Have you ever wondered if a haunted video game exists? These permeate Japanese folk tales and were popular during the 8-bit era of consoles and computers before the internet was a widespread phenomenon. You play as a friend of a daughter whose father is a video game developer. You unravel a murder mystery involving a haunted DS game and a fractured video game development studio. It’s an interesting meta view on the terrible world of stressful video game development. I don’t want to get too involved discussing the story, as what little is here is very short, running at about 3 hours in total.
There are 7 days before the haunted game turns you into a statue. You initially investigate the disappearance of your best friend’s boyfriend, but eventually, you stumble upon the cursed TS game. Yes, for obvious reasons; the DS is called the TS in the game. This game is a 16-bit RPG title that reflects the real world. When you hear your TS jingle (it’s the startup sound for the DS), you will pull up what looks like a simulated DS home screen and play this 16-bit game. It’s not an RPG in this game. It’s just a single town that you walk around in and talk to people to trigger events. The music and graphics are glitched out and creepy, and it helps give off a good atmosphere. You don’t enter this mode but maybe once per chapter for just a few short minutes. Each day is started with a visual novel type of dialogue, as the majority of the game is held in book mode. I love games that use this feature, but there’s no option to flip the DS for left-handed people. The TS RPG style game is played in regular mode, so you are frequently flipping the DS back and forth.
The meat of the game is the walking simulator-style touch screen-based exploring. It’s pretty bad, and my hands cramped constantly (at least using the DSi XL). There’s no option to just use auto-run all the time. The character walks at a doggedly slow speed and one that’s not practical for running away from ghosts. You need to hold the stylus in the center of the screen to run and turn faster. While doing this, you are holding down the D-pad and rolling your thumb around to strafe. This control scheme is fine, but I would prefer to use either the stylus for movement or just the D-pad. There’s little interaction with the environments outside of picking up key items and opening doors. You will be opening many doors and backtracking through many mazes. A lot of these have to be navigated in a specific order to avoid the ghosts that roam the hallways. These ghosts aren’t very scary. They’re slow and plodding and they just have black eyes and gaping black holes for mouths.
Despite the title being a horror game, there aren’t many scary moments. While the ghosts aren’t scary, there are a few jump scares that worked early on, but after day three, the game kind of gives up the horror part and focuses more on the murder mystery. The characters are meaningless, as the game is so short we can’t get to really know anyone. Every one has generic anime tropes to them, and by the end of the game there’s not much to care about. While the mystery is solved and has an actual ending, I didn’t care about anything in between. While the levels are great-looking on a technical level, they are void of detail. I liked the Silent Hill “Otherworld”-looking areas in the hospital, but these are just plain empty hallways with an occasional chair or desk. You can’t interact with anything to encourage world-building. The goal is to just open doors and get to the next cut scene.
While Nanashi no Game isn’t a good horror title or walking simulator, it’s short enough for a fun afternoon of the occasional creep-out. The music is pretty haunting, and there is tension in the game, and it uses the DS hardware well and in interesting ways. Just don’t expect anything really crazy here. If the controls were better, or at least customizable, the game would be more forgiving on that part as well.
Advent Rising is one of the most infamous video game development disasters ever documented. Its release was at the end of the Xbox’s life cycle, and it got buried under the hype of the Xbox 360. I personally heard about the game, saw the terrible reviews, and ignored it. In 2005 I didn’t own any Xbox consoles, so I didn’t care as a PlayStation 2 and PSP owner. I also purposefully didn’t do any research into this game and let my memory of 15 year old me thinking this was a large RPG saga like Knights of the Old Republic make the decision to buy this and play it. I even bought the physical strategy guide, thinking I was in for a 30-hour adventure. This is one of those rare moments I wish I had looked into the game first. Sometimes the idea of not doing research for a surprise is not fun.
You play as a stereotypical young cocky sci-fi pilot who falls in love with every woman he looks at, and everyone seems to hate him. His older brother is a well-recognized pilot. The game has a, new for the time, cinematic opening, but not cinematic gameplay. This is a very early 2000s 3D action game that struggled to find its identity and gameplay style, and everything in this game is poorly executed. It’s obvious after about 1 hour into the game that most of the focus was on designing the lore, characters, and many cut scenes, but we’ll get that soon. Right off the bat, the lead character Gideon is a terrible character and completely unlikable. He’s just obnoxious and so stereotypical for the time. I honestly wished his older brother was the main character instead. The opening scene is probably the only part that seems to have been made as intended. As you are driving your space shuttle to a docking bay, there are tons of spaceships entering and leaving, credits flashing on screen, and radio chatter, and it feels like what modern games currently do. As soon as you enter the space station, the rest of the game goes to complete crap.
