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Not Alone is an asymmetrical hidden movement card game designed by Ghislain Masson where one to six players are explorers who’ve crash-landed on a mysterious planet and one is an alien creature hunting them down. The hunted players play place cards to move around the planet and the creature player has to figure out where they’ve gone and catch them.

A photograph of the Not Alone game box. The art depicts a small ship on a collision course with a pink planet, and glowing yellow eyes in the galaxy above. In the top right corner is the Dice Tower Seal of Approval. At the bottom is the text "Not Alone" in white in a steel grey box. Underneath that are the names of the designer, Ghislain Masson, and the artist, Sebastien Caiveau. In the left corner is the Geek Attitude Games logo and in the right is the Stronghold Games logo.
The beautiful box

Components

The game comes with 97 cards, of which 7 are reminder cards, 20 are hunt cards, 15 are survival cards and 55 are place cards. There is a small board for tracking progress along with 6 tokens for tracking and 18 will cubes.

A photograph of the game's components laid out on a table. At the top is a long, thin board dotted with spaces. One half has a green and blue starry background, while the other has a pink and white planet background. To the right is the rulebook. Underneath the board is the hunt deck with green smoke and orange & yellow eyes, the survivor deck featuring a ship's console design, a short yellow token, a tall purple token, a tall blue token, and three black and white tokens. One of them has an alien design, one has an A with a horizontal loop around it, and one has a target symbol. Underneath these tokens is a deck of reminder cards, 18 red cubes, and a deck of place cards whose backing depicts a planet in space, all in a magenta hue.
The game’s components

The artwork for this game is beautiful. Sébastien Caiveau did an amazing job and created some truly stunning sci-fi pieces. My personal favorites are The Shelter, The Source, and the box art.

A photograph of a set of ten cards, in two rows of five. From left to right, the top row includes 10, The Artefact; 9, The Source; 8, The Wreck; 7, The Shelter; and 6, The Swamp. From left to right, the bottom row includes 5, The Rover; 4, The Beach; 3, The River; 2, The Jungle; and 1, The Lair.
All ten of the game’s place cards, each with gorgeous art.

There is a lot of empty space in the box, but the box still kinda needs to be that big to fit the board and the rulebook, so I’ll give it a pass. Given how much extra space there is, I think the board could have been bigger. Currently to set up the game, you have to deal out place cards to place the creature’s tokens on, and I think those spaces could have been incorporated into the tracking board.

The rulebook is overall very nice. There’s a nice little intro story on the front that really helps set the scene. The visual depictions are very helpful for understanding setup and the game examples. The rules are thoroughly explained, and I like that there’s a short section on the back offering further clarification on the powers of certain place cards.

Gameplay

The game is divided into four phases. In phase 1, the hunted players will each play a place card face down, deciding where to hide. In phase 2, the creature will place their hunt token on a place they think someone is hiding. In phase 3, the hunted all reveal their place cards simultaneously. If the creature catches one or more hunted players, those players each lose a will cube, the assimilation tracker moves up, and they can’t use that place’s power. The hunted players that aren’t caught may either use the special power of the place they went to or take one place card back from their discard pile. In phase four, the rescue counter moves up and players prepare for the next round. Each player also has special cards they can play during certain phases. Each hunted player gets one card at the start of the game, and the creature has a hand of three which they refill at the end of each round.

A photograph depicting the set-up for a three player game. To the left is the tracking board, with the purple token placed on a space at one end and the blue token placed on a space at the other. Each hunted player has ben given a set of the place cards labeled 1-5, one survivor card, and three red will cubes. In the center of the table there is copy of all 10 place cards arranged in two rows of five. The yellow marker is under The Beach card. At the top, the creature has the three black and white tokens, the hunt deck, and a hand of three cards.
The set-up for a three player game.

Thoughts

The game is fun. The cat-and-mouse mind games are engaging without going too deep. It’s easy to set up and fairly quick to play. With a playtime around 30 minutes, games never feel like they’ve gone on too long.

There are a few rules that are easy to forget. It can be really hard to remember to move the rescue counter up at the end of phase four, so it might help to specifically designate someone as the counter-mover. The ability to choose between using a place’s power and taking one card back from the discard pile is also frequently neglected. Most of my players forgot about it and those that didn’t never chose to take a card back instead of using a power.

