugged and game over’d me. At this point, I’d already restarted it once, so…

Overall, this game is not great. If you want to be scared, this is not it. It seems like a first attempt at a game with minimal assets and minimal effort or people who seem to kind of know what they’re doing but don’t know how to pull shit together.

But, this is not their first game, nor their first horror rodeo. AK Studio, the publisher, and developer of this game, has made 5 games before this going back to 2019. Albeit, one of them not being horror but a Crossy Roads clone, by the look of it.

While practise is patience and practise improves things, you have to pay $100 (I believe, feel free to correct me) to publish a game on Steam. While it is completely free to publish a game on Itch.io or Game Jolt, GOG, or Gamers Gate.

I’m not saying, “TAKE YOUR TRASH AND PUT IT ELSEWHERE.” It is a better business prospect for games like this, where you can get traction and feedback without having to pay out your ass just to see if people will buy your game.

Even so, despite traction and everything, you can even have someone famous review or play your games. One of their previous games, “Ghost Stories” was obviously seen by someone quite famous on Twitch as on Nov 12th 2020 the view of the game on Twitch spiked to 4.7k. Despite that, and despite all the LOL GAME BAD = GOOD REVIEW that came from it, not much else came from it. Obviously, enough money to try it again, but it lucked out, and it probably won’t happen again.

The reason I’ve spotlighted this game in particular is for one reason. If rubbish is highlighted and praised for its stupidity, you can fool anyone into thinking that the market is successful and a feasible means of making money.

Price: £7.19
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: Yes, play it again and again.

This game’s base price is £3.99, discounted right now at £3.19. That’s not a steal, and I doubt there will be a price suitable for the “content” that it brings. If you can get this for free, good on you, but I have no clue why you want it. Jinx from the present day here, this is ridiculous. I’m checking right now if they’ve made any updates since on this game because the base price has been raised from £3.99 to £7.19 as of a couple of days ago. Yeah, just as I thought. No official updates of patches since release in December 2021. I’m not altering the rating or anything to suit, just thought I’d chime in on this somewhere.

Zesty rating
1 Out Of 10.

A badly made, badly crafted excuse of a semi-psychological, shitty jumpscare “horror” game where discount RakeXShadowman squeezes into the most unscary, ridiculous places to scare you and defies physics just to be intimidating. 

Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Lake

Lord bless Keymailer and their forever extensive library of new and upcoming games, waiting to be requested and played by the unsuspecting gaming influencer. With Steam and the Greenlight function being taken away and a mountain-load of shovel-ware sweeping into the marketplace like a landslide from a landfill, it’s hard to request things from the site and not dread what you’re getting into.

Due to its overall look and information, Lake was one of the more promising looking games. It was also one of the few games that provided a different “please read before requesting this game.” This uniqueness before even starting the game or even being accepted to play it was pretty fresh.

The game itself is exactly as you see it. You are a woman who is taking over from her dad as the local postman, which is giving her a needed break from her work, too. It’s a delve into her past, as it’s her returning home to the town she used to live in by a big, beautiful lake.

There’s not much else to this game that I have experienced, which is not a bad thing.

The game is simply experiencing this twist in a person’s life through delivering mail around the lake each day, with different dialogue options leading to better/worse relationships with other characters and possible romance options.

Pros:

  • It’s a game that works. And it works really well.
  • The stylisation of the game is a mix of low-poly and not, which does give the land a unique aesthetic. While not looking super realistic, it all blends in really well together and paints a nice surrounding.
  • 2 (As far as I’m aware) romance options, one with a male character and one with a female character. Film Nerd Chick FTW.
  • All music in the game is played through the “local radio” in the post-van and is actually real, original music recorded for the game, which really ties in that close-knit community vibe.
  • All characters feel believable and the dialogue is not clunky or unnatural. 
  • Whether intentional or not, you can power slide with the van.

Cons:

  • Due to the original music, you do have to email the devs of the game with the link to your VOD/Video to make sure you are not DMCA/Copyright struck. It’s a thoughtful thing to do, but could be tedious if multiple videos have to be made.
  • There is no run function. (Similar to Phasmophobia) The movement speeds are “saunter” and “walk normally”. I know the woman is having a holiday by being there, but I’d like the faster speed to be “That awkward jog where you need to be faster but don’t want to put effort into being faster.”
  • The two relationship options (that I have found) are a wonderful Film Nerd Chick and Hermit Paul Bunyan. For meeting Film Nerd Chick, it’s such a natural progressive flow (AND REALLY FLIRTY), whereas meeting Paul Bunyan you’re hit with a lot of guilt-tripping and pity-partying. Which, when talking to other streamers playing the game, also put them off a relationship with him. He seems like a super chill guy, it’s just shit that every dialogue option starts with you delivering bills to him, and you’re just forced to feel guilty about it.
  • You can’t tell your boss/co-worker who keeps calling you asking you to do work while you’re on holiday to “fuck off”.

Overall, this game is a great game if you like enveloping a story via trivial means, like Power Wash Simulator but better. You learn a lot about the community via delivering mail to them and accepting some odd jobs or such from them while you’re at their houses. Meet old friends, old neighbours, and just chill in the hometown you grew up in. 

For me personally, as much as I am invested in the relationship with Film Nerd Chick, I do find the gameplay super repetitive and would probably struggle to play this game if it wasn’t for that specific relationship. However, it is one of the few games from Keymailer thus far that I can safely say I’d continue to play after trialling it.

This game, however, does deserve a place in the spotlight due to having such a well-crafted and believable little town, which completely carries across the feeling of quaint and homely to the tee. 

So while the game style may not be for everyone, it doesn’t mean that it’s a bad game at all and is certainly not a bad story that’s being told. If you can pick this game up from keymailer or fancy paying £15.99 for this game (which I, personally, would wait for a discount on) give it a decent try. Power through some posting to see if the storyline is worth the slog and share your thoughts about it as well.

Price: £15.99
Time To Complete: 7 Hours
Achievements: 10
Cards: None.
Worth The Money: Yes and No. Having 7 hours worth of playable game is certainly worth £16, but the game is too repetitive and chore-like after a while.

Zest Rating
6.5 out of 10 ~ Fresh-Tasting
Back to hometown aesthetics, postwoman romance simulator. Driving and posting every day isn’t my thing, but the relationship dynamics are worth staying for. She’s as much of a gossip as my dad is, and he’s an actual postman.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”.

[LEGACY] Alwa’s Legacy

Starting off with the sequel to Alwa’s Awakening, what a joy and what a delight after playing the first game. From their game in 2017 to this release in 2020, Alwa’s Legacy is one of the games that I can say visibly and thoroughly improves from the first game to the second. Nearly every point that I had made about the previous game was cleared up, rectified, and that’s always a great thing to see. As if they’ve cleared up those things that so many complained about, it means they are developers who listen, and therefore, developers to follow and trust in. (Just don’t go AAA, please, I beg.)

Despite being a little late to the party, Alwa’s Awakening was something that disappointed me, it felt like a bundle of broken promises and pandering towards those who fall for nostalgia-bait (like the Star Wars Sequels). Despite all the problems still standing, it was a legitimate game and cared about its matters. It stood the test of time for another game to be made and was still good enough to get a mixed rating.
It was always a surprise for me to pick up both Alwa’s Awakening and Alwa’s Legacy on Keymailer, I had just gone through my entire 2k “maybe-list” (steam wishlist) and had no idea what to expect.
Playing Awakening later had me hesitant to play Legacy, I will admit. I remembered my draining experience (further worsened by playing another bad game beforehand, I will admit.) and put off playing Legacy as long as I could. Now, playing it, I realise how silly it was to just assume that those same aspects that I loathed from the game would carry over.