The game controls are like absolute donkey dung. Gideon runs around way too fast for the small and cramped interior areas, but later on you get completely confused after the first level’s design. You play the usual early 2000s tutorial level disguised as a training competition to learn the controls. They are awful. The game uses an auto lock-on feature, so Gideon’s arms are swinging all over the place like a madman, aiming each arm at an enemy, which is pretty neat. The lock-on feature actually works, as he will lock on to whichever enemy is closest. What doesn’t work is you can’t release the lock-on. The camera will face toward whatever enemy is locked on, even if you are running towards the camera. This can lead to frustrating blind deaths from falling off ledges and into death traps. The only way to play this game is to blast everything in sight with whatever guns have the most ammo. There are clearly other ways the developers had in mind. Each weapon does something different. From slow-shooting plasma rifles to rocket launchers, but you won’t care when switching weapons is a complete chore. The dodge button is the same button for equipping in the left hand. The left equip is X, and the right equip is Y. This makes no sense. Other games did this better, like Halo before it and even Splinter Cell. Equipping weapons doesn’t need to be complicated.
I just lived with blasting everything in my path since it didn’t matter. Once I realized that the current enemies coming at me weren’t dropping ammo for my guns, I picked up their guns and just repeated this so I never ran out of ammo. Enemies come in many waves, and clearly the combat system they had in mind didn’t support this type of combat gameplay. When you’re blasting tons of enemies, you can’t stop and think about which weapon is good in each situation. All enemies attack the exact same way. There are some larger enemies like giant mechs or taller aliens that use a staff to deflect bullets back at you, but that’s it outside of the few bosses there are. Later on the game introduces a bunch of psi powers, and clearly this was not designed around the current working combat system because they are all completely useless. Switching to them is convoluted by pressing the D-Pad to select the power and then pressing X or Y to equip that power into the left or right hand. The game slows down in the background, but then you might want a gun in another hand. So, if you accidentally equip a power in the gun hand you had, that’s another step of finding a gun, pressing the correct button to equip, and then realizing the powers don’t matter.
There are a lot of psi powers, and most of them are given to you in the last two chapters of the game in rapid succession. You can lift, push, and throw ice spikes, laser balls, and even a shield, but they all fall subject to the terrible lock-on system. In theory, throwing stones and objects at enemies is a great way to save ammo, but you end up locking on to every throwable object in the game, and then the camera swings around to lock on to something else, and you have to just guess where the enemy is and fling the right stick towards said enemy, hoping the object lands. This also goes for lifting an enemy up and throwing them. Other games did this better. The shield is completely useless when it’s not much wider or taller than you, and bullets can hit you underneath it as it floats in the air. What were they thinking? Powers and guns level-up by just using them, but there’s no experience bar. It just happens. Weapons supposedly get more powerful, but I didn’t find this to be the case. This is clearly an unfinished idea.
The story itself is fairly intriguing. Aliens worship humans as gods, and the race of Aurelians wants to protect them from the Seekers, but their own race is divided politically on sacrificing the humans to save themselves. There are some plot twists of betrayal, but in the end this lore is never explored because there’s nothing outside of cut scenes. No dialogue between characters, no logs or documents to read. Nothing. The voice acting is also hit and miss. There are many actors who went on to do other things. For example, the voice actress for Olivia, Venessa Marshall, went on to do voices for more games and Wonder Woman for the current DC cartoon series. However, the characters are just not likable. The two female characters are treated like garbage by Gideon, and they get dismissed constantly. Every woman is wearing crop tops and low-cut pants, but the men are in full armor and gear. It’s just very much a product of its time. The industry has matured and grown since then. The alien races have interesting designs but only appear in a few cut scenes.
Let’s talk about the terrible vehicles. They are all floaty and don’t have acceleration physics, so to get over hills you have to use the boost feature, or you will just end up stopped. This boost feature pushes the vehicle by borderline teleporting it, and I also get stuck on every wall and object imaginable. Many games did this better too, like Halo. When you’re not shooting endless waves of enemies, you have to contend with awful platforming, as you will get stuck on objects, not grab onto walls, or fall into pits because an enemy jumped towards you at the same time. The game was only playable because the lock-on system worked well enough to just blast everything in sight, and I didn’t have to aim at enemies.
This leads into the terrible level design and lack of cohesion with the actual story and cut scenes. It feels like the cutscenes were made before the levels. There’s also clearly rushed scripted scenes as I would drive a car through boring empty tunnels and streets with the occasional falling bridge. Clearly, there was meant to be more. Where are all the people? Where’s the chaos of the war with the Seekers? There are cut scenes showing people running out of a city, only for me to suddenly find myself in a vehicle with nothing around. I would run through an enormous empty outdoor area with nothing but enemies coming at me and nothing happening in the background. It feels completely unfinished. These levels felt as if they were hastily inserted between the pre-existing cut scenes, making the transitions feel jarring. Gideon would be up against a wall, leaning around a corner with a pistol out, and I would then just be standing in a hallway with nothing that was in the cut scene around me. No one was screaming or running around. Just a dead empty hallway with a few enemies. It was so jarring.
The game is an absolute masterpiece of what not to do. The game is completely unfinished, broken, and buggy. Music will randomly stop playing. Sound effects won’t play at all, and the music will. Falling through floors and getting stuck on objects, forcing checkpoint resets. Even the need to not kill most enemies and just run to the next area for a cutscene to play proves that these levels were shoehorned in between already made cutscenes at the last minute. The levels are boring despite the game being technically impressive at the time with huge chunks of geometry and long draw distances. There’s clearly love here in the beginning, and the game just didn’t evolve into more than AAA slop that would be the future of gaming.