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There is a bit of a learning curve to this game. It might be harder for people who are entirely new to board games because there are a lot of moving parts to keep track of and while the rules are easy to follow in practice, it can be a lot to take in all at once.

I am slightly concerned about game balance. During my playtesting the creature had a pretty consistent win rate vs the hunted, even though we rotated the role a few times. We played two, three, and four player games, and they generally all felt the same balance-wise, though I think the hunted had the best luck at four. However, the games still felt really close.

You are allowed to talk with other players about what you’re doing (though you can’t say what cards you’re playing), but this seems to help the creature more than the hunted. In my playtests it was better for the players to not discuss anything.

Verdict

This game four out of five cthulhus. Amazon doesn’t currently have the Not Alone base game in stock, but it does have the two expansions. You can check those out at the links below, but remember that we are an Amazon affiliate and if you make any purchases using the links provided we will get some $ back. 4 out of 5 stars (4 / 5)

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Stygian: Reign of the Old Ones (2019), a Game Review

Stygian: Reign of the Old Ones (2019) is a tactical role-playing video game developed by Cultic Games, evoking Lovecraftian horror.

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Stygian: Reign of the Old Ones (2019) is a tactical role-playing video game developed by Cultic Games, evoking Lovecraftian and cosmic horror. Published by Fulqrum Publishing, this game is available through Linux, macOS, and Windows. This review will cover the $19.99 Steam release.

The Great Old Ones have awakened, exiling Arkham after the events of Black Day. Design your character and face the abominations of Arkham. Explore the 1920s through a Lovecraftian aesthetic as you unravel the secrets that plague Arkham, facing unknowable cosmic horror and malicious abominations.

The eye icon with tentacles reads Stygian: Reign of the Old Gods. To the left hand side is a woman in a 1920s dress. To the right is a blue abomination.
Stygian Promotional Art

What I Like Stygian: Reign of the Old Ones

The depth of character creation starts the game off on the right foot. While appearance has various options, the game provides greater variety in motives, age, and origins, adding different gameplay elements. For example, age reflects lived experience and physical competency. The younger your character, the less experienced but more physically capable. This dynamic requires trial and error to find the best choice for you.

The paper cutout art provides a unique interpretation of a familiar (but stylish) Lovecraftian aesthetic. While not the most haunting execution of the Lovecraftian, it still manages to unsettle and unnerve while maintaining visual interest. That said, if the style doesn’t suit the player’s taste, Stygian: Reign of the Old Ones might leave that player wanting.

While I find the story engaging and the mysteries worth exploring, there’s a massive caveat to that claim. Regardless, if you fancy the Lovecraftian, few care as deeply and express as much knowledge of the genre as Cultic Games in this installment. This love and knowledge shines through in the often subtle allusions and references to the expanded universe. It may earn its place as the most Lovecraftian game out there.

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The characters vary in interest and likability, but there’s usually something about them to add to the overall mystery. Naturally, this remains most evident in the companions that accompany the player on their journey.

In terms of horror, Stygian: Reign of the Old Ones achieves notable success. Despite the subjective points of aesthetics, the game brings out the most unsettling and uncomfortable elements of Lovecraftian and cosmic horror.

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Disclaimer Kimberley Web Design

Tropes, Triggers, and Considerations

With an understanding of the Lovecraftian comes the question of how to deal with racism. Most properties try to remove this context, but Stygian: Reign of the Old Ones recognizes the text and era (the 1920s) with caricatures such as a lunatic in blackface. I won’t say it fully explores these toxic elements, but it’s not painted in a positive light.

Insanity and mental illness play a large role in the mechanics of the game, such as becoming a key component of casting spells. Loosely related, drug addiction and usage are mechanics with varying degrees of necessity depending on your build.

If these are deal breakers, perhaps give Stygian: Reign of the Old Ones a skip.

Several listed classes on the left hand side. At the center of the screen shows the Explorer class with their dog.
Stygian Character Selection

What I Dislike about Stygian: Reign of the Old Ones

In terms of story, this game is unfinished, leaving many plots, quests, and arcs with unsatisfying cliffhangers. My understanding is that Cultic Games planned to finish the game, but money ran out, and the focus shifted to an upcoming prequel. I imagine the goal is to use this new game to support a continuation. But that doesn’t change the unfinished state of Stygian: Reign of the Old Ones. The beginning and middle remain filled with content, but the final act (loosely stated) falls monstrously short.

