[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] Shape Shift Shaun Episode 1: Tale of the Transmogrified

When strolling through Keymailer, I often look for games I know I can play. This also means that the selection of games that I get can sometimes be rather underwhelming, or just plain shit.
The ease of getting and reviewing bad games has got me this far, being not just a smaller streamer than most, but also relatively newer to streaming, less professional and less social media savvy.
I can now just about get any game I ask for off Keymailer, assuming that it is indie, and it’s cheap enough made. So, when I saw Shape Shift Shaun, this was another game that I could easily get and play. Plus, it’s easy to make a review for a game when everything is so bad that it sticks out like a broken pinkie.

Shape Shift Shaun Episode 1: Tale of the Transmogrified, is a mouthful to say, SSSE1:TT is also ridiculous and the first gripe I have with the game is the length of the title of the game. Why does that need to be the full title? I get that you probably want to make more games in the future, but it all doesn’t need to be in the title.
Nevertheless, I’ll stop bitching about things that don’t really matter all that much.

Shape Shift Shaun is a game where you get bullied at Hallowe’en after you get a bunch of candy, then thrown down a crater that was made by a falling meteor by the bully. You and the bully are now trapped in the centre of the earth, which is reminiscent of the setup of Journey To The Centre Of The Earth or Ice Age 3: Dawn Of The Dinosaur. Inside this area, the Bully, and Shaun freak out as there’s “no food” despite only being there for like 3 minutes, which is hardly enough time to look around for food. The Bully threatens to eat Shaun’s candy, but the candy has been dropped all over the inner planet. After threatening to then eat Shaun, the Bully then eats a little red Soot Sprite that can talk and transforms into a mega-chad bully and goes on a rampage to eat more of them. Using the power of more little red soot sprites, Shaun turns into a dragon and goes on a quest to capture the Bully.

I have no idea whether this is a game for kids or not.
It’s really hard to tell.
It’s a basic platformer where you can run and jump, and you collect candy for points. You can also change into a red dragon at any time during the game to then glide and breathe fire on the enemies, effectively killing them. You also breathe fire on a multitude of obstacles to get them out of the way and progress with the level.
All the controls, bar a few, seem relatively alright and make sense concerning the global platforming controls. The only thing I didn’t like was the controls for switching forms and attacking enemies. They were close to each other and on a side of the keyboard that didn’t make sense to me. This often led me to change forms when I wanted to attack enemies.

The story itself goes on further than that, hinting towards being able to change into multiple things, but I just didn’t get that far. Despite actually feeling quite fluid and easy to control, the enemy placement and the placement of platforms, on the other hand, had me at a complete loss. Only being able to get close to the end of the level out of memory, makes me think that either it’s not a kids game, or it’s just a bad one.

Pros:

  • The game works, has no massive graphical or audio issues/glitches, and does not crash upon load or during the game.
  • Even though it’s not an old game, it has that old, cheap looking aesthetic of older games with the weird moving 3D character models in a 2D game. I hold this as a positive as it’s not entirely ugly, but certainly holds that old-world charm.
  • Everything is clear and self-explanatory, absolutely no guess-work is required to complete this game. Everything is spelt out clear as day and objectives made clear.
  • Most of the controls are the universal norm for most platformers.

Cons:

  • The story is boring, rather drab and a little ridiculous at best. Clearly overexaggerated for the comedy value. The Bully freaking out the tiny red creature talks then promptly eating it seems a little unusual.
  • The controls that are not the universal norm for platforming are very strange. It essentially has you reaching round the keyboard, but also accidentally smacking the wrong one. Despite being relatively easy otherwise, this part of the controls raises the difficulty immensely for no reason.
  • As the controls for platforming are almost perfect, the game had to fail elsewhere. This is where game design came in. The platforms are arranged so strangely that one small move can have you falling off the edge of a platform, despite the image of the platform still being under your feet. You also have to remember exactly where things are, as you can be jumping off a platform at the far right of your screen not knowing where the next platform is.
    Enemy placement as well is a tragedy. Three long and wide purple blob creatures on a tiny platform that I not only need to land on but also destroy the vines AND kill them and progress.

Price: £5.79
Time To Complete: N/A
Achievements: 15
Cards: No
Worth The Money: Nah, not really.

In conclusion, I’m still not really even sure whether this game is a kids game or not. It’s genuinely bland enough in the story department but colourful enough and revolves around sweets. It’s also easy to grasp, apart from the odd controls for switching forms and attacking. It’s a really mixed bag in terms of a game, but my audience absolutely hated it, they could’ve hated how it looked more than me. Overall, the game isn’t that bad, it’s just not really worth the money it wants as while it probably has the content and time/effort put into it for a £5.79 game, it’s just not fun.

Zesty Rating
3 Out Of 10
A boring and bland story paired with a colourful but ugly game. Lovely controlling of the platforming and has everything a platformer needs, except for a good game design. Dodgy platforms, terrible map planning and even worse enemy placement.


