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Free League Publishing's Twilight 2000 RPG banner art by Niklas Brandt
Free League Publishing’s Twilight 2000 RPG banner art by Niklas Brandt

So continuing the saga of my review and ongoing campaign log for Free League Publishing’s Twilight 2000 RPG, we finally met for our first session earlier in the previous month and here’s what happened.  We created characters, whom you met previously on Haunted MTL here.  We got the Brief History of WWIII as we know it and the introduction of a failed major assault to set the scene.  The backstory and setting were believable and provided a good launching point for the game.   (I won’t go into this so you can enjoy the setup when you play for yourselves, and so you can adapt it to current events if you want to hit even closer to home.)  And so we began gameplay.  Here’s the story of what happened.

After all Hell broke loose…, as told by Kyle Van Schoen (Ice)

Our first encounter after all Hell broke loose was with some US troops messing with a radio they’d propped up on a Jeep: Captain Morris and his entourage, Radioman Scott, Carlos, and Deb.  Once they tuned out the initial static the message was loud and clear – we’re on our own.  Maestro (Roger) pansied up to the Cap’n seeking orders but the Cap’n commanded that we split up to draw less attention by having fewer vehicles and because frankly we wouldn’t be able to keep up.  I think he just took one look at our baby-faced leader and wanted us gone so our asses wouldn’t be blown to smithereens on his watch.  They were heading west; he suggested we go a different direction away from the Ruskies, perhaps southwest.

So we embarked on the bumpy off-road journey through the deep woods towards Kepno.  Fortunately, our driver Nadya, a local Polish girl, is on it.  On the way, we encountered a not-very-well-fed bear that sized us up and thought we might make a tasty dinner if not for the truck.  Apparently Pooh had blown through his stash of honey and was looking for something meatier.  Scope (Alek) handily shot the hostile creature in the head and blew out its brains.  It’s definitely cold dead, Jim, time to take its… oh never mind.

Underfed Bear as drawn by Jennifer Weigel, our first random encounter in Twilight 2000 RPG
Underfed Bear as drawn by Jennifer Weigel

Having put the beast out of its misery (and us out of possible harm), we loaded the bulky fuzzy-wuzzy-ass bear carcass in the truck in the hopes that it may be worth something to the townsfolk in trade.  Nadya set up camp in a small plot of woods on the other side of the river and, after an uneventful night, we made it to Kepno in the morning, bear in tow.

Nadya talked our way into town despite some sideways glances from the locals.  Someone threw a blanket over the SAW as if my bulging package was somehow less conspicuous.  We were told to keep our hands in sight and our weapons in the truck and tooled slowly into town looking for some dude named Hirek.  A number of other Poles talked to Nadya as she recounted our story over and over; I lost track of who all they were, I think there was a Tytus and a Kornel and a Luiza and a local yokel whom I’ll just call D.  Thankfully D stayed out of our business for the most part.

Luiza ran shop and Brick (Jack) & I were recruited to help haul Pooh in to be appraised.  After much banter, Nadya let us know that we would be able to get a small still to keep the truck running in exchange for the bear, but that she would have to work on a couple of vehicles to seal the deal.  A day out on our own and we’re already getting hooked up with some reasonable equipment, that’s a good shake.

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We were just lollygagging around near the truck killing time for most of the afternoon.  Once Nadya finished working on the car, she needed some parts for their truck to fix a blown-out engine.  I tagged along to help and keep her out of trouble, and to stretch my legs.  We found a couple of car parts we could salvage from some old beaters and they let us keep the extra.  As dusk settled in, we heard a commotion out front.  We grabbed our weapons out of our truck because the townsfolk were busy and we’d do best to ready ourselves for action whether they told us to lay low or not.

It seems some wild dogs were trying to run amok in the village and the guards were calling for help.  Nadya revved the truck and sped off as we piled through the streets to get a better view.  Sadly, I’d been taking a piss at the time so I was not on top of my game and brought up the rear.  Wild dogs, whatever.  I heard a resounding scream as I rounded the corner.  Damn rabid bitches, who’d they jumped now?!  By the time I caught up and could see what was going on, the guards were elbow deep in the fray and one of them was badly bitten.