Because it didn’t.
Hence, why this review will be a comparison.


“Most of the platforming requires pixel perfect jumping. I found the platforming some of the easiest to control out of all the games I’ve received from Keymailer, but it takes the happiness of finally having that away from me when showing me the platforms. Granted, not all the jumps are hazardous, death traps, but the ones that are the furthest away from the checkpoint always are, and it hurt my soul.” ~ (Alwa’s Awakening Review)
My soul has been healed. This game still requires some amount of “pixel perfect jumping”, which I would say most platformers need for it to not just be a walk in the park, but in this sense, all the jumping and platforms made sense. Everything made sense. I didn’t feel as if I needed to lean to the side “IRL” (in real life) to make every jump, it was smooth and nurturing but wasn’t afraid to let you fall if you fucked up. The death traps and such are placed appropriately within great consideration of where your last checkpoint was, nothing too unrealistic at all and very considerate while still making it challenging.

“Speaking of checkpoints, Red Cap Zombie Hunter, eat your heart out because you have NOTHING on the placement of these checkpoints when it comes to distance. The placement overall of the checkpoints is actually fine and is nowhere near the randomness that Red Cap does with their haphazard tornado lightshows, but the distance is actually heart-breaking and forced me to recline in my chair for a few minutes on multiple occasions.”
Red Cap Zombie Hunter…. Bro this is how you do it. It’s not about putting checkpoints, it’s about listening to criticism, taking it on board, and not having a hissy fit because people are finding problems with your game. Legacy took the absolutely atrocious checkpoint spacing of Awakening and improved TENFOLD on it. There was almost a point that I thought there were too many, but after unlocking new dangers I realised that checkpoints were necessary everywhere that they were. The game had become a lot more difficult, but at the same time a lot more achievable without throwing your hands up in rage, and it’s all due to the checkpoint placements.

“So if it wasn’t for the amount of dying I was doing sending me back, I also have to do A LOT of backtracking as well. I know it was very common in most older platformers, but with everything combined I genuinely felt as if I was losing the will to live, passing the same area so many times with nothing to gain from it. I only found out that there were quicker ways of going around things, like hidden walls/doors/ceilings/floors, yet I wasn’t to know as they looked the same as everything else!”
Okay, so apart from the one place that I got completely lost looking for an old woman who was the key to me moving on in the game… Once again, such a big improvement. The maps are the same way, in which you could easily get a bit lost, or a bit turned around looking for the way you need to go, but it’s different! The rooms are a tad smaller, they look better, they matter just a bit more. Not only that, but the way that you traverse the map is a lot different too. Many rooms are “one-way” making you a tad nervous as you can’t get back, but then, boom, you get your little power to summon a cube out of nowhere, and you can get back now! Every room and direction is much more purposeful, with fewer dead ends. You can only wander down a route if you have the right powers to do so. No backtracking because you went the wrong way. I still haven’t found any hidden walls/floors/ceilings/doors but seen as this game was a lot more enjoyable than the last, I might go back to it.

“As if backtracking and losing progress to things wasn’t enough, your character is also very slow in comparison to big empty and expanding rooms with not much filling them but maybe one or two measly enemies which will be super stingy about their drops.”
I’m trying so hard not to write vocalised expressions of satisfaction, just thinking back to the change on just how smooth the character is when walking… Your character is faster, smoother at walking, jumps are more responsive and rooms are not big and empty. Everything is fucking tight and fluid, and it’s lovely. I’m not so mad about enemies being stingy with heart drops because my slow-ass isn’t being grabbed as much any more, I’m not getting bored in a room, I’m not actually getting lost or having to backtrack as much. It’s honestly just “mmmmmmm”, as a change from one game to the other, it’s honestly a great feeling, almost as if I’m gliding with each step. (Not to be mistaken for the character being slippery when walking, the character is very much rooted it’s just the change is that blissful)

It’s honestly a great experience, and not just the game itself, but the rise from complaint ridden game to game I genuinely have only small complaints for.
— I still don’t really know the story, but that also seems unimportant.
— I got lost trying to find the old woman because I didn’t realise I could jump through the big orange column, as it literally looked like a wall.
— I don’t understand if I can swim? Or how to swim? Or if it’s a special power I’m missing.

But besides that, take all my positive comments from the previous game, smack them in this review and add some sparkle.
“The art style is cute and nostalgic with appropriate colour palettes, nothing is ugly or “meh” to look at.”
This, but without my apathetic language. The colours are now popping, and while the style of the game is still very much the same, there have been some tweaks to let things pop so much more and be more attractive to the eye.
“The music fits the purpose. It’s chiptune and 8-bit, and most soundtracks fit the appropriate setting they are put in. Boss battle areas seem to lack a little, but most of the others are great.”
Likewise, the soundtracks are a lot better, but I still have the same gripe about boss battle tunes, sometimes they don’t actually exist at all, which makes me wonder if it’s actually a boss battle, but on the game goes anyway.
“There are NPCs all over the map that all have some sort of dialogue (whether relevant or not) which really brings a bit more life to the otherwise empty feeling game.”
The NPCs are so much more real now, they look better, they have better, more believable dialogue and just genuinely, overall feel so much better. Despite me still not knowing what the fuck is going on within the game, everything reads so much better and has me a lot more invested than what I was with the last game.

“The powers learned by the protagonist within the game (specifically the first one where you summon cubes) were generally surprising to me and a lot more refreshing than the generic powerups most games would give you to get around obstacles.”
Same as above, I don’t think the powers have changed much since the last game (since I didn’t actually get all that far in Awakening) but it’s still such a refreshing premise on superpowers. Replacing your typical double jump with something different that allows you to mostly get the same desired effect.
“Not all enemies are the same one. There are different enemies and also different variations of the same enemies that take more hits to kill. That and the bosses are interesting and while not outstanding or grandiose were still a nice bunch of pixels.”
Oh my god, this, but so much more. Yes, the staple enemy to this game is skeletons, but within the first minutes of this game, it shows you so much more. Hidden behind a door you can’t open, in the first area with the old woman, are so many new creatures. You get hit with skeletons at the start, but later on, there’s flower demons, and evil flowers and moving statues and… It’s just great, and the art style switch I think was also key to making these guys look wonderful too. It gives you such a better grasp early on of how much this world has to offer.

Price: £13.99
Time To Complete: 9 Hours
Achievements: 24
Cards: No
Worth The Money: Maybe. It’s almost always on discount, however, so a definite yes on discount.

Overall, this game is so much better than its predecessor, and it strongly suggests that they listen to their fanbase/community/players. From what I can see in the reviews for this one, compared to the last game, there is so much more positivity towards the game and the developers and a genuine want for a third game. It’s not a game I would play on stream and something I’d pick up in my downtime (if I let such a thing exist) and complete casually in my own time. I recommend, if you have both Awakening and Legacy, play Awakening first just to make yourself love Legacy all that much more.

Zesty Rating
9 Out Of 10.
A remarkable difference from the previous game. Improved in all aspects and actually a joy to play. Smooth characters and amazing game design. Diverse enemies and not frustrating to play, but provides a worthy challenge. Massive improvement.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. 
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.

The Captain

The Captain is one of those games that takes me back to the old days of NewGrounds and Armour Games, a plethora of flash games, all of my favourites being point and click adventure games. (I tried to recreate that magic on Twitch once by only playing flash games on Fridays, but I can safely say that no one was interested.) Despite the very long intro with screeds of text that I ended up skipping most of, I was taken back to that era rather abruptly so that it gave me a bit of whiplash.

