Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Sunday, May 9, 2021

Capcom Month Round-up

For Capcom Month, I decided to color outside the lines a bit with three games from established Capcom franchises and two indie games that are heavily inspired by Capcom works. Taking this approach gave me a great variety of aesthetics and gameplay styles, which made for a really fun and interesting month. With the exception of Monster Hunter, I streamed all of these on my Twitch channel.  Here's a roundup of mini-reviews for each game that I played:

Gunvolt Chronicles Luminous Avenger iX

While technically not made by Capcom, I kicked things off with the third game in Inti Creates' Mega Man-like series, Gunvolt. Rather than playing as Gunvolt himself, this entry follows his rival Copen in his battle against the nefarious Sumeragi Corporation. While this entry still delivered the tight pixel art action the Gunvolt series is known for, I found that I enjoyed this one a little less than its predecessors. Copen's move set doesn't work quite as well for my playstyle as Gunvolt's does and I didn't particularly care for this game's supporting cast. Thankfully, the game featured a great rogues gallery of over-the-top villains and a kicking soundtrack which helped elevate things a bit. Ultimately, I'd say this is the weakest entry in a strong series but still a solid action game in its own right. 

(You can find my review of the original Gunvolt here: Gunvolt Review )

Score: ⭐⭐⭐

Completion Time: 6 hours

Devil May Cry

While I've been aware of the Devil May Cry series since its debut, I didn't actually have my first foray into Capcom's stylish character action series until Devil May Cry 5 in 2019 (DMC 5 review). I had such a blast with it that I immediately added some of the older games in this series on my to-do list and #CapcoMonth provided the push I needed to finally dive into DMC 1 via the Devil May Cry HD Collection. I was pleasantly surprised to find that despite this essentially being an anti-aliased PS2 game, it still holds up great in terms of gameplay and art direction. While there are a few elements that haven't aged well, namely some awkward camera angles and having limited lives with spread-out checkpoints, I still had a lot of fun on Dante's first adventure and will likely tackle DMC 2 & 3 at some point in the future.

Score: ⭐

Completion Time: 6 hours and 25 minutes

Resident Evil 3 (2020 Remake)

Similar to Devil May Cry, Resident Evil is a Capcom series that I didn't fully come to appreciate until fairly recently. After loving Resident Evil 2 Remake and Resident Evil 7 (but having mixed feelings on Resident Evil Zero), I was looking forward to playing another modern entry in one of video gaming's most beloved horror franchises. Gameplaywise, RE3 Remake plays very similarly to RE2 Remake, in that it's a third-person action-adventure game, however, the pacing of RE3 is much brisker than its predecessor. The focus on more linear level designs and big action set pieces gave this game a tone that felt much more like an action movie than a horror movie. Once I got used to that, I had a good time blasting zombies and other monsters as this game's especially badass depiction of the recurring series heroine, Jill. Ultimately, I think I prefer the more atmospheric adventure game approach of RE2 Remake and RE7 but this was still a really fun ride.

(You can find my review of Resident Evil 2 Remake here: RE 2 Remake Review )

Score: ⭐

Completion Time: 9 hours and 34  minutes

Monster Hunter Rise

You've likely noticed a theme at this point, but Monster Hunter is yet another Capcom franchise that I've been aware of for a long time but never really dug into before. In this case, Rise is the first Monster Hunter game I've ever played. I found right off the bat that while the basic gameplay loop is very simple (fight monsters, get crafting materials, make stronger weapons and armor, repeat), almost everything else about the game is needlessly complicated. It took me several hours to get through back-to-back tutorials, figure out the controls, and learn to navigate the clunky UI. However, once I managed to get through all that, I found Rise to be a really enjoyable experience. Having only a limited story and minimal world-building, the single-player campaign is fairly bare-bones but still satisfying, and the online co-op mode is a lot of fun whenever I actually manage to coordinate with other people to play. However, for me, what elevated this game from "good" to "great" was the presentation. I absolutely loved this game's medieval Japanese fantasy setting, catchy music, cute animal companions, and cool monster designs. I don't think I'm going to be someone who plays every MonHun game that comes out, but I'm really glad I took the time to get into this one.