Wild dogs from our first session encounters in Twilight 2000 RPG, drawn by Jennifer Weigel
Wild Dogs, drawn by Jennifer Weigel

Someone had culled a few curs from the pack and Nadya was taking it off road to ram and scatter some of the mongrels in the back.  Yep, that settled it – she’d earned the name Wheelz that’s for sure.  Scope aimed and downed one of the dogs in the midst of the crazy, but the terrified locals cowered in fear and were soon awash in the frenzy.  There was a dog on Brick, so I ran in and smashed it with my rifle to save his ass.

Scope took a pot shot and took out one of the dogs on the downed guard without aiming.  Brick ran over to club the remaining mongrel with his rifle butt in a giant F-you-I-don’t need-your-stinking-help as he sneered at me.  It was on.  I raced in to take out the last dog on the other guard but Brick beat me to it.  Scope lowered his rifle looking sheepishly at the other guard who had snapped out of the cowering stupor and was yelling a string of profanities at him. I don’t speak a word of Polish but I can recognize a good swear streak in any language when I hear one…  Hirek and the copper D started asking around about what happened.  Time to melt back into the background.  At least Doc (Trish) was on it and Nadya (Wheelz) was helping her to smooth things over.  It must’ve worked because everyone quieted down for the time being as we all went in for supper.

From a Gaming Perspective – So, How Did It Go?

Play in Twilight 2000 RPG went pretty smoothly.  The encounters that were drawn provided a good way to ease into combat and get a feel for the mechanics, which was helpful since we are all fresh as rain (no seasoned veteran gamers in this system here).  Action was intense but we were able to think on the fly.  Drawing for initiative worked well.

Rolling for skill checks and attacks was relatively straightforward once you got the hang of it.  I’m especially grateful that not everything relies on dice rolls because I’m a total snake eye salesman and that is rarely a benefit in these sorts of games. (It did hinder me when rolling up characters, but you learn to work with what you have when you are blessed with these sorts of abilities in real life…) I like the die roll percentage tables – they really do help calculate what dice you should use when upgrading (or downgrading) a roll for the best likelihood of success.

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The ability for others to help with skill checks simplified game mechanics and kept things from slogging on like in some other RPGs where everyone rolls to see who struck it lucky and made the check versus who fell flat on their face this time.  The dogs were able to act together which further helped to keep things from getting convoluted. The skill-pushing mechanic is interesting and adds another layer to the storytelling aspect of the RPG.

Free League Publishing's Twilight 2000 RPG art by Niklas Brandt
Free League Publishing’s Twilight 2000 RPG art by Niklas Brandt

From a referee standpoint, you’re supposed to go with the flow and my husband did for the most part but he did do a lot of prep getting things together beforehand to flesh out the possible random encounters. I think this greatly strengthened the experience and appreciate all of the effort. Depending on the gaming group and the referee it may not be wholly necessary, but some work ahead of time means you don’t get caught with your pants down and name every NPC they meet Bob regardless of gender, nationality, etc. Not that names matter when they’re just cannon-fodder (damn those red shirts), but it still provides depth and decreases the likelihood of that outcome being the only path forward. Because everybody’s somebody to someone. I will admit, my husband is a bit extreme in his not wanting to use the same name twice though, which inspired me to write a short story as part of our upcoming spring series here on Haunted MTL…

I like the game mechanics so far and think all of us enjoyed ourselves. V is looking forward to the next session and has asked about taking it to video chat to game again sooner, but my husband and I would rather not because that seems… overly complicated…. There is more prep on behalf of the referee than necessarily known up front but that isn’t unexpected in RPGs and is generally what the group makes of it. Overall, it was an enjoyable experience and we all look forward to playing again when we can get together, about every other month.

Jennifer Weigel is a multi-disciplinary mixed media conceptual artist residing in Kansas USA. Weigel utilizes a wide range of media to convey her ideas, including assemblage, drawing, fibers, installation, jewelry, painting, performance, photography, sculpture, video and writing. You can find more of her work at: https://www.jenniferweigelart.com/ https://www.jenniferweigelprojects.com/ https://jenniferweigelwords.wordpress.com/

Gaming

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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