Slayaway Camp (Review)

Source: Cashmoneys
Price: £5.99
Where To Get It: Steam

I’ve always had an odd relationship with slasher movies. On the one hand, they sometimes do interesting things with horror, and I enjoy some of them for interesting ideas, but on the other, they tend to suffer really badly from sequelitis (How many times has “Jason” died again? Or Freddy Krueger?), unnecessary remakes/reboots, and their formula is often, in some ways, still stuck in the early days of the subgenre (OH NOOOO, THOSE TEENS ARE HAVING SEX, THEY’RE GOING TO DIE BECAUSE SLASHER MOVIES!)

Slayaway Camp, on the other hand, I’m fairly unambiguous about, as it’s a sliding puzzle using slasher movies as a theme, and not a bad one at that. Warning: There is voxellated gore and murder.

Pictured: Voxellated Gore and Murder.

Pictured: Voxellated Gore and Murder.

Anyway, mechanically, what can I say? It’s a puzzle about murdering unwary teens in a series of slasher movies, all loosely linked, and each with a theme and added mechanic, such as SWAT cops , who are unkillable unless either you drop something on them or you flank them in the dark, or cats… A common ruiner of murderous plans in movies, and not to be killed because… Well, for the same reason a lot of the puzzle elements are the way they are – Because it at least used to be a thing in slasher movies. Due to the fact that you can only move in one of the four cardinal directions, and keep moving until you hit something (Be it an obstacle, a usable thing, an unfortunate teen, or something that’s going to kill you or make you Break The Rules), there’s only a limited number of possible solutions, so the puzzles can be brute forced, but most of the time, the gimmicks are visible enough, and the rules clear enough that you don’t need to, and successfully completing levels or the murder minigame gives you the opportunity to buy a hint and a solution, in that order.

Everything here has a clear function: Pits to fall into (or scare folks into), cupboards to be pushed, walls to bump into on your way to murderous victory.

Everything here has a clear function: Pits to fall into (or scare folks into), cupboards to be pushed, walls to bump into on your way to murderous victory.

Okay, so mechanically, it’s clear, it’s intuitive, and fuckups are definitely your fault. So far, so good. It becomes a little bit grindy if you want to unlock all the skins and murders, but I’m willing to give it a pass on that because a) It’s cosmetic stuff , b) Finishing each level unlocks “Deleted Scenes” (Some of the same levels, but with added features… Not always more difficult, but definitely more of them) and finishing all the movies earns even more puzzles, and c) The grinding minigame is effectively the murder scene minigame, and this becomes a little more visually varied with the aforementioned cosmetic stuff. There’s some nice cutscenes with parodies of slasher movie trailers and some amusing murders (A thing you rarely hear outside of the context of slasher movies, which sometimes go for creative and/or ironic deaths), it’s visually quite clear, and I had no colourblindness issues (Some issues with gore covering pits, but that goes away with something like 30 seconds of waiting, which again, gets it a pass), and my only real issues with the game are that it starts immediately the first time you play it, rather than do the video store menu thing, which was a tadge confusing, and that some of the humour’s a little forced (Yeah, yeah, yeah, we get it… BIG LETTERED. Ho de ho ho.)

Confirmed: This game is TOO COOL FOR CANADA (Nah, actually it's a running gag.)

Confirmed: This game is TOO COOL FOR CANADA (Nah, actually it’s a running gag.)

Nonetheless, I like Slayaway Camp. It’s not trying to reinvent the wheel, and it doesn’t need to. It’s not a big game, but it’s got charm. If you like puzzle games, this isn’t MENSA level stuff, but it’ll make you scratch your head for at least a bit, and I can respect that.

The Mad Welshman cowered in the bathroom… Shower? No, too dangerous. Brushing teeth? Not while the cat was nearby to fake scare him before he gets murdered. Living in Slasherworld is tough.

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Aragami (Review)

Source: Review Copy
Price: £14.99 (19.79 for Collector’s Edition)
Where To Get It: Steam, GOG

Aragami is perhaps the first game I’ve come across in my reviewing career to openly baffle me with its design decisions. This, unfortunately, is not a recommendation for it, except as an education to other game designers. Let’s unpack that, and talk about why Aragami is so baffling to me.