Score: ⭐

Completion Time: 25 hours (Single-player campaign and few co-op sessions)

Nina Aquila Legal Eagle 2

Nina Aquila 2 cover art


After seeing the foundation established by the first game (see my review of Nina Aquila 1 for more info), I was keen to see where this indie Ace Attorney-like series would go next. Improving on the original in almost every way, Nina Aquila 2 offered a much more interesting case to investigate, a more complex story, and some new investigation segments to break up the courtroom drama. However, what set it apart was the scene of the crime: a hotel hosting an anime convention and trading card battle tournament. This opened up a lot of opportunities for humourous writing that mixed legal drama with anime fandom. I also enjoyed the Yu-Gi-Oh-inspired minigame that is integrated into the campaign as Nina gets dragged into the world of competitive trading card battles. While both the minigame and puzzle-solving parts of the mystery felt a little too easy for my tastes, Nina Aquila 2 was still an overall fun and charming package. I'm looking forward to playing the third game sometime in the future!

Score: ⭐

Completion Time: 9 hours



 Note: This post is part of the Chic-Pixel community's #CapcoMonth event. For more info and their full list of events, check out this page: Community Game-Along Master List

Wednesday, November 25, 2020

Horror Game October Round-up

When people think about "horror" games, they immediately think of survival horror and jump scares associated with games like Resident Evil. And while that is certainly a prominent segment of horror games, "horror" is more of a theme or flavor that can be applied to a variety of game genres. In celebration of #HorrorGameOct, I decided to devote my Twitch channel to streaming and exploring horror gaming in a variety of forms.

Bloodstained Curse of the Moon 2

After absolutely loving the first Bloodstained, I came to this one with unreasonably high expectations. What I found was a game that was still really good but didn't quite recapture the magic of that first experience. That being said, the new playable characters were fun, especially the corgi in a mech. If you're a Castlevania fan, all three Bloodstained games are easily must-plays.

Score: 🎃🎃🎃🎃

Resident Evil 7

My prior experiences with Resident Evil games have been pretty mixed. While I would rank several of them among my favorite spooky games, others have been an exercise in frustration. The first impression this game gave me was not a good one, the introductory areas seemed tailored for the VR experience but felt off as a regular player and the "killer rednecks" trope this game leans into has become quite tired for me. However, after pushing through that stuff and into the meat of the game, I found that the game did a great job of taking the classic Resident Evil formula and updating it with more precise first-person controls and a great sense of atmosphere. Overall, it didn't quite eclipse my favorite game in the series, Resident Evil 2 Remake, but I would still rank it very highly among survival horror games that I've played. 

Score: ðŸŽƒðŸŽƒðŸŽƒðŸŽƒ

Halloween Forever

This little retro-style indie platformer was included in the Racial Justice Bundle from itch.io earlier this year. It sported cute Halloween-themed sprite work, simple but polished mechanics, and a moderate difficulty curve. I would recommend it to anyone looking for a short spooky game that can be completed in a single evening. 

Score: ðŸŽƒðŸŽƒðŸŽƒðŸŽƒ

Silent Hill 4

Until this year, my only exposure to the Silent Hill franchise was watching the Silent Hill movie back when it came out in  2005. While I wasn't a big horror game fan back in those days, the movie piqued my interest enough to put trying one of these games on my very long-term to-do list. This year, when Konami made SH4 available on PC via Gog, the opportunity to check off that box finally arrived. Though I struggled with this game's jankyness and awkward controls at first, I eventually came to appreciate this game's mysterious atmosphere and surreal take on horror. Considering that series fans often consider SH4 to be the worst game in the series and I still had fun with it, I think I'd enjoy the other Silent Hill games if Konami elects to make them available on PC.

Score: ðŸŽƒðŸŽƒðŸŽƒ

Castlevania 3

As a big Castlevania fan, it's always bugged me that I was never able to finish one of the most beloved games in the series when I originally played it. This year I finally decided to see it through! This time I ended up playing the Japanese version of CV3 (via the Castlevania Anniversary Collection) in order to enjoy its enhanced soundtrack and more balanced difficulty compared to the Western release. With this game's multiple characters, branching, paths, diverse environments, and stellar score I can absolutely see why it's a fan favorite. Some of the more punishing aspects of NES game design still lead to some frustration but I managed to complete a "pure" playthrough without the use of save states or cheats!

Score: ðŸŽƒðŸŽƒðŸŽƒðŸŽƒ


Clock Tower: The First Fear

Hearing that this SNES and Windows 95 point-and-click adventure was a major source of inspiration for later survival horror games like Resident Evil and Silent Hill, I was very curious to give Clock Tower a try. Early on, I was really impressed with how effectively this game conveyed the atmosphere of horror despite the limitations of its 16-bit platform. I also liked, how much detail and personality was put into the character animations, particularly for the game's primary villain, the Scissor Man. Unfortunately, the aesthetic qualities of the game were really the only thing I enjoyed. As an adventure game, I found this game to be extremely opaque, even by 1995 standards. Many times, the solution to making progress was not a function of puzzle-solving or logic, but meeting some kind of arbitrary criteria such as entering and exiting a room multiple times or repeatedly inspecting an object until your character decides that she wants to interact with it. It also didn't help matters that for a game that involves a lot of wandering around and trial-and-error, your character walks extremely slowly and running even a few yards almost immediately depletes her stamina. As a result, I found playing Clock Tower to be interesting from a historical perspective but a subpar adventure game experience.