Is a man not entitled to the sweat on his brow? Well, I don’t know honestly. That would be what Andrew Ryan would say, but he’s gone. Several years after the fall of Ryan and Rapture, you awaken as the Big Daddy, Subject Delta, on a hunt to track down Eleanor Lamb. The new antagonist is trying to finish Ryan’s legacy and eliminate everything that was inside Rapture. Little Sisters play a bigger role in this game, as you are a Big Daddy now and need to protect them. BioShock 2 was never my favorite in the series. While I have the original Xbox 360 Collector’s Edition box sitting in a cabinet, as I adore the series anyways, there are some qualities to this game that I do prefer over the original. Sadly, the pacing and story aren’t one of them. BioShock 2 attempts to appeal to more casual action-oriented gamers of the time by including a multiplayer mode. This was 2K’s desperate attempt to make a Call of Duty out of the series, and it failed miserably. Many resources that could have gone to the campaign were wasted on multiplayer that no one played. The Remaster removes this feature, and it’s not missed.
While the beginning of the game starts out similar to the original with really good atmosphere and scripted story beats, the game quickly falls apart after that. Maybe “falls apart” is too strong, but it loses what made the original so well loved to begin. The slower-paced storytelling that takes its time and uses visual cues to tell the story is mostly absent. Instead we are bombarded with tons of exposition over our radio and bounce between Sinclair himself and Lamb. The sequel treads some too familiar ground by having a unique boss in each level that you must defeat. Each one has a personality quirk, but none are as memorable as the original.
We get a whole new arsenal of weapons this time around, and they feel great. There are still three selectable ammo types, but the only gun that stayed was the grenade launcher. A quality of life improvement is the removed need to reload when selecting a new ammo type. There is a new minigun, hacking tool, rivet gun, double-barrel shotgun, speargun, and drill. The drill is your main melee weapon, but it uses fuel. It’s pretty powerful and can be augmented with tonics. The downside to this new arsenal is that it’s still not suited for the close quarters combat of Rapture. I found the speargun nearly useless, as there’s no long-range combat in this game that requires it. Towards the end of the game the rivet gun (even fully upgraded) starts to become less useful. I eventually stuck with the minigun and shotgun. Each weapon can now have three upgrades, but you can’t fully upgrade every weapon. There are 16 upgrades in total, but only 14 upgrade stations. It doesn’t make any sense. While the shooting feels a little quicker and better in this sequel, it still doesn’t solve the fundamental issue of the arsenal being correct for all of this close-quarters combat.
Hacking has been replaced with a simple meter now. You just press a button when the needle is over the green bars. It’s a huge quality of life improvement over the original’s full mini-game for each hack. Hacking can add a bonus sometimes if you press the blue bars. It can drop a free item or add cash to safe hacks. The hacking tool can also drop mini-turrets to help in battle, which is nice when covering Little Sisters. These are technically optional (outside of the first level). You can fight off another Big Daddy, take the Sister, and have her gather Adam at two different locations. You then get the choice to adopt them at a hidey-hole or harvest them. You can even choose to just harvest their Adam after fighting off the Big Daddy too. No need to gather, but you will be solely relying on your arsenal and limited plasmids, and that’s not recommended. Plasmids are easier to use this time around, and each one has two upgrades, but there are no new ones in this game. In fact, they took some away, such as Sonic Boom and Insect Swarm. Instead, we can now equip up to 20 gene tonics, which seems a bit overkill. These are also mostly all the same, with a few new additions in regard to hacking.
The research camera is back and probably more annoying. You now record video, and how you defeat the enemy determines the points. You are required to change things up and not kill an enemy in the exact same way too many times, or points are reduced. The problem is you need to keep re-equipping the camera for every enemy, and it gets quite old. I wish this feature was removed entirely. You get damage bonuses for complete research, but it’s only necessary on the highest difficulty. The game overall is much easier than the first game, offering little challenge. There are a couple of new enemies, such as Subject Alpha Big Daddy and Mutant, that are similar to what Frank turned into at the end of the first game. The splicers are all the same with no new additions, which is sad. I find the addition of two new bullet sponges to be kind of useless. While combat feels better in this game, it’s not evolved in any way at all. It does get kind of old by the end, especially if you played the original game. Ammo is too plentiful, and you’re no longer scrounging for ammo. You feel like an unstoppable war machine.
Story beats are also too similar to the first game. You go in, shoot some bad guys, press some switches, gather a few items, and then kill the boss. Plasmids’ tricks are also not changed up with oil, water, and explosive tanks everywhere. There isn’t even a lot of ice in this game. While the combat feels better, it’s been dumbed down a lot, and so has level design. These areas all look and feel the same. While Rapture does feel older and more aged, and it nails the look of this, the entire game just feels like one long level. Nothing is set apart, and it all feels too familiar. There’s a lot of exposition and interesting bits in the audio logs. There is also a new “morale” system that lets you either save or kill certain key characters in the game, but it doesn’t alter the ending that much. Gathering ADAM with Little Sisters isn’t as fun or exciting as it could be, and things only really get changed up towards the very end of the game in the last level.