The Captain starts out with a whole bunch of story I didn’t ultimately read, but I got the fair gist of it. Bad people have a big army and are going to use a weapon to destroy the sun surrounding a planet of great stature, Earth. To make the shield, that was created to protect the sun work, a costly and time-consuming battery must be made at this station that’s on the outer rim of the galaxy.
In the process of transporting this cell back to Earth, something unfortunate happens with the experimental “warp hole” technology, which leaves your protagonist stranded on the outer rim of the galaxy without the cell and a broken ship.
The BBEG is still en route to s’plode the sun, so you now need to grab the cells and head home ASAP before the sun goes splat.

The reason this game gave me whiplash, however, is because during one of the very first choices, a person died.
A person died because I can’t lie to people, in-game characters or not. I’m not a liar, and especially with a situation as dire as it was… I just can’t lie. Spoiler. It hurt my soul so much.
This reeks of early point and click games, throwing you into situations like that so quickly and without any forewarning. This game went from boring, clicking through all the dialogue that I’m not concerned about, to “Fuck, I almost cried.” Not everyone will have the same reaction as me, however, as I feel things too deeply, but I love it when games take me off guard.

Pros:

  • The game works.
  • The game’s art style is another one I love. Tiny pixels all arranged to make a detailed picture, but still pixelated. I love pixel art so much, as there’s so much you can do with it.
  • The characters are believable, and the situations are gritty and dire, in the best way. Challenging dilemmas that really have you trying to think so widely out the box, but you struggle to know what to do as it’s the first playthrough.
  • The concept of time in this game is handled great. There have been so many games that I’ve played before that I felt handled time and time-based challenges in such a shit way. (Dead Rising 2) I genuinely felt as if I was racing against time in a way that I could genuinely handle, but also felt I had absolutely no grip on. Nothing I could do would give me more time, I just had to make the best use of it.
  • The puzzle elements to this game are VERY flash point and click game. Combining and searching high and low for things. No hints, but the solutions are simple once you get around to them. Minimal puzzles, but always very meaningful.

Cons:

  • Once again, the text in this game is overbearing. There is a lot of dialogue in this game that’s not very much needed. It does give depth to the characters and everything that’s happening in the game, but the amount necessary is way less than the amount provided, and it’s somewhat of a drag.
  • The game is predominantly made for replayability. Any game that has the number of choices, consequences, outcomes and just sheer “anxiety via indecision” inherently wants to be replayed. What lets the game down is the lack of a skip button for things that you’ve already seen and experienced.

I genuinely can’t think of any more cons for this game.
This is literally one of the first games that I have ever played that one of the people watching me at the time came back to me and said, “Yeah, I went and bought this after I saw you play it.”

Price: 15.49
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: Yes, play it again and again.

In conclusion, it’s not the best game there is out there for point and click adventures. It also certainly doesn’t rival any of my favourites of the flash era, but is it good? Yes, undoubtedly so. It’s more than definitely worth buying and playing, as it promises a better playthrough every restart and multiple different routes to the path of success.
It’s not the most riveting or inspiring, but it’s another good space story that I can easily say is worth the money and the time you put into it. If you want something that’s as close to a 5/5 as I can give, then try the Don’t Escape series. It’s honestly gamegasm material for point and click adventure/puzzle games.

Zesty Rating
7 Out Of 10
A refreshing return to flash point and click routes. Gripping and gritty decisions ensue, with lots of space travel and sci-fi themes. Replayability is off the charts, make your horrible decisions all over again…


NOTE: This game is flagged as “Replay”. 

[LEGACY] Alwa’s Awakening

This instance for me was a first from Keymailer. What I’d done was go through my entire Steam Wishlist (Over 2k Games, it’s a story for another time) and requested EVERY KEY that I could for all the games on my wishlist. This took mostly the entire night until 4am in the morning, provided that I’d also watched my friend’s stream until midnight that night, and was also being distracted by everything and anything.
Lo and behold, I get not one but two games from the same dev, both being the same franchise and being from as early as 2017.

Alwa’s Awakening is the first of two games, the other being Alwa’s Legacy, which I am yet to play and review, and should promptly be doing it this week. From looks only and the trailer, it looks to be a nostalgic revisit to the old 8-bit platformers coming out nearer the end of the 8-bit era, graphics and movement promising to be an absolute gem and reprise many people’s memories.
I was met with this, but also met with the other thing that happens when I go back and play old games.
“Hmm, something’s not right. Something just feels a little off, like something is missing. It has everything I knew it would have, but why don’t I enjoy it?”
But this isn’t an old game? It’s not something I played in my childhood, yet it comes with that anticipated nostalgia haze, with the emptiness ensuing.

You are this fabled character that’s supposed to save this village/town/city of Alwa. I read the plot and one part said city, but the image was literally like 10 houses, and it threw me off, I think. You go through a mass dungeon crawl where there are enemies everywhere, destructible objects and permanent powerups that unlock more sections of the map for you to explore and conquer.
It gives exactly what’s promised and delivers exactly what’s expected, but why do I feel so let down?

Well, I think after going back to the game after the stream and literally meditating on it, which you’ll never get me to do for anything else, I’ve put my finger on it.
Most of which are things that other games do, but I think the overall combination of these things are what brings it down to a boring, grindy, flavourless halt.
So from here, instead of doing the pros first, here come the cons.

Cons:

  • Most of the platforming requires pixel perfect jumping. I found the platforming some of the easiest to control out of all the games I’ve received from Keymailer, but it takes the happiness of finally having that away from me when showing me the platforms. Granted, not all the jumps are hazardous, death traps, but the ones that are the furthest away from the checkpoint always are, and it hurt my soul.
  • Speaking of checkpoints, Red Cap Zombie Hunter, eat your heart out because you have NOTHING on the placement of these checkpoints when it comes to distance. The overall arrangement of the checkpoints is actually acceptable, and is not as chaotic as the haphazard tornado light show by Red Cap. However, the distance is actually heartbreaking and forced me to recline in my chair on multiple occasions.
  • So if it wasn’t for the amount of dying I was doing sending me back, I also have to do A LOT of backtracking as well. I know it was very common in most older platformers, but with everything combined I genuinely felt as if I was losing the will to live, passing the same area so many times with nothing to gain from it. I only found out that there were quicker ways of going around things, like hidden walls/doors/ceilings/floors, yet I wasn’t to know as they looked the same as everything else!
  • As if backtracking and losing progress on things wasn’t enough, your character is also very slow in comparison to big empty and expanding rooms. With not much filling them but maybe one or two measly enemies which will be super stingy about their drops.

I could probably think of more, but I honestly think that’s enough to rag on the game to make you have a second-hand experience of what happened. I have hope for playing its successor as it too also has a good amount of positive reviews. I’m hoping the next game will have expanded on these Pros I now have to list to keep the review balanced.

Pros:

  • The game works. 💖
  • The art style is cute and nostalgic with appropriate colour palettes, nothing is ugly or “meh” to look at.
  • The music fits the purpose. It’s chiptune and 8-bit, and most soundtracks fit the appropriate setting they are put in. Boss battle areas seem to lack a little, but most of the others are great.
  • There are NPCs all over the map that all have some sort of dialogue (whether relevant or not) which really brings a bit more life to the otherwise empty feeling game.
  • The powers learned by the protagonist within the game (specifically the first one where you summon cubes) were generally surprising to me and a lot more refreshing than the generic powerups most games would give you to get around obstacles.
  • Not all enemies are the same one. There are different enemies and also different variations of the same enemies that take more hits to kill. That and the bosses are interesting and, while not spectacular or grandiose, were still a nice bunch of pixels.