Score: ðŸŽƒðŸŽƒ

American McGee's Alice

This dark and twisted take on Alice and Wonderland is something I've been wanting to play for a really long time. At first, the controls of the game felt really off to me, but once I got my head around the fact that this was a 3rd person action game made in the Quake 3 engine, everything started clicking. While 3D graphics and game design have come a long way since this game was made, exploring the surreal worlds of Wonderland was still an experience that totally held up for me. I'm looking forward to playing the sequel next year.

Score: ðŸŽƒðŸŽƒðŸŽƒðŸŽƒ

Rusty

While it might be especially trendy now, indie studios cranking out Castlevania-like games is by no means a new phenomenon. Rusty is an early 1993 PC game about a whip-wielding vampire slayer on a quest to rescue damsels in distress and defeat an evil count (sounds familiar doesn't it?). Suffice to say, I didn't go into this game expecting to see anything particularly original or high quality. Much to my surprise, the game was actually pretty good! I liked the graphics and music quite a bit and I appreciated the way it deviated from Castlevania by incorporating a more maze-like level design. Unfortunately, this game's level design can also be a source of frustration as each level has a relatively short time limit and Rusty's movements are a little too stiff to pull off some of the maneuvers the game asks of you. As a result, I found Rusty to be an interesting experience that was worth playing, but it would've needed more polish to stand side by side with its source of inspiration, Castlevania.

Score: ðŸŽƒðŸŽƒðŸŽƒ

 Note: This post is part of the Chic-Pixel community's #HorrorGameOct event. For more info and their full list of events, check out this page: Community Game-Along Master List 2020

Wednesday, April 15, 2020

Resident Evil Zero Review


I have tried to get into the Resident Evil series many times in the past: in-store kiosks of the original PS1 games, playing through the Gamecube version of RE1 due to the instance of a friend, and being coached through the opening section of RE4 at a party. In each case, there was some sticking point (often the control scheme) that kept the series from really clicking with me. That all changed last year when my wife and I had a fantastic time playing through Resident Evil 2 Remake. Now that I've come to appreciate what this series is all about, I thought it might be interesting to go back to an older game in the series for my next #CapcoMonth game.

Overview
Resident Evil Zero is a survival horror game that serves as a prequel to the original Resident Evil. It is the fifth game in the series and the last to be made in the classic pre-rendered adventure game style of RE1 before the series transitioned to the full-3D action game format of RE4 and its successors. Resident Evil Zero's unique feature is that it features two protagonists, Rebecca and Billy, who must work in tandem to navigate zombie-infested environments to discover the origin of the T-virus. This review is based on the PC version of the game, Resident Evil Zero HD, which I streamed in its entirety on my Twitch channel.

Pros
  • It's been a long time since I've played a game that uses pre-rendered backgrounds and fixed camera angles. While it can be an impediment to action and navigation at times, the aesthetic appeal of this style is hard to deny.
  • While most of the Resident Evil games feature underground scientific facilities at some point, and this game is by no means an exception, I appreciated that RE Zero offered some new types of environments to explore as well. Starting off on a luxury train in motion was a nice change of scenery. I also liked the abandoned church in a later section of the game.
  • Alternating between controlling Billy and Rebecca added an interesting wrinkle to exploration and puzzle-solving. Since Billy and Rebecca each have their own distinct abilities, this character swapping mechanic reminded me a bit of the classic puzzle game, Lost Vikings.
  • The puzzles in the game make for some surprisingly good brain teasers. However, I have to admit that the contexts in which they appear in the game often make very little sense. Why would it be necessary to solve a number puzzle to activate the emergency brake on a train, or map out a logic puzzle to reset a power breaker?
  • The PC version's mouse and keyboard controls were easy to pick up compared to how I remember the gamepad controls of the original RE games feeling. Using WASD to move the character and the mouse buttons to use weapons and interact with objects felt pretty natural. A few exceptions existed in areas where the camera perspective would abruptly change, leading to momentarily disorientation. 