For reasons which will become clear, this is emblematic of the game itself.

For reasons which will become clear, this is emblematic of the game itself.

At the core of the problem is the single save/checkpoint system that Aragami has. Done well, you can still have a single save system with skill respeccing and different play paths, but Aragami… Well, beyond deleting my save data, I had no means of resetting my skill spec, or ungaining the abilities I’d unlocked in later chapters, so… That would imply the game has a score attack element, right?

Wrong. Because of the way the checkpointing works. Nothing counts, score-wise, until you’ve actually hit the next checkpoint. Combine that with another problem (The extremely thin line between “Alerted”, and “Dead.” There aren’t any enemies, even in the early game, that can’t kill you from at least short to medium range.), and you end up with… Being able to S-Rank any level, perfect Stealth or Kill Everything, because if you don’t do it perfectly, odds are pretty high you’re going to die, and none of your cockups count due to the checkpointing system. In fact, it’s better for your score to die and restart a checkpoint (Some of which are placed a fairly long way away), than to accept an alert. So… That “-500 Alerted” feels… Superfluous, as a result.

The only way to not S-Rank a level, it seems, is to be inconsistent in your approach. Is the game aiming for replayability? Well… 2 runs, one for perfect stealth, and one for killing everybody and looting the map of skill scrolls, aaaand… You’re pretty much done.

Although it isn't clear, this is about 1.5 seconds after being spotted, and 0.5 after being killed by a wave of light from that guy's sword.

Although it isn’t clear, this is about 1.5 seconds after being spotted, and 0.5 after being killed by a wave of light from that guy’s sword.

Now, one thing that the game has been criticised for is that there is no option but to use your powers to solve a level. You can’t jump, you can’t climb. Funnily enough, though, that isn’t really the problem for me. The problem for me with powers is that… Well, most of them feel decidedly unnecessary. See enemies and their cone of vision through walls? Not really a lot of situations that’s useful for, because it’s actually easier to just get spotted, die, and remember the position in future. A shadow mine? Sure, if enemies bunch up. But most of the time, unless they’re alerted… They don’t, and it leaves a lot of bodies, which… Alerts everyone once they’re found. Again, it’s easier to just kill, then use a cheaper power (Shadow Vanish) to remove the body. The only time that doesn’t work is when they either die or ragdoll after death into a brightly lit area, and there’s a nice, cheap fix for that too: Lure them with a bell (Unlocked in Chapter 3, then usable in all levels), teleport behind them after they enter a shadowy area, kill, vanish them.

That’s why it feels shallow to me: You have interesting tools, but their extremely situational use, combined with the extra busywork involved in replenishing their limited uses (Two uses of a special ability, then you have to find a shrine somewhere on the level… And, of course, shrines aren’t present in the first two levels) means that I’m disincentivised from using them. Similarly, before I unlock Shadow Vanish, an all murder run is tense and, in point of fact, pretty damn difficult. After I unlock it? It’s mostly making sure I’m not spotted or heard while murdering my way through a level.

Yamiko , whose name could be translated as "Come Darkness." Aragami, similarly, roughly translates to "Violent Spirit"

Yamiko , whose name could be translated as “Come Darkness.” Aragami, similarly, roughly translates to “Violent Spirit”

This is pretty much a damn shame, because the game is visually appealing, and the spanish developers, Linceworks, have clearly put some effort into both their writing and research. But when most of your abilities feel like distractions rather than tools in the toolbox, there’s this strange disincentive to using a lot of them seemingly baked into the design, and completing levels feels more like recording a segmented speed-run than a fluid gameplay experience, not even these nice little touches, the lovely cel-shading and the japanese voice acting, can make this feel joyful rather than dutiful.

Give it a go if you want to see stealth experimented with, but go in aware that the experiment… Wasn’t exactly a huge success in my opinion.

The Mad Welshman gets around that whole silly Shadows Killed By Light thing by wearing white suits. You’d be amazed how often that works.

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A Matter of Murder (Review)

Source: Cashmoneys
Price: £1.99
Where To Get It: Steam, IndieGameStand, AppStore, Google Play

Good murder mysteries, at their core, are problems of logic. Whodunnit? Howdunnit? Whydunnit? Be able to come to an answer at the same time or before the detective does, and you know you have a good murder mystery. A good murder mystery game, on the other hand? Ooooh, that changes what questions you’re asking a bit. Howsolveit? Whyloseit?

