Joana’s Life (Review)

Source: Cashmoneys
Price: £4.99
Where To (Not) Get It: Steam

Horror protagonists can sometimes be the worst. But they’re not really to be blamed, when we put them in silly situations. In the world of horror, perfectly ordinary things can be filled with unseen menace. Mirrors, thankfully, are a pretty common one. A gateway to other places, usually where things are just slightly off.

It’s unfortunate then, that the design of Joana’s Life is more than “just slightly off.” In fact, its offputting. Because it has an interesting idea, but it’s not allowed to run free because… Well, let’s talk about the first ten minutes, shall we?

Oh no, it's... A Bathtub. How Spoopy.

Oh no, it’s… A Bathtub. How Spoopy.

I’m a man of indeterminate age who’s moving (In? Out? We don’t seem to know), and I cannot pick my front door keys up. Not, at least, until I’ve gone downstairs, at which point someone rings a doorbell, leaves just before I can see the front door, and leaves the broken mirror that’s going to be the focus of things. A broken mirror we throw away. No, we’re not given a choice here, just as we aren’t with the front door keys (And I know the first thing I do when waking up is make sure I have my keys with me!) or the fact that, when we go upstairs to get our keys, we need to answer a phone and oh noes, the lights went out and the bathtub (Which our phone was near because…?) suddenly has water running over that mirror, and there’s writing on the wall, and…

…Look, long story short, there is one path through this beginning segment, you’re not told anything about it, and it can only be done in a specific order. Also, the creepypasta moments are mandatory. And without context. No, there’s no real guidance. No, it’s not telling you why you can’t pick up the keys yet. In fact, all it does is let you look at them until you’ve grabbed and thrown away the mirror. Which, as a core gameplay mechanic, comes back like the proverbial bad penny. At which point, I had to find a video walkthrough, because it’s that unclear what the hell you’re meant to do with this mirror, or indeed anything, to progress.

Pictured: An entire block, in the first of its three flavours, in which you will hunt for the thing you actually need to see.

Pictured: An entire block, in the first of its three flavours, in which you will hunt for the thing you actually need to see.

Needless to say, there is also a creepy possibly male figure that threatens you and you faint in the first ten minutes. Day and night change with seemingly no rhyme or reason. So does location.

So… Let’s talk about guidance, and flow, and direction… And how the lack of it makes Joana’s Life… Not so good. I had to look for a video walkthrough in the first ten minutes. Turns out, to progress the story, I had to look out of a window on the ground floor, to the top left, and wait until small girl ghost blinked away, and my front door inexplicably opened. Then, of course, I had to go to said house… From the front, in what appears to be an entire block. In what, after checking, is an entire block, strangely walled off from the rest of the world. And it’s the only door that’ll open at that point that isn’t your house (Largely pointless now) in the entire block.

Cue the only real document in the game (A newspaper article written in bad english), and the collectathon that forms the majority of the game. Narrative? Nope. There’s some smoke monster, a little girl who is creepy yet helpful, and the only thematic linkings are that mirror textures appear when you enter a world, and broken mirror people constantly try and kill you while creepy ghost girl occasionally helps you find one of the eight total items you need to… Er… Be slowly guided to a basement where a fire happens around spoopy untextured guy, and you choose to run or stay.

That’s right, I just spoiled the whole damn game. All 25 decidedly unscary and frustrating minutes of it (Plus the hour of occasional retries, wondering what the hell “Explore the house” actually means or where the heck you’re meant to go next.) It doesn’t work as a haunted house experience because there’s no guidance. It doesn’t work as a horror game because creepy noises and monsters thrown together with no explanation or coherency isn’t scary, just cheap. It doesn’t work as a horror story because there’s no thought to a single, cohesive narrative. Heck, even the title’s somewhat misleading, as we know nothing of Joana (Spoopy girl) or her life.

The entire point of the game. No, you do not get to know about Joana. No, she has no "Life." Nor does the nameless protagonist.

The entire point of the game. No, you do not get to know about Joana. No, she has no “Life.” Nor does the nameless protagonist.

Want to learn why guidance in horror is important, or why not having your horror game just be a series of only loosely connected incidents is a good idea? Yup, prime candidate. Want to spend £5 on being confused for however long it takes you to work out what the heck you’re meant to do, or is going on? Prime candidate. Want a good horror game? Go elsewhere.