While this unfinished state mostly affects content, I did run into game-breaking bugs. From my understanding, these bugs completely hinder progress. Most are avoidable, but some are unlucky draws.

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It’s these points that make this a challenge to recommend, requiring the potential player’s careful consideration.

Final Thoughts

Stygian: Reign of the Old Ones accomplishes what many games fail, bringing to life the Lovecraftian. Unfortunately, this game falls short at the end and leaves game-breaking bugs as potential deterrents for full enjoyment. If what you read above entices you, it may be worth the investment. However, it’s unfair to recommend this game within its compromised state.
2 out of 5 stars (2 / 5)

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Ashen (2018), a Game Review

Ashen (2018) is a souls-like action RPG developed by A44 and published by Annapurna Interactive available across all platforms.

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Ashen (2018) is a souls-like action RPG game developed by A44 and published by Annapurna Interactive. This game provides a single-player and multiplayer experience with passive multiplayer mechanics. For this review, I am discussing the 39.99 Steam release, but it’s also available in the Epic Game Store, Xbox, Nintendo Switch, and PlayStation.

In this bitter world, your character seeks to make a home for yourself and others. This goal requires you to fight for every inch of land, building connections and alliances to maintain a thriving village. Venture further to make the world a more hospitable place, but know the further you travel, the greater the threats.

The beginnings of a small village. A man waits by a pillar, facing the player.
Ashen Vagrant’s Rest

What I Like about Ashen

In 2017, Ashen earned a nomination for the Game Critics Awards’ “Best Independent Game.” It would later earn several more nominations in 2019. At the National Academy of Video Game Trade Reviewers Awards, it received nominations for “Game, Original Role Playing” and “Original Light Mix Score, New IP.” It was nominated for “Most Promising New Intellectual Property” at the SXSW Gaming Awards. Finally, at the Golden Joystick Awards, it earned a nomination for “Xbox Game of the Year.”

The multiplayer experience remains essential for Ashen, focusing on you and a partner venturing together to explore an open-world environment. However, the single-player experience is my focus and the game accounts for this gameplay. Ashen often pairs you with a villager who helps with the challenges.

The art style remains a plus throughout the gameplay. Though muted in colors and lacking finer details, the style creates a unique world that allows players to get lost along their journey. If the aesthetic doesn’t evoke that curiosity, then Ashen becomes hard to recommend.

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Vagrant’s Rest and the inhabitants remain a strong incentive to continue on your journey. Seeing the progression of the town and building connections with the people provide the most rewarding experience.

In terms of horror, the art style often evokes an eerie atmosphere. However, I won’t go so far as to say the game is haunting. Instead, it evokes emotions that can unsettle and unnerve the gamer.

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Disclaimer Kimberley Web Design

Thoughts and Considerations

The souls-like influence remains straightforward. Progression requires the player to defeat enemies and collect currency for weapons or certain item upgrades. Ashen simplifies and focuses its gameplay, reducing variety to polish its choices. The gameplay remains fluid, with a few hiccups that might be a computer issue.

If you prefer magic or defined classes, the gameplay doesn’t enable this variety. Item upgrades and choices define your playstyle, allowing most items to be playable at any stage of gameplay.

Weapons make a greater difference in playstyle. Most of these differences are self-evident (i.e. blunt weapons are slower but stun), but upgrades make any weapon viable. You pick an aesthetic and function, sticking with it until something better catches your eye.

A character helps another limp away, using a spear to help walk. Above reads Ashen.
Ashen Promotional Art

What I Dislike about Ashen

As mentioned, the game had some technical issues. I often assume this to be my computer, but I did note a few others mentioning similar issues. The gameplay remains fluid, so take this comment as a small point of consideration.

With limited roleplay options, liking the characters or art style remains essential for your time and money investment. As mentioned, the game doesn’t hold the variety of FromSoftware, which means their selling point comes from that unique art style and world. 

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Passive multiplayer is a major part of the marketing for Ashen. While I don’t mind this mechanic, 6 years after release reduces the overall impact. When so few wanderers appear in your game, it’s hard to see the overall appeal.