Cons
  • The inventory management in this game is extremely cumbersome. Each character only has six item slots with many items and weapons consuming two of these slots. The game does not offer any opportunities to expand the size of your inventory or store items externally. As a result, a disproportional amount of my gameplay time was spent shuffling items around between my characters or dumping items on the floor to free up space. I would then have to backtrack across the map any time I needed to retrieve an item I had dropped. The other games in the series solve this problem with item storage boxes located at each save point. It baffles me why the designers of this game decided to omit this feature.
  • Resident Evil Zero retains the slow door opening animations present in earlier RE games every time you move between rooms or floors in a building. While these screens may have been necessary to accommodate loading times on the PS1, I don't see why the PC version of RE Zero elected to keep them. This slowdown coupled with the large size of Zero's map exacerbates the issues with backtracking that result from poor inventory management.
  • While the controls of this game are generally improved over earlier RE games, I found that they were very fiddly when it came to trying to pick up specific items on the floor and interacting with certain objects in the environment. The frequency with which you have to shuffle your inventory by picking up and dropping items really highlights this particular issue. 
  • Due to the issues above, the game feels tedious after a while and outstays its welcome. In order to spare myself some time and frustration going into the game's final area, I elected to use a cheat to replenish my ammo supply rather than trudging back and forth across the map to collect all the extra ammo I had dropped in various places throughout the campaign.

In summary, I was initially really enjoying this journey back to the classic Resident Evil style but over time, quality of life issues made the game feel like a slog. I think similar to my experience with Final Fantasy 13, using cheats to spare myself some late-game tedium was the right decision and keep me from being soured on the overall experience. There's enough interesting ideas here to make RE Zero worth a look for RE fans or those nostalgic for the pre-rendered style that was popular 20 years ago. For everyone else, however, I'd say this is an entry in the Resident Evil franchise that can comfortably be skipped.

Score: ⭐⭐⭐
Completion Time: About 20 hours

Note: This post is part of the Chic-Pixel community's #CapcoMonth event. For more info and their full list of events, check out this page: Community Game-Along Master List 2020


Many years removed from its original release, this is still a very pretty game.


My scorecard at the end of the game reports an artificially low playtime since the game requires reloading your last save after every game over.

Sunday, October 27, 2019

Resident Evil 2 Remake Review


While the Resident Evil series may be considered a classic of the horror game genre, none of the past entries have landed with me. Both times I played Resident Evil 1 (PS1 and Gamecube versions) the clunky controls and jump were just not for me. I also tried Resident Evil 4, which felt a little better from a gameplay standpoint, but its plot and tone pushed me away. So understandably, the Resident Evil 2 Remake wasn't even on my radar... but then it ended up being one of the free games included with the graphics card I bought earlier this year. Of course, I had to give it a shot!

Background:
Resident Evil 2 Remake (labeled as "Resident Evil 2/ Biohazard RE:2" on Steam) is an HD remake of the 1997 PS1 game that uses a modern third-person action game engine but retains the story and level design of the original game. At the beginning of RE2 Remake the player selects one of two characters, Leon or Claire, who play similarly but different paths through the game and a different perspective on the story. This review is based on Claire's path, which I played through collaboratively with my wife.

Observations:
  • Considering that this game came packaged with a fancy new graphics card, of course, it looked great and ran very smoothly.
  • The cut scenes and voice acting were pretty solid and gave the game a very appropriate 90s horror movie feel.
  • RE2 Remake's control scheme feels like a drastic improvement from the original PS1 RE games as well as RE4. I tried playing with both an Xbox controller and keyboard/mouse. While I ended up preferring the controller, both input methods seemed completely viable for this game.
  • Early in the game, the only enemies you face are standard zombies. The game appears to use RNG to determine how resilient the zombies are, meaning that many of these enemies are complete bullet sponges, often requiring you to empty an entire magazine of ammo into their heads to get them to stay down. While I guess this was a design choice to make zombies seem more menacing, but I found it to be more irritating than scary.
  • The game gets more interesting once more types of enemies are introduced. Among these, two enemy types were particularly effective at upping the tension level in the game:  Lickers, who are blind but very sensitive to sound, and Mr. X, a giant invincible monster that chases you in certain key scenes. I found that special enemies like these were used just enough to vary up the gameplay without getting old.
  • While the game world is very small by modern standards, a police station, an alleyway, and an underground facility, RE2 makes very effective use of them by having you traverse them via different routes or having events take place that changes the layout of the area.
  • In addition to combat and exploration, RE2 features some light point-and-click-adventure-like puzzles. Usually, they involve using a key item in the correct location or sliding around objects in the environment. I appreciated that these mixed things up a bit, but the puzzles themselves were a mixed bag.
A common theme of my reviews this year has been "pleasant surprises" and Resident Evil 2 Remake would certainly match that description. After we pushed through the first hour or two of the game, my wife and I found a very satisfying gameplay loop at the game's core that kept us engaged all the way through the campaign. If you're like me and bounced off earlier RE games, I would definitely still recommend giving Resident Evil 2 Remake a look!