This is honestly a review that I did not want to do. When I look at this game from afar when not having played it, I see what I want. An enjoyable look back on a previous era of gaming, brought back into the modern day, but when played it brings back all the same problems that early day gaming had with it. While £6.99 is a great price for a game with 5 – 10 hours of playtime it’s honestly, mostly filler, retracing your steps, taking the wrong route that leads to nowhere, being punished and not liking it.

Zesty Rating
4 Out Of 10

A great-looking and sounding game, but that’s about it. Has everything about a game from the 1980s including all the unintuitive and punishing game design. Nostalgia-vision encapsulated, leaves you tired, sapped of your enjoyment because it’s not as good as you remember it being, despite never having played it before.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Undertale

NOTE: There will be a few spoilers in this review. Not major spoilers, but more to do with the core functioning of the game and not to do with the story.
Mentions: EXP, LV (LOVE), Training Dummy, Nature of the game’s “life lessons”, all gameplay routes, that some characters die (but not specified which do), and a brief explanation of the first 5 – 15 minutes of the story.


Undertale is a debated masterpiece by tobyfox, spanning a fandom which has been thriving for years (7 to be generally correct) which still, to this day, sparks the creative fires of its fans.

The last time I played this game was years ago, getting through the game on a pacifist run and getting really fucking stuck on the dummy level. At that point, I didn’t appreciate the music as I was too busy getting super aggravated at the bloody cheating dummy.
If I went back to it now, I’m not certain how well I would fare. I’d possibly do better or there is the possibility I’d do worse, as over the years my style of gaming has changed considerably. (From being a COD and Halo player to Skyrim, Oblivion and Indie games).

Undertale is one of those games that tries to teach you life lessons, but has trouble deciding which life lesson to teach you, as there are so many relevant ones. But also, you are changing all the time as well, and what you consider to be the best decision may not be the same as what you once thought.
It’s not the most groundbreaking game in terms of “I did a wonderful thing, why did things turn to shit?”, no, no, that award goes to the first 15 minutes of The Captain and a few other games I’ve forgotten.

You can play Undertale one of three ways, kill everything in sight (Genocide), kill every minor enemy in sight and spare every major enemy that has a personality (Neutral), or reason with everything and kill nothing (Pacifist).

What the game does, is set you up.

It gives you the basics of the game. Kill things, and it gives you XP, when you level up, you increase your HP. The point that this game makes however is that it never told you to do those things, and further on you can discover that killing people and the creatures you come across is bad (believe it or not).
How bad? Well, if you go on the Genocide Route, one of the main characters reveals to you that EXP is an acronym for “Execution Points”, a commentary on how you’ve mercilessly slaughtered everyone.
Okay, that’s pretty bad, but when you get enough EXP you increase your LV, which is short for LOVE, that can’t be bad, right? Nah, bro, you still fucked up. “LOVE, too, is an acronym.” Apparently standing for “Level Of Violence”, you’re executing of all the innocent creatures and people, levelling up just how much of a violent threat you are.

The neutral path isn’t that much to speak of, characters make remarks about your killing of the minor enemies of the world (which are classed as their citizens, no matter how ugly they are or if they attack you). The major characters will not really be pleased with these actions and will make some, but not all, friendly interactions unavailable, especially with the lawful good-type character.

The pacifist route is probably as you would expect, and while I do love grinding for EXP and advancing my levels, knowing that I can be friends with everyone instead is just so heart-warming. There are honestly a few minor characters that have my heart, one in particular is apparently always made fun of for its appearance, and is crying in its sprite (not the drink, the character sprite). You can console it and tell it that it’s good-looking, and the fight will stop because you’ve cheered it up! Just getting your first little “Awh…” moment is always great.
Especially when coming to the big bosses as well, you will feel compelled to fight as each of the bosses (which is basically every main character) throws everything at you. You almost feel like turning around, saying “This bitch…” and using ye olde Attack button. Dodging every attack and appealing to their humour or trying to calm them down. Rinsing and repeating this a good few times can have you on their good side, and if you’re lucky, you could get a date with someone really great.

The story, as spoiler-free as I can put it, goes as so. You are a human child who, one day, when frolicking in the land humans occupy, fell into a deep, deep hole, onto a very convenient bed of flowers.
Your character, who is called Frisk, apparently, wanders around until she runs into a very nice lady. The thing about this lady is that she’s a monster (but she looks super cute though, so she passes), she nurtures Frisk and looks after them until your character starts wanting to leave.
The very pleasant monster lady, Toriel, panics and informs Frisk that they can’t leave. The only way to get back to the human world, above, is to go through the land of monsters, and they will try to kill any human they see.

Of course, the story can’t progress if you just stay, so you push on. Toriel isn’t having any of it, and this becomes your first battle. I’m sure she says something like “I can’t let you leave as they’ll kill you…” and makes reference to her doing it herself, so it’s less painful?? I’m not certain, I have a weird memory of that happening.
After you decide whether your child character kills the very nice Toriel or not, you’re out into the land of monsters.
From here you meet plenty of other monsters, minor characters, random chance enemies and major characters. Your main objective being “Escape”, but it’s so leisurely as while the monsters are struggling to survive underground… it’s such a beautiful and unique place.
You find out how the world of the monsters works and the lengths they go to pursue and catch you, their hopes and dreams, and their ambitions and morals. They see you as a morally evil being due to the stories that were told about humans and their traumatic history with humans. No wonder they’re hell-bent on killing or capturing you.

Make friends or enemies along the way, discover horrible truths about monsters in general and about others more specifically. Even the practise dummy that you were told to hit by Toriel has beef with you, and it’s super pissed. But the end of this game is not the end, as, debatably, the best feature of this game is in its replayability.

From what I could tell, this game does not encourage you to replay the game, but it has a strange tone about you from the start, almost speaking to you like an old friend.
But upon restarting the game, it’s immediately made known to you that the game knows you’ve restarted the game and will make commentary on your actions within the last run. Whether you killed everyone, killed no one or didn’t finish the game, it’s onto you.
It turns out that you’re still playing the game, the choices that you’ve made impact your next play too. Though this is a “new” playthrough with a “new” Frisk, it’s hinted at that this is the same Frisk. Time rewinds and Frisk has full recollection of what happened in the previous game, whereas only a few of the monsters do, the rest of them are reset and have no memory of what happened. Even dying if you killed them the first time around. I’m sure at one point, a character you killed in the game before said something about dying in a dream when you start a new run.
One of said characters directly calls you out on this with it’s always snarky tone, and one alludes to knowing, and depending on the route you take, will reveal to you how much they know.

This game is an expertly crafted machine.

However, the dark side of this game does not really come from within the game itself.
People can find this game unappealing if it’s not the type of game for them, they may find the game ugly, or uninteresting, which are all perfectly valid. (But how can you not enjoy the music? I listen to this on repeat unironically.)

The real problem with this game is the toxic fandom.
Real, great things come out of the fandom, going on from being completionists to lore hunters and theorists. Branching off that into discussing alternate universe versions of the characters and shipping other characters and art and… I could go on. Fandoms are wonderful.
But one thing that this fandom is the absolute worst for is toxic backseat-gaming.

We will look at the case of Markiplier (yes this is the second time I’ve mentioned him in my reviews, I used to be a gigantic fan, leave me alone) and his Undertale experience. Not the video itself, but the mass number of comments in his videos relating to the toxic fandom attacking him over his choices in the game.