The Mad Welshman has screenshotted precisely all of the spoopy monsters in this game that actually spooped him. This, in and of itself, is somewhat damning.

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Daily Cthonicle: Editor’s Edition (Early Access Review)

Source: Early Access Purchase
Price: £1.99
Where To Get It: Steam, Itch.IO (also contains the freeware demo), Official Homepage (Contains donation link if you wish to support the developer directly)

I like a developer who keeps tabs on things. I like a developer even more when they take feedback and criticism well and fix the things that are broken. Matija Kostiya (Sinister Systems) is definitely the first, and may well be the second… Time will tell. But of course, we’re here to talk about Now, and The Daily Cthonicle, a game where you are the editor of the aforementioned paper, an Occult and Paranormal Broadsheet. This may seem strange, until you realise that in the world of the Daily Cthonicle, the paranormal is very much real. It’s you, and your six journalists, against the horrors that lurk Beyond.

Vampires: Even Fledglings are Jerks.

Vampires: Even Fledglings are Jerks.

It is safe to say that you don’t always succeed. In fact, in the case of certain monsters, I’ve found, it’s very safe to say that you don’t always succeed. Vampires, in particular, are jerks. I’ve never lost more journalists, or racked up a bigger expense account in any other situation. I don’t entirely know why.

And this aptly leads to one of my main criticisms of the game as it stands, and, thankfully, at least partly a goal of the Early Access: Clarity. Certain things in Daily Cthonicle are not clear, and don’t consistently work. For example, scrolling down on documents can be done with the mousewheel… But not all documents. The UI sometimes obscures things. Some combat items can be used in Investigation events (Such as the Crowbar), and it is only made clear in the manual that, if you have equipment that could be used in combat… Say, a Gatling Gun you really wanted to save for the final chapter… It will be used, and vanish from your inventory. Some of this is explained in the online manual, but more isn’t. Yes, artefacts don’t get explained… But you also don’t really get an idea of what they do even once you’ve used them. At best, “This was very helpful [in this specific encounter]”

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. ;)

On the successful completion of a chapter, you print a Special Edition. As you can see, the text is somewhat barebones, but imagining how it all went down can be fun. 😉

Now this may give the impression, so far, that I do not like Daily Cthonicle. This is by no means true. I think the base idea, and some of the game ideas (The EVP minigame, for example) have merit. I like that more advanced features, such as laboratory work (Crafting better potions, and divining information about the things and people the samples were taken from) are not necessary in the two lower difficulties. I like that it has both a normal game mode, and a “Skirmish” mode, where you have lots of money up front, and the goal is to eliminate all threats, rather than uncover the web of mysteries. I like that the difficulty balancing appears to have been considered, and appears to be under revision based on feedback. There’s quite a few things I like.

But the game isn’t very new player friendly, it isn’t very clear at times, and while I have confidence this will change somewhat, it’s very much a case of “If you like the idea, and you want to support the developer in refining it, please do so.” at the present time. I think it has a lot of potential, but obviously, time will tell.

The EVP: A recent feature that's still being refined somewhat.

The EVP: A recent feature that’s still being refined somewhat.

The Mad Welshman gritted his teeth as he saw this month’s Sanitarium bill. Sighing, he flipped the “Last Eldritch Horror In The Work Environment” counter to 0.

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Zombie Night Terrors (Review)

Source: Cashmoneys
Price: £9.99 (£13.59 for the Special Edition, £4.79 to upgrade to the Special Edition)
Where To Get It: Steam, Humble Store, Green Man Gaming

I was tired of zombie games. So very tired. But that’s all in the past now, as NoClip, developers of Zombie Night Terror, seem to have found a formula that works with those washed up symbols of capitalist greed… By learning lessons from the past. With only a few quibbles so far, I am suitably impressed on both counts: Making me like zombies again, and learning from game design history.

Aaaaah, look at 'em scream and run. It warms my... Okay, that's a lie, but it *does* make me feel hungry...

Aaaaah, look at ’em scream and run. It warms my… Okay, that’s a lie, but it *does* make me feel hungry…

Which game? Lemmings (1991, Psygnosis.) After all, Zombies are much like the lemmings of that old classic, in that they keep going, singlemindedly, and, left unguided, would probably fall off tall things, stride into the Marianas Trench with nary a care, and mindlessly wander into soldiers’ kill-zones. Which, of course, is where you come in… Zombie Overperson. Or Queen, Lord… Pick a suitably macabre title. I definitely won’t judge, as High Zombie Human Resources Overseer.