Score: ⭐⭐⭐⭐
Completion Time: 12 hours, 41 minutes (Claire's campaign, medium difficulty)



Tuesday, October 30, 2018

Little Nightmares Review


 The third and final game in my #HorrorGameOct lineup is one that I played through with my wife rather than on Twitch. Little Nightmares is a horror puzzle platformer that was originally released on PC, Xbox One, and PlayStation 4 in April 2017. The 2018 Switch version that my wife and I played featured the main campaign, "Six's Story", as well as the DLC campaign, "The Kid's Story".
 

Each of the two campaigns follows a different child's path through The Maw, a giant cruise ship full of grotesque semi-human cannibalistic creatures, as the kids attempt to escape before they wind up as entrees in the buffet. This unique premise and the twisted and unsettling imagery that come with it are the game's biggest strength. The creatures pursuing the young heroes are creatively designed and also deeply disturbing to look at. The Maw features dark industrial areas in the underbelly of the ship as well the passenger accommodations with banquet halls and giant furnishings. It all comes together in an appropriately nightmarish visual package that feels like a fusion of the darkest parts of Nightmare Before Christmas and Spirited Away.

While the premise and sense of style are very distinct, the story that Little Nightmares tells is minimalist. Outside of the game's conclusion, there are no cut scenes, dialog, or text within the game. I was initially disappointed by this since the game's trailer make it look like a narrative-driven game, but after a while I adjusted to the subtle and purely visual form of story telling the game was using. What's there is mysterious but very bare bones.

The gameplay of Little Nightmares is very simple. There's no combat; all enemy encounters are resolved by either speed or stealth. In the quiet moments, there are basic environmental puzzles to solve and light platforming. Most of this works out reasonably well, but there were a couple of persistent sources of frustration throughout. Despite the character's limited capabilities, the controls were cumbersome. The main issue was that the right trigger needs to be held any time the character is carrying an object, climbing ladders, or pulling themself up a ledge. After an hour or so of play, my right index finger would get sore since I had to be holding down the trigger most of the time. The other issue is that the camera has very limited movement, which meant that I had several occasions where I would miss a jump and fall to my death due to bad camera angles throwing off my depth perception.

Control and camera hangups aside, we encountered a couple of technical issues while playing Little Nightmares on Nintendo Switch. The most glaring of which is likely a Switch-specific problem: painfully long load times. The stealth and platforming sections of the game often involved some trial and error, with mistakes leading to instant death. These deaths were punished by having to wait up to a full minute for the game to reload the last checkpoint. This was very discouraging during the tougher parts of the campaign. The other technical issue was more general; glitches in the game's physics and collision would sometimes cause the player character or enemies to get snagged on corners or doorways. On a few occasions this would happen at an inopportune moment, and then we were staring at a loading screen once again.

For my wife and I, we had enough fun and spooky moments with Little Nightmares that we willing to tolerate the technical and design issues that occasionally got in the way. Little Nightmares is unique enough from an artistic standpoint to be worthwhile for fans of the weird and creepy but is probably not mechanically sound enough to please those who come to it purely for platforming or stealth gameplay.

Score: ⭐⭐⭐

Completion Time: About 8 hours (both campaigns combined)

Note: This review is specific to the Nintendo Switch version of the game. It’s possible that the PC game addresses some of the issues I had with this game by having faster load times and reconfigurable controls.


If you're curious about the #HorrorGameOct event, be sure to check out this blog post on Chic Pixel.


Thursday, October 25, 2018

Bloodstained Curse of the Moon Review


After finishing off Momodora last week, I decided to keep the #HorrorGameOct train rolling and jump straight into another Castlevania-inspired 2D platformer, Bloodstained Curse of the Moon. Since this is short game, I finished it off in a single streaming session. Both the stream and the game itself were a total blast! Now that I've laid the demon king to rest, here's my review:

Background
Bloodstained Curse of the Moon is an NES-style 2D platformer from developer Inti Creates. This game was released earlier this year as a prequel to the upcoming Bloodstained Ritual of the Night. Both of these titles come from former Castlevania director, Koji Igarashi, with Curse of the Moon being based on the NES Castlevania titles, and Ritual of the Night being based on the PS1 and Gameboy Advance entries of the series. Wearing its inspiration on its sleeve, Curse of the Moon, features monster-slaying heroes progressing through spooky linear environments such as haunted forests and vampires’ castles.