Y'know... There's always *something* you're doing when a murder happens. I was *enjoying* writing to the London Times, dammit!

Y’know… There’s always *something* you’re doing when a murder happens. I was *enjoying* writing to the London Times, dammit!

…Don’t think those are as catchy though, so let’s talk about the game itself, a procedural murder mystery game based on that good old murder mystery staple, the mansion murder. There’s an hour before the Bobbies arrive (Well, one Bobby, but he is a Bobby, in the vernacular), and if you want to feel like a clever clogs, you’re going to have to work it all out from a somewhat limited set of tools. Specifically, asking the guests one of three questions (Alibi, Weapon, or Motive), clicking on evidence (Be it something out of place, or the possibilities for the murder weapon), and going over your notes looking for contradictions. If you want to really feel like a clever clogs, try solving one in half the time by hitting the “Master Detective” checkbox in the Settings.

In any case, the game is in two “parts”, both procedurally generated. There are the stories, of which there are 12 (Plus the tutorial), and generating a case whole cloth. The major difference? With the stories, you know what the gimmick is from the first or second time you play it, whereas the “Generate A Mystery” uses at least one of these gimmicks. So it’s pretty safe to say the generated stories are where the main play is at, while the stories are an extended tutorial as to what sort of things to be looking out for. Enjoyable… But more predictable.

I... I don't know how to take that, your Maje- Waaait, you mean the *other* Detective Durbin!

I… I don’t know how to take that, your Maje- Waaait, you mean the *other* Detective Durbin!

The art style is nice and simple. Hand drawn, it gives you clear differentiation between items, and everything has a place. People, evidence, weapons, secret door handles… Oh, did I not mention the game has secret doors? The achievements do. And if you’re buying this game to get some more achievements, you’ll have a fairly easy time, as the two hardest to get are for… Getting murdered, and letting the killer escape. Musically, it’s a lilting, Victorian style score that sets the scene and then, for the most part, stays in the background. I’m quite fond of both the art and music for their clarity and simplicity.

In any case, the real draw of this game is the fact that yes, more than one gimmick can exist at a time in the generated mysteries. One case, I had items lying about to prove people’s alibis, but it was a red herring, and one that lost me the case, as I discovered, too late, that what I needed most was to work out who had held the murder weapon last. Another, I felt exceedingly clever by not only catching out the murderer, but proving somebody else was covering for him by the hole in their own alibi. Generating a mystery, solving it. Each case takes about five to ten minutes, so it is, essentially, a game that you play in short sittings, when you have a hankering for feeling like a proper clever clogs.

Nothing makes you feel like a clever clogs more than the murderer swearing revenge, I say.

Nothing makes you feel like a clever clogs more than the murderer swearing revenge, I say.

Of course, sometimes, more than one gimmick leads to the same result, leading to a bit of confusion. I didn’t calmly explain how Rector Qualms was the last person to get his grubby little mittens on the poker, Narrator. I calmly explained how there was proof the other Detective Durbin (Named via the settings, a small, but nice touch) was in a room, making his story match with Master Percy’s, but Qualms had said he was with Detective Durbin in an entirely different room that she wasn’t in! Sheesh! Still, that’s a relatively minor quibble, and fixing it so the game knows which of the alibi gimmicks you used if it used two at once would most likely be a pain in the posterior. The only other minor quibble is that you can’t seem to set the monitor it displays on in-game.

However, I think, for £2, I’ve most definitely achieved satisfaction in this arena, and can happily come back every now and again when I need a boost to the confidence I have in my critical faculties. Also playing a murder mystery in which my friends (Or, more likely, those foolish enough to earn my ire) are the guests. A simple, accessible, and entertaining game, overall!

The Mad Welshman does not believe Insanity is a valid motive for murder. It’s somewhat ableist, and paints a dim view of folks with real problems. The other motives, on the other hand? Naaah, those are just fiiiine. Now, how much did you owe me for not talking about the Scarlet Crozius Incident, Vicar?

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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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