Overall, BioShock 2 Remastered doesn’t really remaster much, like the first title, and the sequel in general is the weakest of the trilogy. While improving in some areas, others are sacrificed, such as a shorter campaign, retreading old ideas, and making combat feel better but less exciting. It’s interesting to play as a Big Daddy, and the first level in the game nails this perfectly. The pacing is nice, and the design is atmospheric, but nothing ever changes the pace or level design. Levels in general feel more cramped, and with the additions of larger enemies and more of them, the weapons you get still don’t fit the bill. If you played the original, then go for it. There are some questions that are answered. It really feels like an expansion pack rather than a true sequel.
I don’t know how many times I can say this. Trippy visuals aren’t indicative of an interesting or enjoyable game. They can only take a game so far before you want something else. Karma is a game that solely relies on weird and abstract visuals because it feels like the developers had an interesting story idea but had no idea how to implement it or tell the story. You play as a Thought Bureau agent who is like a cop that dives into the minds of suspects to see the truth of what they did. The first chapter of the game is pretty grounded and is the best-paced part of the whole story. You get some trippy visuals in the beginning, and then we are back to what seems like reality with narration while we walk through a pretty interesting-looking town. People have CRT TVs for heads with their faces on the screens, and it feels like an oppressive dystopian world to be in.
This is a great first impression and first chapter. It was nailed perfectly. You wake up and walk around a bit, and nothing makes sense. You are in a lab or factory, it seems, that produces people. It’s very odd, and you are supposed to be confused and unsure as to what is going on. Once you strap yourself in a chair and move on, the game starts to make no sense anymore. This is where I feel the developers didn’t know how to finish this story. There is one scene in the beginning when you are investigating an office, and this felt fine. You solve a few puzzles to find four-digit codes to open drawers to move on. The puzzles are pretty decent in this game, and I was able to figure out most of them by just deducing what I had on screen and trying logical things.
This is another game that can’t tell its overcomplicated story in just 4 short hours. Instead, we have just a walking simulator with a few puzzles and other half-baked ideas. You get a camera at one point and must use it to take pictures of eyeballs to open doors, but this feels half-baked. The areas are super tiny. One single area has you leading a creature around a specific path to get it to stop so you can take a photo of its face to kill it. This all feels half-baked, like they were neat ideas that had to be quickly shoved into a single scene. Once you get past the 5-10 minutes of gameplay, you endure the sluggish walking pace of more trippy visuals, such as flying through space, moving a cube through simulated cyberspace, walking through offices full of piles of CRTs, etc. The weird scenes are incredibly artistic and interesting, but in the end they don’t add any value to the story.
I wanted Karma to be so much better. There’s an interesting premise here. One of my favorite scenes involves one of the suspects showing us how this dystopian oppressive world works. Office workers sit and stamp things for dozens of hours and drink a company-made “energy drink” to keep them awake while propaganda plays on a giant projector in front of them. You then read an email about how all of your breaks are now taken away to “help the company growth” these types of scenes have a lot of impact, but they are so few and so brief that they left me wanting more. Many other scenes just don’t add value, such as the “hub” area of each suspect you dive into. In front of you is a giant monolith in a vast ocean, and you walk up to a podium with an important object on it, then warp to another scene. What’s the point of this area?
As you can see, Karma is an interesting game to look at, but not one to experience and especially play. The puzzles are interesting, and it leaves you wanting more when the game jerks this away from you and forces an hour of trippy visuals and story that doesn’t make any sense. Even at the end of the game I barely understood what was going on. Characters are bawling their eyes out, and there’s a lot of dialogue that feels abstract and doesn’t make sense. I was sitting there just thinking, “What the hell is happening, and why is this happening?” That’s not a good thing to think at the end of a game. Overall, play Karma if you want an interesting night of confusion and trippy visuals. It’s a shame the curious dystopian world isn’t explored more.
The late Benoit Sokal’s vision is something I have yet to experience. Syberia is considered one of the best point-and-click adventures of all time despite its flaws. Like other games in the genre, such as Sanitarium and The Longest Journey, Syberia gave PC gamers beautiful visuals, intriguing characters, and rich worlds to explore. This remastered classic does just that by giving new gamers a fresh take on an older classic, flaws and all. The series is now a four-part saga that starts here with its humble beginnings.
You play as an American attorney. Kate Walker is tasked by her agency to get an automaton factory signed over to a new toy company. You must seek out its owner, and this leads you on an epic journey through various towns with interesting people. Kate eventually awakens an automaton engineer who is able to drive a wind-up train to where she needs to go. The train needs constant winding, so it conveniently stops in these towns. The towns usually have mini mysteries to solve or predicaments to correct so Kate can move on with her journey. She either needs more info on where to find Hans Voralberg, who is the living descendant of the factory owner. There’s a lot of humanity in this game. From the strange university with its weird Stoker council to the obsessed automaton in the mines who wants to desperately reimagine an opera he saw long ago. The dystopian Soviet Russia vibes also add to the atmosphere here. The game feels sterile and falsely joyful. Remnants of this sadness litter the environment, akin to soldiers dispatched to abandoned facilities to await their demise.