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] Berserker’s Descent

Keymailer strikes once again with a lovely looking indie game for me to have a look at, and this time, when a game says it’s “hand-drawn” you can just about smell it through the screen.

Berserker’s Descent is a 2D sidescrolling, zone arena-type game. In each instance of the game the map and what you face will be randomly generated as you make your way through, the amount of enemies and the enemies you face will be generated via RNG as well. You make your way through small segments of the level, parkouring and smiting enemies in your way using the variety of attacks you possess, until you reach a combat zone.

Just before this combat zone, the souls you will have picked up along the way and earned via slaughtering your enemies can be used to buy abilities or to heal your character. It’s up to you to spend them wisely before you enter the place of your possible, imminent demise.

From here, you will be limited to the one area while enemies spawn and crawl on from offscreen, multiple attacking you at one time.
Here, you can see where the game really picks up. Using different combos of your varied attacks and keeping the kill combo going, you can rack up lots of souls in a single wave. After going through a number of these arena zones, you’ll eventually be confronted with one of these zones having a boss.
Each zone gets progressively harder with damage modifiers, you get offered more power-ups and things become more expensive.
This game is a roguelike game, however, so your progress does not save, and when you die you are returned to the very start of the game. Your progress is stored on a leaderboard though, which is a nice feature, making the game more repayable with the added competitiveness.

Before moving onto the pros and the cons of this game, I’d like to address the game’s art style.
This game is not the best looking game ever, and in terms of visuals it’s very simple.
A lot of reviews for this game on steam regard this game as ugly or looking unpolished, the latter I can agree somewhat. To say this game is ugly, I think is a bit of a fetch, while this game doesn’t have the most detailed visuals or the nicest artwork, it still serves its purpose in a clear and concise way. It’s overall, a very decent attempt at game artwork and is nothing short of acceptable. If you want an ugly game then might I refer you to Spherecraft, there is absolutely no reason why Spherecraft should exist.

Spherecraft – Minecraft worked because with cubes you don’t have gaps.

Pros:

  • The game fully works, no audio or graphical glitches/errors/bugs.
  • The game has mechanics for both attack and defence, both have many different combos and with the added power-ups and special attack move styles make for really addictive gameplay. Not only do you have to use different keys for different attacks, but also need to use specific keys for directional attacks as well. An addicting challenge to master.
  • The added power-ups pre-zone creates for so many styles of gameplay, leading to character types. While the RNG prevents you from being able to get exactly what you want, you can create similar character builds most of the time, making it really fun to test different methods of approaching bosses.
  • The game has online co-op, I’ve not seen it played nor did I find anyone online that wanted to play it with me, but imagining tackling these bosses and levels together with someone else is definitely interesting, and I would love to feel just how powerful we are with two people.

Cons:

  • The platforming rooms are the weakest part of this game, the character is quite heavy and can land quite quickly after having a floaty jump. Enemies in this area are hard to dodge too, or are just placed in difficult areas for you to hit them from. These resulting rooms feel slow to the rest of the game and contribute to you getting a lower score due to it killing your combo.
  • The hitboxes on some creatures are way off, on others it’s slightly off, while on most it’s fine. It’s one thing that you feel as if you get used to, up until you come across a new enemy type, but there are a lot of times in the game you’re swinging and missing despite the character’s sword visibly swing through the enemy.
  • The early game bosses are punishingly hard. I will admit that if I wasn’t so interested in the game, I may have given up in my first playthrough due to the first boss’ difficulty. It is a learning curve, and it does beat you down, and as much as I can say that it’s part of the game, and it’s to make you step up your game a little in regard to skill, it can be really off-putting to come up again something that hard that soon.
  • I do not consider this a con, but as it’s a con for a lot of others in the steam review section, I’ll pop it here. The game doesn’t look the best. It looks like a game that you wouldn’t look at a second time if you had a quick glance. This is largely to do with the dark, grim and bland colour palette that’s displayed in at least 65% of the game. (I feel as though the colour choice is apt, and the grim, scruffiness of the artwork is charming and fits) The artwork is heavily under-polished, and regarded to as ugly a lot of the time.

Price: £7.19
Time To Complete: N/A
Achievements: 27
Cards: No
Worth The Money: Not quite. With a decent discount, yes.

Overall, this is a neat little game. While not having a lot to do entirely and everything being down to RNG, it’s set up in a way where it gives a lot of replay-ability due to the permadeath nature of the game, leaderboards and the addicting difficulty of “Maybe if I’d just taken that power-up instead”. The dark theme and design, coupled with the almost bedraggled state of the artwork, create for a dire looking game with the bleakness of your chance at victory with your huge, dull sword.

Zesty Rating
4.5 Out Of 10
A small roguelike game where you run and slice everything in site, referred to as an “ugly” game, but instead in its roughness I see character. Difficult and unforgiving, challenging to it’s core. Could do with some refining in animation and cleaner hitboxes.


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] 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”. 

Blog at WordPress.com.

Up ↑