Pros
  • At first glance, Curse of the Moon looks like an NES game, but it features graphical effects than an 8-bit system could never pull off. The color pallet is much broader and backgrounds feature multiple layers of parallax scrolling to give the 2D stages the appearance of depth. Enemy sprites are larger, more detailed, and far more plentiful, than the NES would have been able to render. It makes for a beautiful retro-inspired presentation.
  • Unlike the original Castlevania games, Curse of the Moon features a set of four playable characters than can be swapped in and out on the fly. Each character has unique abilities that can be used for both traversal and combat. Switching to the appropriate character at the right time can provide access to shortcuts through levels and have a substantial effect on the difficulty of boss battles.
  • Curse of the Moon’s difficulty is much more forgiving than the NES Castlevania titles. There are options for Casual and Normal difficulty, with the former choice granting infinite continues and eliminating knock-back (i.e. your character won’t get pushed off a platform if he gets grazed by an enemy). Also, since each of the four player characters has their own HP bar, cycling through them allows you to take a lot more damage before seeing the Game Over screen.
  • This game has some really cool boss designs. The large detailed sprite make them visually distinct and most of them employ a unique mechanic during their battles. Rather than just memorizing patterns, dodging, and attacking, these fights often involve making use of platforming skills and knowing when to switch to the right character.
  • The level designs have some features that stand out from this game's 8-bit inspirations. I appreciated the way that utilizing each characters' special skills could significantly change the route the player takes through a level. I was also impressed with some of the visual set pieces in this game's levels such as the train barreling through the forest in the first stage.
  • While it might not have the iconic tracks like "Vampire Killer" or "Bloody Tears", Curse of the Moon's soundtrack manages to come pretty close to reaching the high bar set by its source of inspiration. Veteran Castlevania composer, Michiru Yamane, hasn't lost her touch! I'm looking forward to listening to her pieces for this game again as well as any orchestral or heavy metal covers that fans arrange.

Cons
  • Curse of the Moon is generally less difficult and frustrating than NES platformers, a plus in my book. However, the last stage or two represent a pretty big difficulty spike. Several areas feature instant-kill traps that require some trial and error to traverse. I ended up losing several lives in the last stage due to entering a room with a trap that would activate much faster than I could react if I wasn't already prepared for it. This felt a little cheap.
  • Like the original Castlevania, Curse of the Moon can easily be beaten in a single sitting. While I personally don't consider this to be a negative, as I felt the length was appropriate to the type of game it is, I'm listing this as a con since some players might not feel that a 2-hour game is worth $10.
As someone who has been a fan of the Castlevania series for a long time, I came to this game with a discerning eye and sense of cautious optimism. I was thrilled by the result! Bloodstained Curse of the Moon is an incredibly effective spiritual successor to Konami's horror platformer series that delighted an old-school fan like me and will probably also offer a fun, but manageable, challenge to newcomers as well.

Score: ⭐⭐⭐⭐⭐
Completion Time: 1 hour, 58 minutes (Regular ending, Casual difficulty)

If you're curious about the #HorrorGameOct event, be sure to check out this blog post on Chic Pixel.



Thursday, October 18, 2018

Momodora Reverie Under the Moonlight Review


 As I had announced last week, I played through Momodora Reverie Under the Moonlight on Twitch as part of my #HorrorGameOct streaming series. Since it was a relatively short game, I ended up finishing it in two streaming sessions! Here’s my review of the game, now that I can put ot in the “completed” page of my backlog.

Overview
Momodora Reverie Under the Moonlight is an indie Metroidvania game that was originally released on PC in 2016. The game follows a priestess tasked with snuffing out the source of a curse that has caused the kingdom to be plagued by witches, skeletons, ghosts, and other Halloween-appropriate baddies. Though Reverie Under the Moonlight is the fourth installment of the Momodora series, it represents the point at which the series gained mainstream recognition and is thus my first exposure to the series.

Pros
  • Momodora features gorgeous pixel art and animations. The player character in particular has detailed animations while in action as well as a variety of charming idle animations.
  • For a colorful retro-style game, it pulls off a creepy atmosphere quite well. The spooky environment is enhanced by NPCs that express fear, anxiety, or malice even with relatively limited dialog.
  • The music is fairly low key but tends to kick in at the right times to give a sense of dread.
  • The protagonist’s mix of close and ranged attacks is fun to use. The game script describes the heroine’s weapon as a “magic maple leaf” but wielding it feels more like pillow case with a brick in it, giving landing a combo strike a satisfying sense of weight. I also enjoyed using the bow to juggle enemies and shoot down their projectiles.
  • Level designs in Momodora are not revolutionary for a Metroidvania, but offer enough variety and secrets to uncover to make filling in the map feel worthwhile.
  • Most games of this type offer some sort of traversal enhancement partway though (traditionally something like a grappling hook or jet pack). In this game you can transform into a cat!