Syberia does a fantastic job feeling like an actual adventure. However, the puzzles are few and far between, and a couple can be rather obtuse, while the majority have no challenge. There’s a lot of backtracking in the main “hub” areas of each town and just a lot of walking. Talking consists of selecting questions, and that’s it. The pre-rendered cutscenes were not redone, looking incredibly dated. These are in full widescreen with a proper aspect ratio but should have been redone or just done in engine. The remade visuals look fantastic with beautiful sweeping vistas, great lighting, and good-looking textures. There are some quirks left over from the era, such as needing to have animations finish before doing something else, some graphics glitches, and object hunting. Most objects will have a circle appear over them if you get close, but these can be missed sometimes, leading to a lot of wandering around.
You can platinum this game in one go, and it can be finished in about 4-5 hours with a guide. Once you complete the game, there’s no reason to really revisit unless you have nostalgia for the original. The remaster adds some interesting DualSense features, like having Kate’s phone conversation play through the controller speaker, but there’s not much else to this game. If you love adventure games, then give this a try. Here’s to hoping the second game will get remade as well.
Paul McCarthy. To some that name means nothing, but his art pieces are some of the most shocking and horrifying pieces of medium to ever be put into reality. They aren’t meant to just shock and awe people but to convey a statement. They are created to start a narrative to get people to open up about uncomfortable things. When you think of some of the oddest games, you can think of something like Dog’s Life, or Doshin the Giant might pop into your head. Maybe something a bit more strange like LSD: Dream Emulator or Irritating Stick. You might even start thinking more artsy with games like Vib Ribbon or echochrome. These games all have something in common. They are games with really interesting art designs or gameplay mechanics. One game that no one will be thinking of 10 years down the road is Horses, and that’s not a knock to the game. This is something that is so far removed from a mainstream or “hidden gem” curiosity that it will be only circulating around the most niche horror circles. Horses is one of the most deranged and avant-garde games I have played in years. Played is also a stretch, as Horses is a walking simulator with brief interactions.
You play as a teenage boy, Anselmo. You are sent to a farm by your parents to get your head out of the clouds and learn. The game right off the bat goes against the grain of even the quirkiest games out there. There’s almost no audio, the game is purposefully in a 4:3 aspect ratio, and the entire game is in black and white. There’s mostly just a film reel sound playing in the background with an occasional music track and odd sound effect. This is kind of nuts, as this would be considered “lazy” even by the lowest budget standards, but it’s all part of the style and imagery the developers are trying to get across. This sensory deprivation helps you focus on the visuals and scenes happening in front of you. You are totally sucked in and have no choice but to pay attention. It’s almost like you are being brainwashed similar to the horses in the actual game.
The game starts out simple enough by introducing the farmer and why you are here, putting your things down, and eating a meal. You are then introduced to a task list that requires you to do things like feed the dog…and various other things. The game takes place over 2 weeks, and each day gets more depraved as time goes on. Once you are introduced to the “horses,” things take a turn for the weird. The buildup is fantastic. Andrea Borlera did an amazing job building up and keeping me shocked throughout the entire game. Anyone who has delved into the darker parts of the internet or the deep web (not to be confused with the illegal dark web) may not be quite as shocked, but those who don’t follow any of those circles may either close the game or keep playing out of sheer fascination or abject disgust. I loved the psychological shift that the developers put onto the player rather than having you experience the protagonist’s shock through their own view.
I don’t want to spoil the story too much, but I have to talk about some of the actual shock that comes from the various scenes in the game. The warnings when you boot up the game are not to be taken lightly. This isn’t some PR or HR department giving you a silly little warning. You will be partaking in torture, cutting off genitals, whipping, burning, branding, and riding these “horses.” You’ve seen the game trailer and know these are people, not actual horses. It’s more than just shock value, but we are diving into the mind and dark past of this farmer. This is a story about abuse, being a victim of it as a child, and not being able to escape that. Unchecked mental health issues going rampant are something that is a major problem in our world, and this game really shows that. Nobody is talking about this game outside of mainstream articles about the ban because it makes you uncomfortable. Those who aren’t uncomfortable by this don’t talk about it because they don’t want to be judged. This is a piece of media that everyone knows or hears about, but acts like it’s not in the room with us.
There are certain amounts of censorship in the game, but it’s deliberate, or at least I think it is. Not in the common sense of censorship to appease various people, but for the story. The genitals and breasts of the “horses” are pixelated, and I think this is important to talk about. When you are traumatized by something, you tend to see things differently or block them out of your mind. Certain torture scenes are blacked out, or the camera is positioned in a certain way to not show everything, but done in a clever way to still know what’s going on. It’s crude but very effective, and all done purposefully to give the player a certain feeling or emotion. There are also stock footage clips of close-ups from real life, like when you drink milk, it’s a close-up of a throat gulping, and a crude sound effect plays. The opening menu is stock footage of a flower with music playing in the background, similar to some analog horror games we have seen.
