The 13th Doll: A 7th Guest Fangame (Review)

Source: Cashmoneys
Price: £23.79
Where To Get It: Steam

Well, I came into The 13th Doll expecting cheese, evil puzzles, and Stauf being sarcastic, and, beyond some odd design choices, that’s… Exactly what I got. Good job, everybody, let’s pack it up and…

Ah, the puns. I actually missed these.

…Oh, wait, I need to talk about it, don’t I? Well, The 13th Doll, like the 7th Guest, is a first person puzzle adventure with 3d areas and, occasionally, live action on top. It looks relatively natural for such a thing, which is a somewhat difficult thing to pull off. Now, though, they’re using Unity, and so they’re not limited to awkward, individually raytraced movement frames between locations. You just… Move around, your cursor changes when you can change rooms (A skeletal finger beckons), when you can’t just yet (it wags), when you can do a puzzle (A skull with a pulsating brain), and when you can pick up or otherwise interact with something (Chattering teeth or a comedy mask, depending on what it is.)

The other thing here is that there are, in fact, two protagonists: Tad, the boy from the original game, who escaped the mansion after being stuck there as a time looping ghost. And, since this game is set in the 20s or 30s, starts the game placed in a “hospital for the mentally insane” (If anyone knows what physical insanity is, let me know too, I’m curious.) The other is the new psychiatric doctor, Dr. Richmond, who, as exposure therapy, takes Tad back… To the mansion! Legitimately a nice way to have 26 puzzles (13 apiece) in the game, and their stories both intersect at points… And diverge the rest of the time.

Tad has grown, and… Well, I suppose he’s got good reason to be so sulky as an adult.

Tad, quite literally haunted by the spectres of his past, seeks to destroy Stauf once and for all by… Well, he’s told the 13th doll is the key, but, considering it tried to grab his ankles in the intro, I’m not entirely sure this is true. Meanwhile, Dr Richmond’s story… Ohh, it burns my ass to see Stauf engaging in historical revisionism. He’s a brilliant man! A genius! His wife was the serial killer, and she was the one who caused the children to die in the first game through a virus she had! BLECH.

In any case, aesthetically, it works alright, overall… The music is pretty good, sometimes covers of the first game’s soundtrack, others new tracks, and they’re all pretty fitting. The acting, on the other hand… That’s more variable. Honestly, I wasn’t expecting shakespearean ham from anyone but Robert Hirschboeck (who both reprises his role as Henry Stauf, and brings his style, panache, and ham to the role once more) but the protagonists are sometimes a little flat in their speech. Visually, well… It’s not a bad looking rendition of the Stauf Mansion, and I like the new touches on some of the old spookings. It also has a relatively clear UX, although there is the oddity that, to save, you have to go to the main menu. Don’t quite know why that decision was made, but I’ve let you know now.

ARGH. AAAAAARGH.

Still, a game like this wouldn’t be complete without the puzzles, and… Ohhh boy. There is colourblind assistance, but it’s a text overlay, which, in the case of some puzzles early on, makes it a sod to see the puzzle itself. And the puzzles are, for the most part, bastard hard. Case in point, on Doctor Richmond’s path, there is… The clock puzzle. Can you split a clock into four parts, so that each endpoint of your segments adds up to the same number? I’ve been racking my brain over this one for a while, suffice to say. Some are new takes on old puzzles, such as the artery puzzle (Now a sliding block puzzle with a twist: The blocks can fall off the edges, never to be regained.) Oh, and the return of the fucking first person maze. Oh yes, that was indeed a memorable moment in 7th Guest. That was the part most of us said “Nope, fuck this!” and missed out on the endings. Get your graph paper out for that one, friends!

Overall, though, it’s by no means a bad game. The story is ham and cheese, but I went in expecting that, and if you do too, you’ll be alright. The puzzles, the mansion… These are the meat of the game, and, while not all the accessibility options work well (if you have problems, let them know.), it’s worth hitting options before you begin to check them. In any case, the puzzles, while fiendish, are mostly well explained (Although the hints mostly seem to be restatements of the puzzle mechanics, sadly), the callbacks are mostly fun, and, overall… Yep, definitely recommended for 7th Guest fans, moderately recommended for puzzle adventure fans who like hard puzzles. Good Stauf!

Robert Hirschboeck. Playing the Man in the Moon at a theater near you.

The Mad Welshman finds himself… Chilling with this game. That was a graaave mistake… (Ohohoho)

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Hentasia: Rod of Power (NSFW Review)

Source: Cashmoneys
Price: $5 (Approximately £4, with the option to donate more if you like it)
Where To Get It: Itch.IO

Content Warning: Monstergirls, analingus.

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Corpse Party 2: Dead Patient Chapter 1 (Review)

Source: Cashmoneys
Price: £8.99
Where To Get It: Steam

Content Warning: There’s a fair bit of gore here, and one of the zombies is a small child (pictured in review.) No jumpscares that I noticed in this particular episode, although that may change in the future.

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AI: The Somnium Files (Review)

Source: Cashmoneys
Price: £49.99
Where To Get It: Steam

Content Warning: Although the article has no representations of this, be aware that this is a murder mystery game while the murders are ongoing, so there are bloody scenes of violent death, and several themes including parental abuse, obsessional behaviour and stalking, and the like are involved.