Ehehehe. “Human resources”

Now, what I find interesting about this game is that it tutorialises quite well, while still remaining a challenge, and having a fair difficulty curve… In the first chapter. Each time you learn a new power (Or new combination of powers), you get a short intro to them, just to show you what to expect, with unsuspecting victims. It was a little disingenuous not to allow me to break down doors on the first level (As normally, that’s what you can do), but that’s a minor quibble, and part of the challenge for the first level in any case (Make sure you infect everybody… A laudable goal for a zombie horde on any rampage.)

There’s no shame in screwing up a level, by the way, as restarts are easy, and you’re going to be learning things in any case. A good example would be the Subway of the first act, where the challenge is to kill everyone. This is pretty tough, as there are lots of fatal drops (Even for zombies), and blowing up the wrong zombie at the wrong time is going to lead to a restart (Because it’s so early, I’m going to helpfully illustrate this.

See this? This is not quite the smart move you may think it is.

See this? This is not quite the smart move you may think it is.

It’s a challenge I haven’t beaten yet, although beating the level itself only took two tries (One where I cocked up in a similar fashion to the screenshot above, one where I got a zombie to the end, finishing the level.) Of course, from Chapter 2 onwards, the gloves are off, and the Lemmings inspiration shows itself more clearly. Along with some of its problems.

I like that the hitbox on the Overlord (Your main combo zombo) is large, because, due to the fact that selecting zombies in a horde to do things can be tricky (Just like Lemmings), getting someone facing the right direction to do the thing can be difficult. I also like that they’re highlighted, as that eases (But does not eliminate) the problem.

I don’t like that using certain abilities unpauses the game. No, folks, I do want to select several zombies as runners beforehand without unpausing, because timing is kinda important. Oh, speaking of which, timing and micromanagement become important from Chapter 2 on, and that can be a pain, especially with that unpausing.

See those zombies in the lower left? I got things slightly wrong, and now they're all dead instead of across the way. BOO.

See those zombies in the lower left? I got things slightly wrong, and now they’re all dead instead of across the way. BOO.

Finally, I don’t like that the menu is unclear. Subtitles on mouse over would help me know that yes, the brain is the options, for example. It’s clever, but it needs to be a little more clear. (EDIT: It’s actually the statistics screen. See? SEE?!?)

Anyways, if you’re looking for a puzzle kick, Zombie Night Terror is a good choice. It’s got good visuals, good music, eases you in before baking your brain, and the cutscenes are blackly humorous. If you don’t like the idea of, essentially, leading brainless minions to nom on brains, this probably isn’t for you.

Braaaaaaaaaaaainsssss (Translation: The Mad Welshman endorses this game. No, not because he is a zombie now, but because he likes it. Now bend your head just a little, please!)

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Inside (Review)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam

Spoilers. Spoilers spoilers spoilers. There you go, there’s the story of Inside, the latest offering from creators of Limbo, Playdead. Oh, wait, there’s non spoilery things I can say: There is a small boy. He’s running from some weird stuff. Stuff that can kill him stone dead. Also there are brain machines, around which quite a few puzzles revolve.

Pictured: Technically A Spoiler.

Pictured: Technically A Spoiler.

This, in essence, is one of the biggest problems with reviewing Inside… That it’s a game that wows you, that frustrates you, and has all of these experiences… And, for fear of the dreaded cry of “UGHHHH SPOILERS DUDE”, we can’t talk about most of it. We can tell you that the animations are subtle and interesting. We can tell you that the movement is fluid. We can tell you that, on keyboard, the action key is right control, and that because the game starts immediately, and is checkpoint based on its saves, you may have a few annoyed minutes of fumbling because there are no tooltips in the game.

But then you get into the game, running from dogs, strange masked people, and other weirdnesses, and you get involved in a story. A story for our time. An enthralling story. A well checkpointed story with well designed, self contained puzzles such as REDACTED, REDACTED, and, of course, REDACTED.

…Y’know what? Sod this, the internet’s saturated with spoilers and I’m going to damn well have my fun. There’s an early puzzle that amused me, and was high octane, even though it shouldn’t have been with how stupid and predictable the dogs chasing me were. I climb a fence… They go the long way round to try and get me. So I climb back, making sure they’re nipping at my heels (But not literally nipping at my heels, or they’d kill me in a particularly gruesome manner), then I climb back over, pull a board out of the boarded up doorway, and climb back over the fence just as the dogs reach me. I repeat this the magic three times, then just manage to get away from the dogs.