Cons
  • The game’s difficulty didn’t scale consistently, especially when it came to boss battles. Some of these battles required full use of my action platforming skills, but there were also bosses where I could get away with just crouching in the corner and spamming arrows.  
  • Since the heroine’s strikes carry a lot of weight, positioning her during attacks felt a little imprecise, leading to a handful of accidental deaths during the first half of the game (I eventually learned to compensate).
  • The game has two endings. The bad ending is very unsatisfying. Getting the good ending requires following an obtuse process that I wouldn’t have been to figure out without consulting a guide. While the good ending is an improvement, it still felt anticlimactic compared to the buildup from the game’s atmosphere and NPC dialog.

While Momodora Reverie Under the Moonlight doesn't do much to deviate from the formula established by similar games that came before it, I enjoyed my time with it quite a bit thanks to its strong mechanics and presentation. It’s generally a solid-by-the-numbers Metroidvania that'll please fans of the genre but won’t win over holdouts.

Score: 🎃🎃🎃🎃
Completion Time: 6 hours (98% map completion)

Disclaimer: As of this week, Tales from the Backlog is no longer participating in the Amazon Affiliates program. I'll be sure to include a new disclaimer if I enter into a new advertising/sponsorship arrangement in the future. Any Amazon links in older posts will still work for shopping purposes but no longer serve as a revenue source for this blog.


 

 

Sunday, October 7, 2018

#HorrorGameOct Streaming Series


Final Fantasy 5, Ys, Beyond Oasis, and Battle Chef Brigade... I've been on a long streak of RPGs on my Twitch stream and it's time to change things up. Thus, for the rest of the month of October, I'll be switching to one of my other favorite genres: 2D platformers! On top of that, this month is #HorrorGameOct, so I'll be focusing on platformers with a spooky Halloween theme. (If you'd like to know more about #HorrorGameOct, check out this post on the Chic Pixel blog).

The first game in the line-up will be Momodora: Reverie Under the Moonlight, a Metroidvania game set in a world of monsters, witches, and curses. This game has been on my radar for a while for its great pixel art, so I'm really looking forward to digging into it. If I manage to finish Momodora before the month is over, the next game in the lineup will likely be Bloodstained Curse of the Moon, a spiritual successor to the 8-bit Castlevania games.

Streams will be on my Twitch channel on Tuesday nights from 8 - 11 PM ET. I hope you'll look forward to joining me for some spooky platforming fun!

 If you'd like to pick up a spooky game of your own while also supporting this blog, you can do so via this affiliate link: Amazon Video Games

Monday, October 31, 2016

Review Double-shot: Ib and The Witch's House

After Murdered Soul Suspect, my wife and I decided to dig further into the horror-adventure genre with two Japanese indie titles: Ib and The Witch's House. Both of these games were created in RPG Maker and are available for free. Since these games are short (~2 hours) and I'm a little pressed for time, these are going to be mini-reviews.

Ib
Ib is about a little girl who finds herself trapped inside a surreal haunted art gallery. To escape she must solve various puzzles to progress through the gallery while avoiding monsters born from the works of art. I was initially skeptical that an RPG Maker game could pull off a creepy atmosphere or sense of dread, but Ib manages to pull it off despite its primitive pixelated graphics. There's no combat in the game, so enemy encounters are a matter of evasion and hiding behind obstacles. These  encounters are pretty straight-forward, so that the game can focus on its strengths: atmosphere and puzzles. While there are a few moments where the game's graphical limitations can cause issues with interpreting a puzzle or finding an item, the overall package is a fun and well-crafted minimalist horror-adventure game.
Score: ⭐️⭐️⭐️⭐️
Completion Time: 3 hours



The Witch's House
After enjoying Ib so much, we were pretty psyched to jump into another one of these adventures the following night.
The Witch's House is about a girl who wanders into a witch's house in the middle of the woods and has to escape from the traps and monsters inside. This game immediately stands out from Ib since it was made with a more modern version of RPG Maker, so the graphics are much cleaner and easy to interpret. From a gameplay standpoint, The Witch's House initially plays very similar to Ib, but adds a few elements that may please some hardcore horror game fans, but really turned me off: jump scares and frequent sudden deaths. Enemies often appear suddenly upon entering a new area, have very high movement speed, and cause 1-hit kills if they catch you. It also doesn't help matters that RPG Maker's controls are just not well suited to the quick maneuvers this game requires to escape enemies. As a result, deaths are extremely frequent and memorizing enemy spawn locations is a must. For me, these irritating moments quickly got in the way of my enjoyment of the puzzle-solving and exploration that I wanted from The Witch's House.
Score: ⭐️⭐️
Completion Time: 1 hour, 30 minutes

If you'd like to play either of the games I reviewed in this post, links to the download pages for each are provided below:
Ib (http://www.vgperson.com/games/ib.htm)
The Witch's House (http://www.vgperson.com/games/witchhouse.htm)

Acknowledgement: I initially learned about these games from the Chic Pixel blog, so be sure to check that out if you're interesting in Japanese nerd culture.