Markiplier, of his own volition, heard about the popularity of Undertale and decided to see what the fuss was about. What he was about to learn is that the overwhelmingly positive feedback of the game had led to overwhelmingly expectant fanatics of the game.

“Undertale is just oozing with charm, so get ready for an adventure! Moreover, my friends would not shut up about it, so I had to see the game for myself!”

The Description of Markiplier’s Video.

Alas, he made the mistake of recording it and putting it on YouTube.


He managed to get a few playthroughs into the game before his choices enraged the overly expectant section of the fandom. Bear in mind, like in all cases, political, cultural, religious, fandom-based, the majority are usually never the “problem” when it comes to issues “created” by said group. Instead, it is usually those who shout loudest, the vocal majority that are usually the issue (as typically, the true majority of these groups want to be left to enjoy their shit in peace.)
The vocal majority of the Undertale fandom is comparable to the stereotype of ‘feminism’ used to denigrate it, or the many “Karens” used to justify why your cousin’s newborn daughter shouldn’t be called that. So, when people mention the “Undertale Fandom”, they immediately think about the vocal majority, instead of the true majority.

“Everyone was disappointed in the way I was playing it, and ordinarily I would just be like: ‘Y’know, I’m doing it my way. I’m gonna do this,’”

From a Kotaku Interview.

Markiplier only got two videos into Undertale before the pressure of the wave of toxic fans of the game had completely overrun his comment section. A combined total of almost an hour of video, and Mark reading out all the dialogue to make it entertaining, had meant he’d not reached the first town yet. Which, on a solo playthrough without an audience to entertain, would take a lot shorter of a time.
Mark did not get to really even experience the game, as something he’d done within the game, had made the toxic fandom so mad they had to harass him.

He gave a fan-favourite character… a “redneck voice”.
Oh, the humanity! How dare he give a character which has no voice, a voice that is the wrong voice! How is it the wrong voice? It just is!

Oh, and he’s doing the genocide route instead of being a pacifist and completely missing all the friendships that he could’ve made, and that’s not how the story is supposed to be canonically… Wrong! You HAVE to play it pacifist first so that you can feel the PAIN of killing everyone and tugging at your heartstrings, oh my goodness, it’s just so wrong.

There are more threatening comments than this. This one was the more “on the fence one” before it got nasty.

The wave initially overflowed his chat with a wave of insults towards the voice and the fact that he was killing things because it’s not the way that they believe the game was intended to be played.
There were then people trying to “reason with Mark” by pointing out why he should do the pacifist run instead. These explanations were overly detailed and spoiled a lot of the game for him.

I’m not having fun making these videos because I know that no matter what I do, everyone will think I’m wrong.”

From a Kotaku Interview.

“I feel like I missed out on [Undertale] because people ruined it for me… Even though this game is wonderful, I feel like I missed out on it because people tried to control it too hard. And that’s a lesson to learn about something that you care for very deeply. Allow other people to experience it in the way that it should be because that’s what the game is about. That’s a lesson to learn for both the community that facilitates around Undertale and life in general in anything that’s not Undertale. Let it have room, to breathe…trust the people that you care about to find their own way, and make their own mistakes, and discover new things you may have never seen. It’s about trust, you know?”

~Markiplier at the second attempt of playing through it on a livestream.

It wasn’t only Mark who was affected by this onslaught of negativity, it had hit the entire side of YouTube that was playing the game the way they wanted to.
People who had newly started the game, knew nothing of what they were “supposed to do” and were going into it blindly, as you should with games.
Attacks were being felt on all fronts.
And you can tell how bad a fandom is when it garners the response of the creator.

There is more than this from TobyFox on the whole “bad fandom” thing, but I could only find the one where people were spoiling the game. Which is bad enough in itself, but not as bad as harassment.

I won’t go on for much longer about the fandom, as it’s honestly not something that’s wrong with the game itself.
It’s actually a sign as to how, when something is so good, that it brings together everyone to be so passionate about the game. It’s just unfortunate that they turn into mindless drones of “You’re wrong, this is the right way to do it.”
Tobyfox was probably one of the people who were most affected by it, seeing their creation as an instrument used to excuse why people are turning so sour against people who are only trying to enjoy the game.

At one point, I’m confident that TobyFox even reached out, on Twitter, to condemn this behaviour. If not, there was something said, as I remember the massive uproar from both sides of the community.

However…
In conclusion, this game is a subjective masterpiece. Not everyone will like the game, and not everyone will like certain parts of the game, be it pacifist or genocide. But this game, single-handedly, made such a significant dent that the impact of it will be felt until the next considerable upset.
A game with a core that powerful that it drove people to be toxic (who were probably already just as vain/toxic and needed something to latch onto) to passionate levels and seek those who were in the wrong. All that mattered to me was the tricky boss fights, the freedom to choose and the epic music (which I listen to unironically).

Zest Rating
9.5 Out Of 10. Golden Lemon, super Zesty.
This game is a look into the masterpieces that TobyFox can achieve. I’ve still not played deltarune and need to. Powerful enough of a story to give toxic fans a backbone to aggressively backseat regular players. The outstanding soundtrack and plot-loop is genius. I would stream the game, but we all know why I don’t.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Fisherman’s House

I am an avid lover of horror games, ever since way back in 2012 I found Markiplier’s first ever SCP – Containment Breach video, where he had streamed his very first interaction with the game.
Since then, I was a regular watcher of not just his content, but horror game content in general. Watching people play Cry of Fear and Resident Evil games.
I remember specifically going onto Wikipedia and searching “All Horror Games” and looking at each one of them on YouTube to find playthroughs of them all, because at the time I was limited to my Xbox and Xbox360 which never had “a lot” of horror games despite having things like Dead Space.

From there to here, I’ve had an obsession with horror games, having now got a PC and not just having the full extent of Steam to explore, but GOG and Epic Games Store (despite Epic Game Store being quite barren apart from their exclusives IMO). Not just that but sites like Itch.io and Gamejolt where people upload their creations, and you can access them for free most of the time.

So, when it comes to Keymailer, the moment I see a horror game, I throw myself at it. Fisherman’s House is no different to that, I threw myself right on that game hoping that by the looks of it, it was another Granny game. While I was correct, it was not only a complete rip-off of Granny while also completely failing to do what Granny did.

Fisherman’s House is a game where you don’t wake up in your own room, or your own house. Spend the best of 5 minutes at the start, looking for your torch because it’s very obscurely placed in your room, while being groaned at from whatever direction the “Fisherman” is.
From there, you will wander around the house aimlessly looking for what you can assume is a means of escape, finding various things such as a generator you need to get working, a sledgehammer, a crowbar, and a paddle. You need to figure out how all of these things fit together in order for you to escape not only the house but the vicinity as well.

The items used in the game are set out the exact same way from Granny, which is not too bad, Granny however has sequels where the mechanics and gameplay have been massively improved on. However, Fisherman’s House falls flat in the entirety of the rest of the game.
Where other games have tension and add fear, Fisherman’s House does not build on it, nor does it add any. You are pretty much always being chased when you’re close to the guy, walking slowly does nothing, nor does losing him in a loop, he will always know where you are when you come within a certain distance of him.
Once you realise that there is no consequence for getting caught, the game crumbles. I was caught for the first time very quickly into the game, as that’s how I deal with my games, the first try is always to test your limit, test the enemy and see what you’re up against. I was jump-scared, despite already knowing the Fisherman was running right at me, then left. The Fisherman just left me, exactly where I was, after saying (not literally) “Ooga-booga” in my face and running away. There was no sign of me being injured or my character suffering from acute shock that they needed to recover from, I was free to move again immediately.