Pictured: Something quite atmospheric. Also technically a spoiler.

Pictured: Something quite atmospheric. Also technically a spoiler.

“I only just managed it” is this game’s thing, when it’s not “Wait, I was actually meant to… [FACEPALM] IT’S SO OBVIOUS!”

The adrenaline, the tricks the developers play that, nonetheless, make perfect sense in the world’s logic, and, furthermore, get applied later so you know that yes, they’re not just doing it as a one off. The secret thingumajiggers that lead to the secret ending… Yes, there’s a secret ending. The subtle horror of a small child in a world gone oh so wrong. That’s the magic of Inside. Not necessarily the puzzles we don’t talk about, which, believe me, won’t help you all that much. The next one’s a doozy. They’re all doozies… Until you solve them, and they’re not anymore.

No, if you’re going to buy Inside, buy it because you’re interested in world building, in how a story can be told without a single line of dialogue. Buy it because you want to see animation done well. Buy it because it’s a story you’ll want to remember, and read again by playing it, occasionally stumbling as you forget exactly how you did that one puzzle. Don’t buy it if you never liked Flashback, or the original Prince of Persia, or any of the puzzle-action-platformers that led up to the creation of Inside, and no doubt will lead to more interesting gems like this one.

It’s really that simple.

Pictured: Something subtly horrific. Guess.

Pictured: Something subtly horrific. Guess.

The Mad Welshman scratched his head, and The Mind Controlled Englishman scratched his head. Unseen to both, The Also Mind Controlled Uruguayan scratched his head. But somewhere in those dominated neurons, a personality was chuckling. “They’ll never find me.”

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The Slaughter: Act One (Review)

Source: Review Copy
Price: £5.99
Where To Get It: Steam, Official Site, Humble Store

The Slaughter is a potentially interesting adventure game, with some good writing, and puzzles that… Could have been put together better. It’s the first part in a trilogy involving Sydney Emerson, a private investigator who is investigating the death of his saviour from a savage beating. The Ripper may be involved. Dreams definitely are. But unless the puzzles are cleared up, I’m not terribly confident about its chances. Still, let’s talk nice things first.

Pictured: Some Victorian hijinks. Oh, how they laughed as the poor doctor's head swelled!

Pictured: Some Victorian hijinks. Oh, how they laughed as the poor doctor’s head swelled!

There is some pretty good dialogue in the game, such as wry commentary on the White Knight stereotype near the beginning, and some clever dream symbology. The music is at least fitting in mood, and I was near to tears as Sydney thanks his saviour post mortem (A prostitute whose murder kicks off the plot.) There are interesting characters.

But the puzzles… The puzzles need work. No, I’m not going to mince words here, some of the puzzles are poorly signposted, and plain don’t fit. Chapter 2, for example, requires you to ask for a Screwdriver (The cocktail), to get a Screwdriver (The object), to unscrew a window. The Screwdriver… The cocktail, that is… Didn’t exist in Victorian times. In fact, it didn’t exist for at least another half century.

One of the few documents of the game, but nonetheless, an important one.

One of the few documents of the game, but nonetheless, an important one.

The game does end on an interesting note, but unfortunately, the example used here is just one of a variety that require the facility to read the developer’s mind, and I was forced to search for a walkthrough for quite a few portions of the third and final act. Especially as some triggers are a little finicky, requiring you to ask about obvious possessions, for example, before being able to ask for them as a prize in a minigame that’s… Equally finicky, albeit for a different reason (Due to the nature of the game in question, you often find yourself mousing over the Quit button more than you may, perhaps, wish.)

This is a dream situation. Which, unsurprisingly, means it's a dream.

This is a dream situation. Which, unsurprisingly, means it’s a dream.

There is promise in The Slaughter, Act One… But to get there requires some leaps of logic, and I’m hoping that the second act, when it comes out, is less finicky and haphazard in the puzzle design. Sadly, I’m not a big fan, but if you’re willing to try it out for yourself, it may perhaps be a little more transparent to you.

The Mad Welshman slammed back a Black Russian as he adjusted his camisole. Dark times were afoot, and he needed to work out how to get home safely.

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