The game is also very crude and terrible to look at, but I want to think this was also intentional. This looks like a very low-budget PS2 game, and Dog’s Life, which I mentioned earlier, was constantly going through my head when I was playing this. The animations are awful, the textures are flat, there’s clipping and glitches, and the character feels like mud to control, but I feel like this is on purpose to remove all distractions from the player and help deliver that crude and raw feeling. If this was a AAA budget title made in Unreal 5, I feel it wouldn’t have the same effect. While the game isn’t downright scary with monsters and weird visual effects, the game is scary in that people really do this stuff. There are serial killers and cult leaders who have done things like this to real people, and it proves that fact can be far scarier than fiction. The lack of voice acting and cuts to title cards like in a silent movie help add to more of that raw tension. You don’t get anything in this game. No rewards. You must endure the raw journey of the human mind with crude visuals, minimal sound effects, and no voices. It’s a sensory nightmare that helps add to the game that even the biggest horror games tend to forget. Without spoiling too much, one scene towards the end has those title cards constantly flash on screen while you walk around trying to figure out what to do. There’s no sound effects. These title cards relentlessly block your view until you find the item to stop it. It drove me nuts, but it was effective.
With that said, Horses is something I will never forget, but many will focus on the wrong things. The banning on Steam and the fact that this will never be able to make it to consoles is a shame. Many others are spewing hyperbole and spouting incorrect facts about this game. Things like it’s a murder simulator and trainer and is only for perverts, etc. These tired hyperbolic terms drive me crazy, as they take away from what the developers are actually trying to talk about. This isn’t a bestiality simulator; this isn’t a “gooner” game for certain extremist crowds who think Santa Ragione or Andrea has finally “broken through the shackles of society and the snowflakes.” This is an art piece. Santa Ragione are the Paul McCarthy of the video game circle. Real-life art can churn your stomach and make you think. So do just that. Think while playing Horses.
When Sony releases a new exclusive title, it’s an event for me. They don’t release games at the frequency they used to. We might get one or two a year. Ghost of Tsushima is an all-time classic. While I don’t remember much about the story or characters, I do remember the game being a beautiful exploration of Japan with great combat and the world itself being fun to explore. Yotei is no different. Atsu is a much more memorable character, and while the story seems to follow the modern trend of “Sony Revenge Stories” Atsu changes throughout the story, and she shows growth instead of constant anger or doing anything to get this revenge, even if that means losing everything. Atsu had her parents murdered as a child by a Samurai named Saito. His companions are all masked during the murder, and Atsu soon remembers the Yotei Six. These six masked demons must be murdered to exact revenge for the death of her family. There are excellent plot twists and changes throughout the story to keep you hooked. However, I spent most of my time exploring the world of Yotei.
Combat in Yotei is simple to understand but can be hard to master when facing many opponents or the tougher bosses. Atsu has many things at her disposal. Five different weapons she can switch between for starters. This seems like an absurd amount, but certain weapons are stronger against others. The Odachi is a massive sword that’s best against large characters and clearing the area. The katana is best against a single katana, while the yari (spear) is great against kusarigama (sickle and chain), and vice versa. The dual katanas are best against yaris. It’s important to flip between weapons depending on the enemies’ weapons. This keeps you on your toes and adds a level of challenge and depth to the combat. Atsu will eventually acquire multiple quick-fire weapons such as the matchlock pistol, kunai, smoke bomb, fire bomb, oni flame (lights your weapons on fire), and many others. These can also be used outside of combat during stealth or to clear groups of enemies.
One-on-one fights are the toughest, and these require mastering the parry and dodge techniques. When the enemies’ weapon flashes blue, you can press the block button to parry. Red glints must be dodged, and this opens them up to attack. Yellow glints mean they are doing a disarm move, and you either need to dodge or hold down the heavy attack button to disarm them on the parry. If you get disarmed, you must find your weapon or switch to something else. There are also environmental elements to combat, such as grabbing throwable weapons, which can do instant kills, as well as finding sake jars to stun enemies and shooting barrels. You will always need to be on your toes and look for environmental weapons or use what you can to knock everyone down. There are also some other combat elements, like mounted horse combat by slashing at enemies or jumping from the horse. You can also unlock an ability to ram the horse through enemies. There’s even an armor that allows you to parry bullets, which is neat.
There’s little sprinkles over the main dish of combat. This includes stealth combat. You can assassinate an enemy from behind in the beginning. This includes drop-down assassinations. Eventually you can chain assassinate or have a partner help you. When you get the kusarigama, you can pull enemies towards you for stealth kills. Stealth isn’t required in most of the game, but it can be better than fighting two dozen enemies. You can hide in tall grass, disappear into tents, climb watchtowers, or pick off enemies with a bow (you have a longbow and shortbow as well as various arrows), or you have the choice to stand off with the entire group before you’re seen. This gives you an opportunity to duel enemies by holding the heavy attack button and letting go when they launch. Eventually you can chain these together and end it with a pistol shot. Then there’s the Onryo’s Howl and Ghost Stance abilities you can use when you get enough parries or kills chained together. This allows for invincibility and plowing through a few enemies with ease. You can sometimes even scare enemies into fleeing altogether.