Is this game possible to win and finish?
Yes, I do not doubt it. The A.I. may flip dramatically between extremely stupid and constantly on your tail, but this game is simple enough to beat. However, it’s more of a test of whether you can be bothered or not to actually finish it due to the lack of fun and fear.
Did I finish it?
No, after completing the game nearly halfway, I got extremely bored and leaned into my audience at the time questioning whether you can really die in the game or not, considering I seemed to have no consequence of being caught. The answer was “Yes”, I could die, but only after I’d been caught at least 7 times. At that point, after the Fisherman ran away from me after catching me, I ended up chasing him, to find he always “restarts” his behaviour in the same area, right outside the attic. Lazy A.I. programming.

Pros:

  • The game works, has no visual or audio bugs from what I’ve found
  • The starting atmosphere is genuinely unnerving, and the first sighting of the “ghost” Fisherman is actually really good for what it is.
  • The actual level design is okay, it feels like a believable house with lots of floors. Maybe not your standard British house, mind you, but I’ve definitely seen layouts similar to this in big American country estates.
  • The item placement being random gives a good level of difficulty to the game, not just being able to go to where you know everything is, proving a challenge that every instance of the object placement will be different each game.
  • The game provides loops and hiding spaces very frequently to avoid the Fisherman, letting you (in theory) manoeuvre around with ease.

Cons:

  • The atmosphere completely disappears, however, after your first encounter with the Fisherman, as nothing happens. You get a spook and that’s it. The atmosphere and the sight of the Fisherman does nothing anymore as the stakes are not high enough.
  • No consequences are where this game fails massively, as said before it takes away everything this game builds up and doesn’t even give you a slap on the wrist for being caught. I was caught at least seven times before I actually died. There was no “You have a boo-boo from being caught” or “You’re now so close to death that the next capture will make you die.”, absolutely nothing to hint to the player that being caught is bad, just endless chasing and jump-scares.
  • The A.I. for this game is horrible, as said before, once you got into the vicinity of the Fisherman he would “just know” you’re there. In a game like Granny, it made sense as Granny is visually impaired yet has enhanced hearing, the entire floor of the game either being covered in something like glass or twigs, or the floorboards being squeaky. Fisherman’s House offers absolutely none of this and resorts to just chasing you when you’re in range. This doesn’t cause as many you, many you problems as you might think however, as the Fisherman constantly walks into walls and even if you hide while he’s looking right at you, he’ll treat you as if you’ve just disappeared, even if you’re shining your torch right in his face from under the futon.
  • While RNG creates an amazing aptitude for challenge, it can also really take away from the game if applied incorrectly. Developers not taking into account what bigger items like the “generator” looking like in the same place as the crowbar, making the graphic glitch uncontrollably, is something that may have happened. Or maybe just the fact that items randomly move around the house to places you’d never consider keeping those things, but it’s a game, why should things make sense?
  • Some items are broken, I believe, as during my playthrough there were named items such as the “crowbar” that I couldn’t pick up, despite seeing in the trailer that you can utilise that tool. It seems to be a persistent problem within this game.

Price: £3.99
Time To Complete: N/A (Could probably speedrun it 10 min)
Achievements: 7
Cards: None
Worth The Money: No, as cheap as it is, I’d rather play Granny at the exact same price.

Overall, this game is a shadow of the game it draws inspiration from. While it does all the same things as the role-model game, it does them in a more lacklustre way, lacking in nearly every aspect in comparison. While I can appreciate that this is the developer’s first game (on Steam), Granny was also a “Dev’s First” game as well, and it’s significantly better at what it does, while also being the exact same price as Fisherman’s House. Fisherman’s House is just another one of the Granny clone games that come with the flood of the game’s popularity, as soon as a game/show gets popular you can sit back and shake your head while you watch the cheap rehashes and clones appear everywhere. This game is no different.

Zesty Rating
2 Out Of 10.
When a game becomes popular, you’re hit with a wave of copies and shameless rip-offs, this is one of them. Literally the same price as all the Granny games, just go and play that instead. Bland, boring and not scary after the first encounter. Just another RNG-based, find-em-all to find-a-way-out, best to be ignored.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Hidden Shelter

Back ages ago, I played a game called Pacify with one of my old buddies on her stream. She absolutely crapped herself, while I remained completely calm for most of the game. Also, under reacting to the ghost chasing me, which led to my friend getting more of a fright due to “…oh” not being much of a hint of “We should run.”

Hidden Shelter immediately reminded me of this game, but not in a good way.

Hidden Shelter is a game where you and your 3 buddies are in a car driving somewhere, the car crashes and one of your buddies seem to walk off on their own into the woods that the car tumbled into. From here, you and your wuss of a friend (whom both of you have no “inside voices”) venture off from the wreck of the car to find the lost friend.
You come across a spooky mansion in the neck of the woods with its lights on and the door unlocked, the wuss character rightfully asks if it’s okay to “just go in without permission”, which your character swiftly disregards.
Entering the mansion, the pair think it’s a great idea to walk around shouting and yelling, eventually believing that there’s no one there and start walking around looking for their friend.

From here is where the game turns from interesting, with it’s rendered cutscenes and spooky atmosphere, and flops completely.
This game is now a mess of unhinted mini-cutscenes, which will not activate until you get close enough to an object. This in turn forces you to rub your balls on every possible piece of furniture and anything that looks vaguely intriguing to see if it triggers one. There was a point where I had been around the entire house around 3 times, looking for something, anything, and accidentally triggered a mini-cutscene that offered nothing to the game by standing next to a plain stool.
It’s, honest-to-god, bullshit.

The reason Pacify comes to mind when thinking about this game is due to the fact that every door in this damn mansion is locked. Big Wuss actually comments on with “Why would you lock every door in the house you live in?”. I wonder why, Big Wuss, I wonder why…
Not only this but everything is such a needless trek, why oh why do I need to find this key, to open this door, to find another key which opens this door, to find another key to open this door which helps me un-barricade another door which leads back to the main room?
In Pacify, it was fun, okay? In Pacify we were being chased constantly, and the key finding was a race of sorts. Finding the keys was crucial to our survival and if one of us died during finding the keys, we had to be so much quicker to find the rest! If we slacked on finding the living room key which allowed us to find the bedroom key, which in turn led to us finding the attic key which gave us the basement key, we wouldn’t be able to open the door to the room in the basement that allows you to revive! It was the rush, the panic, and the intensity that made Pacify work for that stupid “domino of keys” formula that it used.

Hidden Shelter has none of this. It has no presence after the first few scenes and atmosphere changes.

There are encounters with a ghost, of sorts, which makes use of the 3D objects which have gravity by throwing them at you or using its weird wind powers to make things get in your way as you run.
My first gripe with the monster, or whatever it is, is that it’s odd wind power is complete bogus. I’m pretty sure that on death, the physical objects that get thrown around do not reset, either that or the peculiar wind powers randomly chucks things around meaning that whether things get under my feet are not is just luck.
This causes me to get caught a lot, but being completely out of my control. The lighting in the game is terrible, so I cannot see if anything is actually on the floor to trip me up, and sometimes I can’t see where I’m going. But, what fucks things up the most is that instead of doing the regular thing that games do and let players make their own mistakes, if the player goes the wrong way during a chase they are immediately caught.
For example, in the kitchen scene, I was chased by the monster. I ran out through the corridor and ran into the dead end as per usual out of panic and general… Directional confusion… Correcting myself and running out of the right door, I spin around to try and quickly close it to attempt to slow the creature down (completely disregarding Big Wuss’ safety). Not thinking “I need to run outside because the front door will still be open.” because since when do horror games just let you run out the front door? I run for the stairs to try and maybe find a closet, so I can hide Ao Oni style, but as soon as my foot touches the stairs I get pulled into the mandatory death cutscene.
Okay, so perhaps my fumbling in the dead end is what fucked me up there, okay… Let’s try again.
Next time, I went straight out of the right door and went straight for the stairs. Mandatory jumpscare again.
I tried this a few times, believing that it was me, and if I was just fast enough I could probably make it. It was only when someone in my Twitch chat at the time suggested that I ran outside instead, I actually survived. Not only was this monster not fast at all, but even after tripping on boxes and then waiting in the hallway to test the theory, slowly activating the stairs’ death was it clear that, yes, this is indeed bullshit.