Monday, October 24, 2016

Murdered Soul Suspect Review

An inept adventure game with a few clever ideas

Murdered Soul Suspect is yet another game in the backlog from last year's Square Enix Humble Bundle. With Halloween almost upon us, my wife and I were looking for a spooky game to play through together, and since this is an adventure game about ghosts and it was already in my queue, we thought it might fit the bill.

In Murdered Soul Suspect, Detective Ronan dies while pursuing a serial killer and is left roaming the earth as a ghost who must complete his unfinished business, solving the serial killer case, so that his soul can pass on to heaven and he can be reunited with his recently deceased wife. While Ronan was apparently not a particularly good detective in life (more on that later), as a ghost he has the benefit of powers that allow him walk through walls, have psychic visions, teleport, and possess living humans (and sometimes cats). The bulk of the gameplay involves using ghost powers to traverse the environments until arriving upon investigation areas in which clues must be gathered and pieced together in order to progress the plot and get closer to solving the mystery. In addition to these adventure game elements, there are occasional stealth action sections where Ronan must evade ghost-eating demons that patrol certain areas of the map.

As promising as this premise and mixture of gameplay styles initially seemed, much of it is handled rather clumsily. Unlike a traditional point-and-click adventure game, there are no inventory items to use or mechanical contraptions to operate since ghosts pass straight through solid objects. Thus most of the puzzle-solving takes the form of an Easter egg hunt in which Ronan must search each investigation area for the indicated number of clues. Once all the clues have been found, a question appears on screen such as "How did this man die?" that must be answered by selecting the most relevant clues. This is where it becomes painfully obvious that Ronan is a terrible detective; the crime scene might contain a tree, rope, and a body with lacerations around the neck, but the player must still go through the song and dance of gathering and selecting the proper clues to spell out to the inept investigator that the victim's cause of death was not drowning or poison. Further detracting from these investigations is that clues are sometimes hard to identify among the scenery and on several occasions awkward wording of the questions can make it difficult to determine which clues the game deems most relevant, even though the player has probably already solved the mystery of the scene. However, there's no real penalty for answering a question incorrectly, so the player can just press on with trial and error until (s)he can eventually proceed. On the other hand, using the ghost powers to get around the map between these investigations feels pretty good and is generally the most most interesting part of the gameplay. The demon encounters do a good job of adding some fear/excitement, though I found that pulling off the QTE maneuvers to kill a demon was a somewhat frustrating task.

Murdered Soul Suspect's plot is a hodgepodge of film noir and ghost story cliches all rolled together, but is presented in a fashion that is enjoyable to watch, yet still pretty corny. The voice acting is also pretty decent and the story does manage to sneak in a twist here and there, even if the player is often going to be several steps ahead of Ronan in terms of solving the case. Where the game succeeds the most is establishing a spooky, though not necessarily scary, atmosphere. Each of the game's environments from grisly murder scenes to cemeteries to psychiatric hospitals are exactly as creepy and dreary as one would want in a game for Halloween.

Murdered Soul Suspect is a game for which my entire reviewing process falls apart. My wife and I liked playing this game, but also couldn't help but acknowledge that it wasn't a particularly good adventure game from an objective standpoint. Thus, my verdict comes with some serious caveats: If you're in a similar situation to mine, in which you're looking for a spooky adventure to complete with a partner and are a fairly forgiving player, you'll probably have an enjoyable experience with this game. However, for the discerning solo adventure game player looking for clever puzzles or a thought-provoking plot, definitely look elsewhere.

Score: ⭐️⭐️⭐️*
Completion Time: 12 hours, 24 minutes (Main story plus 92% of Steam achievements)
*In a different set of circumstances, I could easily see myself giving this game 2 stars instead

Note: This review is the product of discussions my wife and I had after finishing the game, so I want to acknowledge the contribution of her insight. Also, she wanted me to emphasis that by far the highlight of the game is getting the ability to possess and controls cats. I totally agree.