Final Thoughts

Ashen delivers a highly specialized souls-like experience, preferring to perfect what it can at the cost of variety. If the art appeals and the thirst for a souls-like has you wanting, Ashen stands as a strong contender. However, there are many contenders which make this hard to overtly recommend.
3 out of 5 stars (3 / 5)

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I Have No Mouth, and I Must Scream (1995), a Game Review

I Have No Mouth, and I Must Scream (1995) is a point-and-click horror game based on Harlan Ellison’s award-winning short story.

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I Have No Mouth, and I Must Scream (1995) is a point-and-click horror game based on Harlan Ellison’s award-winning short story of the same name. Developed by Cyberdreams and The Dreamers Guild, this adaptation brings a new perspective to a familiar story. I heard of free purchasing opportunities for this game but cannot verify the quality. For this review, I played the 5.99 Steam release.

Play as one of the remaining humans on earth: Gorrister, Benny, Ellen, Nimdok, and Ted. Each faces a unique challenge from their common torturer, the AI supercomputer known as AM. Chosen by AM to endure torment, these challenges require the participants to face their greatest failures and tragedies.

I Have No Mouth, and I Must Scream Cover Art. A mutilated face with no mouth.
I Have No Mouth, and I Must Scream Cover Art

What I like about I Have No Mouth, and I Must Scream

Having experienced this story a few times, Harlan Ellison provides the most substantive execution of his vision and moral questions in this game. While all have individual merits, I assume the added content and context better dive into the relevant points he hoped to explore. He also played the voice of AM, giving us the emotional complexity of the machine as he saw it.

As the above comment indicates, I Have No Mouth, and I Must Scream remains a faithful adaptation with only one notable change. While that one change does reflect in that character’s journey, it uses that opportunity to the fullest. Where the short story left room for potentially inaccurate interpretations of the characters, this added context makes us better understand them.

The game’s writing remains a selling point for this story-driven experience. It dives further into the lore of the human characters and even allows further development of AM in the process. There are many ways to progress, and the multiple characters allow gamers to adventure further if stuck. That said, progressing individual characters to complete their journey remains essential for the true ending and experience.

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As a point-and-click game made in 1995, I Have No Mouth, and I Must Scream holds up well. In many ways, it pushed the genre in its time with dynamic storytelling and game features. Harlan Ellison was someone who pushed boundaries to challenge himself and others. He saw the gaming industry as another opportunity to evoke story-driven art, a focus reflected here.

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Disclaimer Kimberley Web Design

Thoughts, Triggers, and Considerations

I Have No Mouth, and I Must Scream adapts a dark and bleak story from an author notorious for his dark material. This game is no exception to that standard. Mental illness, sexual assault, genocide, and torture envelop the game. These elements are handled with attention but remain triggering to those sensitive to such dark material.

If these are deal breakers, I Have No Mouth, and I Must Scream will likely earn a skip.

A cartage with red flames, a face in a circuit.
I Have No Mouth, and I Must Scream Game Cartage

What I Dislike, or Considerations, for I Have No Mouth, and I Must Scream

While the short story remains a haunting example of fiction in every sentence, I Have No Mouth, and I Must Scream doesn’t evoke the same tension. It allows room to breathe or refocus on another character, which reduces the horror such a story evokes. While the characters participate in their torment, the loss of agency and hopelessness doesn’t translate in the execution.

Some mechanical and gameplay issues are noteworthy. For example, the saving mechanic remains dated, piling up if you save often or for specific reasons. Most of the mechanical issues stem from outdated UI from a gamer of a more modern era. Play it long enough, and elements start to click, but it needs that user investment.

Point-and-click caters to a niche audience, so modern gaming audiences aren’t inherently the demographic. The puzzle-solving and gameplay won’t win you over if the genre isn’t to your taste. Even within the genre, many of the puzzles remain challenging. For fans of the genre, this likely earns a positive merit. For those looking to continue the short story, this challenge will prove an obstacle.

Final Thoughts

I Have No Mouth, and I Must Scream provides a new opportunity for the award-winning story to reach new audiences and continue to grow. Not satisfied with repeating his story in a new medium, Harlan Ellison expands this bleak world through the point-and-click game. While not as haunting as the short story, this game provides the most context and development of any adaptation before it. 4 out of 5 stars (4 / 5)

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