There is obviously much more to this game than what I played through. After wandering through the entire house, clicking on all the doors to find that 3/4 doors gave me the “This Door Is Locked” response, the rest having nothing to say at all, I’d rather not continue. That and that I had to quit the game due to what I found was a checkpoint trap. The ghost had chased me into a room (which was scripted, as if you try to run the wrong way then you get “auto-deaded”) and you’re given no clue what to do in the room but “escape”. Doors were bugged closed from what I could tell, and there was no other way to escape, so I had to quit the game.

Pros:

  • The game works, and has no graphical or audio bugs from what I can tell.
  • The game is fully voice acted, which adds a nice feeling of effort put into the game, which most indie horror lacks (from what I’ve played recently).
  • The game tries hard to convey the feeling that Amnesia brings with its puzzle-like environment and room unlocking.
  • Big Wuss (secondary character) addresses a lot of the common horror tropes in his questioning of the mansion and the main character’s actions, which is honestly a big plus for me, as I love it when idiotic shit is called out on.
  • The atmosphere at the start of the game is eerie and actually draws you in, especially with the addition of the rendered cutscene, which adds some intensity as well.

Cons:

  • Despite having no graphical or audio bugs, the game does suffer from game-breaking glitches and game-cues not activating. A part I got soft-locked in was exiting through the conservatory door in the kitchen, not allowing us to leave. Due to the horrible A.I. pathing the monster couldn’t figure out how to get round the corner of the corridor.
  • Effort and trying your best to draw inspiration from games is something I can admire. However, despite all the effort put into a game, it doesn’t save it from falling flat at the hurdle it tried so hard to create and jump over. This game tries to feel like Amnesia (I’m not sure if it drew inspiration from it or not, but it’s the closest I can relate it to) but fails considerably at the start of the game. Lost is the atmosphere and intensity with the meaningless wandering, unthreatening monster and lack of actual puzzles.
  • All the notes that are scattered around the mansion are completely incoherent and do nothing to service the story, atmosphere, or the mood. They don’t help progress anything, offer any combination to locked doors, provide hints, or even really provide any interest whatsoever.
  • The A.I. pathing is terrible. When you’re doing maths in school, you learn about a certain way to calculate things according to maps, distances and real life where there are buildings and walls you need to walk around, completely erasing A to B values. You need to maybe need to include C as well if you need to turn a sharp corner or additional other points if you’re avoiding something. The monster however (from the best I can tell) still uses A to B tracking, leading to it walking into walls as it tries to follow you. Going as far as getting itself stuck if you’re fast enough to run down a corridor and turn a corner.
  • The lighting is terrible… I wouldn’t list this as a graphical issue/error as I believe that it’s intentional, but god-damn, things are so dark, and you hardly have any light. Sometimes when Big Wuss walks up behind you, and you see him out the corner of your eye, it’s like an oil/tar rendition of the blob monster.
  • The optimisation of the game is terrible as well. When starting up the game I almost cried a little as for the past couple of times I’ve been reviewing games it’s been sucking up a lot of RAM due to unoptimised shaders. The menu was the worst by far, taking up a lot, but when starting the game it got better. However, I still had to lower the settings a bit due to me running on a lovely 30fps with full quality despite my fully capable PC.
  • The game gives you no room to fail naturally, if you go the wrong way within the game you’re given a game over jumpscare immediately. It makes sense for JRPGs maybe, but for a game like this (where we’ve already walked up and down that staircase 4 times trying to figure out what to do) there is no justification for it. The A.I. is weak, yes, but at least let the player wander around with the blaring chase music wondering where to go until they get caught or, even better, realise they need to leave the building.

Quick note: all images that I am using in this review are all areas that I have seen, but also picked to highlight just how bad the lighting in this game is. There are better pictures of this game (mainly the one used as the very first screenshot the player sees when looking at this game on Steam to create the false illusion that the game will always look like this) which I will show, but the rest/most of the game just looks like all the pictures above.

I tend to always use only areas that I’ve seen in the game to use in the reviews as it, sort of, concludes my experience. My experience was infinite darkness and weak jumpscares.

Price: £2.99. Previously £7.19
Time To Complete: N/A
Achievements: 12
Cards: None
Worth The Money: If the game worked, possibly. Because it soft-locked for me, no, not at all.

In conclusion, this game is a product of what happens when two inspired devs take on the role of making a big horror game with inspiration from big games titles and bit off more than they can chew. I feel bad saying that, honestly, but it’s a case of too much being focused on one thing and not in another. A lot of time and effort spent building the area, flooded with ideas and then creating that surprisingly great cutscene, to then flop on the execution. A restrained gameplay, a weak atmosphere after all pouring their work into building it up, and a drab way to execute initial puzzles and consecutive door unlocking.
At its price right now, it would be great for the more lenient and less critical horror game enjoyer to play, but due to bugs and game soft-locks, I’d tell most to avoid it.

Zesty Rating
2.5 Out Of 10.
Apples that you bought last week but never touched, but now you need to eat them because you bought them.
A game with effort from a small dev team. Inspired from bigger games, but lacks at the execution. Bad A.I. pathing, lighting and lack of atmosphere after the initial introduction. I honestly prefer collecting coins to collecting the keys to all these locked doors.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Alchemy Garden

I am completely in love with this game, and the game is still in Alpha. How is this possible? Oh yeah, a combination of things I’ve always loved, a concept that’s always worked and the fact that the dev/devs are seriously putting in a lot of effort into the game. This game certainly enters my top 10 of games that I’ve received from Keymailer, and it’s not every halfway finished yet due to it being in Alpha stage of all things, not even Beta!

Alchemy garden is a game where you, a budding alchemist, move into a shack outside of town and do it up enough to where not only can you live in it but sell from it too. Like Potion Craft, you go through the day picking your plants and herbs, create potions to your heart’s whim and proceed to sell them to the random members of the public that wander in.
Unlike Potion Craft, however, doing everything by hand, picking every flower and mushroom, and running around the entire outside area. It’s so… tranquil. Not only this, but you can also head into town and interact with the townspeople, not that they have much to say yet. There are two shops within the town, one is a seed vendor who sells 3 different types of seeds with varying rarities every day, and a carpenter who sells tools and furniture.

This game is currently in Alpha stage as I mentioned before, so there are a few things I could pick up on that would make the game better, but nothing too game-breaking.
The recipe book that you note all the potions you made in is not very user-friendly, putting the potions that you make in the book in the order that you found them. This makes looking for the recipe for potions really tedious, as you have to flip through every other potion before/after it to find it again for a customer.
Another thing is that when I was placing furniture outside (I’m not sure if it’s after I slept, or after I saved, quit and played the game a day later) on returning to where the furniture should’ve been, it’d vanished!

There’s another few things with objects like flowers spawning on top of each other, the inside of the cave taking half of your stamina to traverse because you have to jump all the time, and the general finickiness of putting ingredients in the cauldron… but aside from that, this game has the makings of something great, and I genuinely can’t wait until the full release.