As you can see, there’s a lot to the combat system. There’s so much here that’s slowly introduced to the character. During the story missions, players find masters of these weapons and receive training to wield them effectively. Same goes for most of the throwables and quickfire weapons. They are all given throughout the story so as not to overwhelm the players. Most of the story missions appear to consist of similar gameplay elements. The exploration, which includes climbing, fighting, stealth, and more climbing, is where the core of the game lies. You should aim to find all the optional armors, masks, and hats, as well as collect more dyes to create cool-looking gear. This game has some fantastic-looking gear. You can kit yourself out to be an all-black shinobi or a massive samurai with crazy armor. There are a few puzzle elements thrown in, but none of them are very challenging and are some of the weakest parts of the game. Spin a few statues to match symbols on walls, etc. There are also some puzzle boxes you can find, but these offer no challenge either.
There are various side activities you can partake in, such as finding shrines similar to Tsushima, bounties, vanity gear hunts, fox dens, wolf dens, and many others. There are nearly 30 hours of just side content here, and it’s all a lot of fun. It’s done quick, it’s easy to find, and it allows you to explore this beautiful world. The wind guide is one of my favorite gameplay ideas of all time. You can swipe up on the touchpad, and the wind will help steer you in the right direction of where your marked spot on the map is. This makes finding gear and various other items a breeze. Getting to them is the challenging part. You may need to climb something, blow open a hole, or tear down a wall. There are also bamboo strikes in which you press a combo of buttons to slice bamboo to increase your spirit. You can upgrade your health by finding hot springs. There are dozens of charms throughout the world, and these are used to give you passive boosts to various stats or abilities. You can equip up to six, and this allows you to create your favorite build. Want to boost stealth or ranged combat? There are charms and armor combos for that. You can also find shrines to upgrade various abilities, but I honestly felt the upgrade tree just slowly unlocked abilities and felt a little tacked on. You have to pretty much unlock everything in a row so you can focus on one thing or the other.
The game world is stunning, and Yotei is one of the best-looking games ever made. On the PS5 Pro with ray-tracing and VRR the game can hit 60 FPS, which is fantastic to see. The bright colors pop with HDR and the various areas all have their own color palettes. The game doesn’t focus on seasons, but each area has a different weather pattern. One area might have yellows and greens, while the next area is all snow. Snowstorms can cause your health to slowly freeze unless you find a fire and will temporarily limit your health. The game is just a dream to look at, and the load times are instant. You can fast travel anywhere, and you’re playing in about 1 second or less. Sucker Punch really utilized all of the PS5 hardware to make this game beautiful and play wonderfully. The DualSense controller is well used here with great vibration implementation, and the triggers are used well. It’s a very immersive game, but there are a few issues I haven’t talked about yet.
While the combat has all of these little elements sprinkled in that make a much larger combat system, it can get rather repetitive. The only challenge ends up coming from timing parries and dodges, especially in boss fights. Most of the combat is held back by the heavy attack armor breakdown. You have to break down every enemy’s white bar to even start to attack them. Tougher enemies will regenerate one or two of these before you can kill them. This also goes for boss fights. They have a large armor bar above their health bar, and you have to heavy attack them, dodge, and parry to whittle this down just to attack. A lot of attacking and time is wasted on this feature, and I wish it wasn’t there. I can understand large enemies or enemies with tougher armor, but every single enemy has this to some degree.
I also found that the structure of the main story missions consists of a repetitive mix of similar activities. Climb a bunch, run around, fight a bunch, do a stealth area, open a door, climb a bunch, and repeat. The gameplay primarily consists of a combination of these three or four distinct types. You usually have a boss fight at the end of each mission with not much else to do. This was my issue with Tsushima as well. While all of these are more refined here, some may not like this type of gameplay loop. I found it worked well during exploration and finding all of the gear and upgrades, but the main story should have some other things thrown in. A scripted horseback ride doesn’t really count. There are a few occasions in which you get to equip a cannon, but these are later in the game and only happen a couple of times.
I also found the story, while entertaining, didn’t have the greatest dialogue. It’s very dry in spots and doesn’t get very exciting often. There’s a lot of standing around and talking with little else. Most of the side content cutscenes are skippable and not memorable at all. Sadly, there are very few memorable characters here outside of Atsu and a couple of the main characters. I do appreciate the new game plus mode and various filters to make the game look like older Japanese films. I found the music good, but nothing worth listening to outside of the game, as it works well within the context of what’s happening on screen.
Overall, Ghost of Yotei is a fantastic game with a lot of content to offer despite being wrapped around a few of the same gameplay loops. The story is entertaining, and Atsu is a great new character to add to the PlayStation roster, but most of the dialogue is dry, uninteresting, or nothing special. There aren’t a lot of well-written characters, and this issue was clearly never resolved from Tsushima. The main story missions are a mixed bag of the same gameplay loops as well, with nothing super exciting or anything that really stands out. I spent most of my time enjoying the exploration of the world and finding all of its secrets. If you loved Tsushima, you will love this, but those who don’t care for open-world action games will find that this game won’t change your mind.
Digital Eclipse’s Gold Master series is an incredibly original and unique idea. The series focuses on creating interactive documentaries that explore interesting game stories or sagas, allowing gamers of all ages to engage with them. This is the third Gold Master game coming right after the Atari 50th Anniversary, which was absolutely a blast to experience. Tetris Forever is a great concept. The story behind how Tetris came to be is fascinating, and Henk Rogers, the person who helped bring Tetris to the West, is a great storyteller. I was floored by how Tetris came to be and the breakdown of the gameplay and nuance of what makes the game a timeless classic. The documentary clips are wonderful. Usually ranging from 3 to 8 minutes each, there’s easily over an hour of video footage, but that’s kind of where the best part of the game ends.