Spike Chunsoft make wild rides. Pseudoscience made real in the fiction, murder, heartbreaking moments, and time being… Fluid are all hallmarks, and AI: The Somnium Files is definitely no different. And oh, boy, it is indeed a wild ride. And one that may annoy, if you don’t take the old adventure game adage of “Save Early, Save Often.”

Considering the context, yeah, this is pretty accurate.

The general premise, then. You are Date, a Psyncer (someone who can enter someone’s dreams), working for a relatively secret agency called ABIS (Pronounced Abyss, or maybe… Apis? There’s a lot of egyptian deities mentioned, y’see), and a serial killer is on the loose… Perhaps a copycat killer from six years ago. And a lot of things aren’t right. With the case. With your boss. With Date himself. And with Aiba, your AI eyeball friend who’s also… Seems to have the hots for Dante, in the oddest way.

This is part of what… Aiba might think is a dance? Look, things are weird.

Oh, and hidden collectibles and branching paths in a flowchart. Mustn’t forget those. So, anyway: The game is mostly split into two parts: Investigating a scene and talking to people, and the Somnium, the dreamworld of either Date, or… Whoever you’re ordered to PSYNC with, for information relating to the case. And yes, it uses dream logic. The tutorial example has a light switch covered by thorns, and a Winter Iris that cannot be moved nearby, but can still be interacted with because… It’s lit. So you don’t move it. You… Inhale it. Dream logic. But, from this point on, there’s a big catch: You have 6 minutes. The upside is that it only goes down when you’re moving or interacting in the dream world (through your partner, Aiba.) The downside is that understanding the logic of that particular dream may well take a lot of tries, and often, there are multiple solutions that lead to different results.

I… I’m not sure I want to know the answer to that question. What the hell?

Aesthetically, apart from some awkward animations, and pink text for Aiba ([check for colourblind options]), the game has a solid visual style, great music, and some good voice acting. The writing is colourful, with a mix of silly references to a variety of things (including other Spike Chunsoft games, The Terminator, and The X-Files), and it drew me in, even when I knew what would come from previous experience with Spike Chunsoft titles, and some solid, foreboding foreshadowing. The humour does fall flat sometimes, and Date’s horniness is… It’s groan inducing a fair bit of the time.

There is a rather sudden shift later in the game, and some paths in the story (Yes, there are branching paths you want to explore to get the honest to goodness ending) are blocked by things you need to get further in the story than I perhaps would have liked, but, overall, I like Spike Chunsoft’s interesting takes on the formulae they work with, and this game is no exception.

The Mad Welshman A unlocked! [Picture of TMW drawn in crayon]

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Agent A: A Puzzle In Disguise (Review)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Agent A is, some Simon puzzles and a couple of brute forcers aside, a fairly good puzzle game where I’ve never felt the need for a walkthrough (the urge, yes. But not the need.) So that’s quite a pleasant start, both to the review and the game itself. But hot-damn, it also has some moments in the game that make this review really hard to write, because I have to avoid spoilers that I really want to talk about.

If only I could… Put a secret code or something with spoilers in (No, I have not in fact done this)

Still, let’s give this a go. Agent A is, as you might have guessed from the subheader, a Myst style “Explore a place, solving puzzles as you go.” Except it’s not uninhabited, and it is, in fact, the home of the antagonist, enemy spy Ruby LaRouge, who has a reputation for “dismissing” enemy agents, a reputation you witness the truth of just a few hours before you trail her to her hideout.

And ohhh, she’s a good antagonist. Vaudevillainous as a James Bond villain, confident, sadistic… It feels like she’s taunting you a lot more than she actually is, because her presence lingers. So… What about the puzzles?

These are never good words to hear from a sadistic enemy agent.

Well, the good news is that with most of them, the clues are there if you know where to look for them, and the item puzzles only take a little bit of wandering and futzing before you work them out. The colour ones appear to be colour blind friendly (As always, corrections on this from folks with colourblindness appreciated, but it does seem to be holding to the “Difference in both hue and light value” rule that works best), and there are only a few Simon style or brute force puzzles (of which the piano, in Chapter 1, is the worst to my mind. As soon as I saw a pianola roll, I audibly groaned.)

The controls are also pretty simple, although there’s some slowness to the movement that may not be appreciated: Left click does a thing, left drag moves a thing or drags a thing from inventory to be used, right click is “Go back a bit.” And that last one works because the tree of rooms and zones is kept relatively tight. But it should be noted that the perceptive player, who has their screenshot button handy, is rewarded (not just in puzzle clues, but… Other information), whereas the one not looking at everything they humanly can will have a much tougher time. It’s that sort of game. Heck, there are even secret things to do, ones I’ve definitely missed on this review playthrough.

What, you thought those cars that could turn into submarines stored themselves?

Still… The game looks good. The music is good. The voice acting is solid, especially the antagonist who comprises the majority of the game, and its clarity works for it. It’s also an experience that feels longer than it is (in a good way), and has some replay value if you’re a perfectionist. But mostly, it does what it says on the tin, tightly, and with a little panache, and I can quite easily recommend this one for the puzzlers out there. But remember, Ruby is mean, and that is all the warning I can give you!

The Mad Welshman sometimes chafes under the need to hide spoilers, as many people do. Although… He does like hearing the shocked cries of “The hell?” as people get to certain plot points too… Decisions, decisions…

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