Price: £7.99 (Update 10.99 now)
Time To Complete: N/A. However, with the limited potions right now, it took me around 2 hours to get all the plants to create every potion craftable.
Achievements: N/A (Yet) (update 44)
Cards: N/A (Yet)
Worth The Money: For most games in Alpha, I’d usually tell you to steer clear of any that cost money, as you’re “paying to test the game”. In Alchemy Garden’s case, I see this as an investment into what the game can become. So definitely, yes.

I can’t write much more about Alchemy Garden, because there’s not that much more to the game. It still has taken 5 hours out of my life and will continue to do so when I feel I need a little of that cutesy, free will, potion maker and sell ’em game.
With that 5 hours, I did the same thing over and over again, reminiscent of my very much enjoyed 400+ hours of Stardew Valley, and not one time was I bored.
If you’re a person who likes the potion making and selling aspect of Potion Craft, the free will and no clear direction of Minecraft and the endless, enjoyable farming routines of Stardew, then £7.99 shouldn’t be too much for you.
Even so, this game goes on sale more often than I stream. So if you’re still not too sure, you can always pick it up for a steal at some point.

Zesty Rating
4 Out Of 5. That first little pip of pomegranate that’s so full of flavour. And because it tastes so good, you know the rest of its insides will taste the same.
A richly colourful and cute game. Harness nature and pick up countless flowers and herbs to make a vast array of potions. Despite being in Alpha, it shows great promise for a full and addicting shopkeeping game which allows you to go at your own pace.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Árida: Backland’s Awakening

ARIDA: Backland’s Awakening is an open world game that I was really looking forward to, I saw on Keymailer and immediately requested it. It’s a desert/backlands survival game where you have to keep tabs of your food and hunger while trying to reach a specific place, also picking up side-quests along the way. (Reminding me a tad of the vibe of The Flame in the Flood)
It’s definitely not a catfish game, where it misleads me into thinking something it isn’t or saying that it’s something or not, but I still feel a little empty playing it.

ARIDA: Backlands Awakening starts off really well, having a good starting story and nice little picture by picture cutscenes, representing their situation really well. The town that the main character lives in, used to be a lush, bountiful town, producing lots in terms of cattle and food produce (as it would not make much sense to make a town in a barren wasteland). At some point, the town was engulfed with a drought which severely affected everything within the town. With limited water supply, they could no longer grow enough food, support the cattle they had, and everything eventually started withering and dying.

The town was, however, considered a holy town, and leaving it was taboo, until pilgrimages to a new town where it rained every other day started, splitting the community in two. Those who saw it taboo to leave the holy town, and those who saw the pilgrimage to the new town as a new holy journey and the drought a message from their belief to leave.

After being served the harsh truth about the world a few quests in, you’re also handed your situation, the pilgrimage that you were supposed to join already happened. Something else shit happens, which I’m not going to spoil, and you’re forced to make this pilgrimage all by yourself and leave the stupid priest to preach to an empty town. (sorry, but I think the priest is a bloody idiot, the town is dire, and he still wants to stay despite the conditions. I get being determined, but this is just blind stubbornness due to being overly invested in their religion and sacrificing themselves to trying to prove a point that will eventually kill them.)

So from here you mostly already know what you need to do, you can gather water, make campfires and cook food with the campfire to fill both your food and water bars. The game also has a “heat” meters (I forget what it’s actually called), so in areas where the heat is intense, your meters deplete faster.

As much as I love the absolutely dire depiction of this landscape, barns full of the corpses of dead cows and the horrid sound of swarms of flies in that area, this game “runs like an indie game”. Of course, we need to break the stigma of indie = bad, but when I say that “it runs like an indie game”, people know what I mean.
It’s clunky, unresponsive and when walking over objects you can pick up, or being next to them, the prompt to interact with them doesn’t always pop up.
Failing that, the crafting is a little weird, and using things from your inventory. I made sure to double-check it wasn’t my mouse being fuck-y (I’ve had mouse problems in the past from my Razor Deathadder, despite my Logitech G502 being a sexy fuck, I’d never question your loyalty to me my sexy, sexy computer mouse.) When trying to craft things, the crafting inventory was stubborn to come up, I had to trick it into thinking I wasn’t going to click it to sneakily click it and make it open. When using items in my inventory, for example the drinking water, I had 3 stacks, I clicked to consume 1, and usually, I’d consume 2, sometimes I’d consume them all?

Nevertheless, I feel that this would be a good game to continue and actually go back to if the potentially game-ruining kinks were ironed out. Maybe a solid 6 or 7 out of 10 if it worked the way it should. Currently, with this, and also being another game that kind of bores me after a great initial plot then suddenly bland side-quests and not a lot of urgency, it’s looking about as dry as the drought they’re having.

List, please!

Pros:

  • The game works, it doesn’t crash and has no audio or graphical issues. (As far as I saw)
  • The game is survival, crafting, which is a genre I really enjoy. It focuses on food and drink and not much else, which keeps it nice and simple. The type of crafting that happens is similar to Raft in the sense that there is not a lot that you can craft, but everything that you do craft is almost essential to the plot/survival of your character.
  • Things that can be picked up that are necessary for survival sometimes require an additional tool to harvest them, adding another layer to the game focusing on maintaining and crafting tools to aid in your survival.
  • There are two strong emotional elements at the start of the game involving goats and your grandpa, both really set the tone for the game very well, and just how dire the atmosphere is. For a family friendly tagged game, this game is super bleak, and I love it.

Cons:

  • While the game technically works, it has a few bugs as mentioned. Double-using items in your inventory when you only wanted to use one, being really tricky to operate menus, and being generally tedious in terms of the UI.
  • While the game is a survival game, and elements that are used to make the game harder in some aspects are great, the use of the heat to make things degrade faster is a little too strong (in my opinion). In comparison to the resources that you’re given to survive, I really don’t feel that it’s too balanced.
  • Things being picked up for intended use when crafting would be nice if the option to do so came up when it’s supposed to and not on your 5th attempt rubbing your crotch against it. The action buttons for the game aren’t very responsive, in the way that they don’t always appear where they’re supposed to. Me being a person who loves to pick everything up, this is both annoying, frustrating and tedious.

Price: £5.19
Time To Complete: 2.5 hours
Achievements: 26
Cards: 5
Worth The Money: Honestly, for about £5, yeah, go for it. It’s only a 2-3 hour experience and while it has its bugs, it’s still a reasonable game.

In conclusion, this game is a game that I want, but it’s missing a lot of the polish that I would’ve hoped it came with before being released. If the game was Early Access, then I could forgive it a little more, but due to being a full release, it’s a little more inexcusable. Sure, patches can come for games regardless of EA state, but purchasing a game that still is wonky enough to impact on a player’s experience isn’t something you should expect of a final product.
It’s gritty and realistic, while also being a bit unrealistic in some parts. Somewhat aimed towards a younger audience, with character design and simplicity of playing and language, but somewhat not with its realistic portrayal of death and what comes with drought.

Hands down, a game that should be experienced, but with a fair mind that it is wonky as shit.

Zest Rating
4.5 Out Of 10. It looks delicious on the outside, but disappointing on the inside. Like a white dragon fruit.

The type of game that I love and wished to see in this new, unique setting, let down by a handful of experience hindering bugs and slow pacing after the initial deaths. Bugs making me consume all my water instead of just one canister really hinder gameplay, as the character has sloshing sounds coming from their stomach as they walk due to water overindulgence.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

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