It’s difficult to call these Gold Master series “games” as they are interactive museums. Many different versions of Tetris are owned by other copyright holders. The most famous being the original Game Boy version of Tetris that shot the series into the stratosphere. It’s not here because it’s owned by Nintendo. You can see it being played in the footage of the game, but that doesn’t help us sitting here playing this game. Forever is mostly comprised of older MS-DOS and early 8-bit PC versions of the game that are historically interesting but not very fun to play. Digital Eclipse did a great job creating a replica of the computer they are on visually and adding things like a CRT curve, filter, and mapping the keyboard controls to a controller. Sadly, they just aren’t fun to play. Many versions don’t have music or much sound at all. Outside of messing around with these for five minutes, you will have no reason to go back to them.
There are a few other games that aren’t Tetris included, as these are part of the Spectrum Holobyte story. Many NES games are included here, but you can play these outside of Forever on emulators through ROMs on much simpler devices that boot up quicker without a fancy interface. Again, these games are either not fun or just interesting enough for a historical reference. This isn’t like Atari 50th, where you can play every single game Atari made or held the rights to, and they were full-blown games. These are pretty much all puzzle or board games. One of the big stories that helped Henk Rogers gain trust from Nintendo was making a game of Go, which is basically Japanese Reversi. The NES version is intriguing at best, but I was not a fan. It’s not as addictive or fun as Tetris and requires much more concentration.
Sadly, only 8-bit games are included here. Nothing past the mid-90s is included. It would have been great to get DS, PS2, PS1, or other consoles on here, but there’s either a rights issue or an emulation issue on Digital Eclipse’s side. Most of the more interesting games are 16-bit and beyond. The lesser-liked sequels to Tetris are included, and a few spin-offs like Hatris, Super Bombliss, and a brand-new game made for this compilation, which is the only non-8-bit game included. This Gold Master release is mostly for those interested in the story of Tetris rather than playing it. Unless you grew up with these 8-bit games, I don’t see any reason why anyone else would enjoy them. Sadly, even the new Tetris game isn’t anything special. It’s not much to look at and just plays like any other Tetris game. The most interesting feature is the 1989 mode, which emulates the Game Boy version, and that’s as close as you will get to it. I don’t see myself booting up an entire compilation just to play this version of Tetris.
The title would have been more interesting as a cheap documentary than a game all by itself. I got more enjoyment out of the video clips than I did the games themselves. With four 8-bit versions of the original Tetris (all inferior versions) and many less interesting spin-offs and sequels, it begs the question as to who this is for. The low asking price helps, but even then, unless you are a massive Tetris fan, it’s hard to justify the cost. Tetris Time Warp is the game you will spend the most time on here, but will you come back to it? Tetris is a fascinating tale and one of the most interesting I’ve had the pleasure of listening to. Tetris is a fantastic and timeless game series, but the content included here does not represent its strongest offerings.
H.P. Lovecraft’s stories are difficult to translate into game form, and very few are successful. It’s almost like a curse in and of itself. Many games based off of his short stories are adventure titles, and I have played many of them, with almost none being good. The Nameless City has some good ideas. It nails the atmosphere and the setting and has an interesting gameplay mechanic, but this game feels like a glorified demo of what could be.
The game starts you out at a campsite outside of some ruins in a desert. The lone adventurer narrates the game with a subtle and almost depressing tone. He is quoting lines from Lovecraft’s short story of the same title. A mysterious being is said to live in these ruins, and people will hear the call in their dreams. As you make your way through the ruins, you will come across runes. These can be learned to help open up pathways further in. As night falls, however, you will lose all of your sanity and have to start back at the last checkpoint. This isn’t all that bad, as the game is so short. There are only three runes you use in the game. You can use one rune for casting and another for dispelling or casting a barrier. These spells are just for barriers, and that’s it. There are strange open holes that blow wind across a chasm that you need to navigate. These will blow you off the mountain, so you need to crouch under some.
Once you get into the cave system, it’s pretty boring. You can eventually use a spell to cast light on strange crystals as your sanity depletes in the darkness quickly. Once you get through the cave system and back out, the game is pretty much over. I did hate the maze puzzle. This entire level will take up most of your 90 minute playtime. It’s an endless maze that repeats forever. You need to use this to your advantage to activate crystals to stop a beam from blocking your path. It took me nearly 45 minutes to figure this puzzle out, and it was not fun at all. That means there’s only 45 minutes of actual gameplay outside of this awful level.
With that said, there isn’t much to say for the game even if I wanted to. The visuals use the PS1 style graphics and look appealing. The atmosphere and ominous sound effects do a good job, and the end monster is a little goofy looking. The game is very affordable and can provide a spooky experience for an evening playthrough, but don’t expect too much from it.
Yeah, it's pretty damn awful. Notoriously one of the worst games on the PSP. A 4 was actually being generous.…