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Trailer interpretation: spoilers on a minute trailer, seriously, just go watch it

Picture this. You’ve had a hard day as a fantasy P.O.V. Watchman, all you want to do is peel off that shiny, unblemished armor at the local tavern and grab a nice, lukewarm ye olde brewdog. Last thing you wanted was to get stuck with an extra shift with dipshit Tedric in the middle of the creepyass woods.

And sure enough, as soon as you settle in, he starts whining about Fossbarrow, like you can do anything about that. It’s not your fault some stinky old guy decided to get superpowers one day and become a dumb mage.

As you start to appease the baby, something in the woods snaps your attention away for just a split second. In that moment, Tedric is gone. Completely gone. Like gonegone, except for his helmet, which honestly he doesn’t need because his head is the least damageable thing about him. Still, it’s weird. He doesn’t just leave. Usually if he has to go to the bathroom, he makes you hold his other hand…

“Tedric?” You question, and from the darkness, you hear him moan, “Help me.”

He must have gotten lost somehow by just sitting there, kind of like the time he somehow strangled himself with an extra long strip beef jerky.

“Help me!” He cries out again and suddenly a lantern flashes down the path, squeaking sharply and swaying, as if someone rushed away.


Well, that was…odd. What the hell did he do this time?

You rush forward, pulling back branches in your way, to find a crude-looking scarecrow resting by a lone tree. As soon as you approach, it disintegrates into rot and dust.

Oooookay. Maybe Tedric summoned some kind of something by accidental magic, like when he stuck his **** in that summoning circle and ******* *** while accidentally touch his ***** and ********** until he **** and then somehow the champion Zac was created (my boss says I can’t actually write this, but I think you get the gist).

“HELP ME!” You hear him screech from behind you.

Whipping around, there is another scarecrow, illuminated only by moonlight and the rusty lantern it holds in its gangly, outstretched arm. For a moment, there is only stillness as you catch your breath, as you hear the distant cawing of crows growing nearer.

As the crows pass, shadows in the darkness, you realize that this is not a ***** monster like Zac, this is something…much, much worse.

In a swift motion, its arm falls, squeals against rust. Pauses. Your heart in your throat, you wait for it to dissolve, too. To fall into dust. But, as if woken by your terror, scarlet eyes piece through the darkness, and the skeletal body contorts grotesquely. The creature rushes forward; the gnarled, gaping mouth is the last thing you see…

Fiddlesticks Rework:

Fiddlesticks is getting a spoopy rework and it’s not even Halloween!

Not that I play Stiddleflicks (he’s difficult and I’m lazy), but I’ve always appreciated the horror elements of League of Legends – Diddlefanks being one of the best it has to offer. And, trust me, League actually offers quite a bit. You have mummies, spider-babes, mad scientists, mermaids, demons, eater of souls, taker of souls, breaker of souls, werewolves, genetic experiments, a gargoyle, a vampire (kinda), and a giant bug that wants to eat everyone. It doesn’t shy away from these certain elements; however, many times it’s hardly pulled off as true horror. Characters are often cute like Amumu, the mummy with no friends, or sexy like Illaoi and her ghost tentacles….wait, what? What about Elise and Evelynn? I have no idea what you’re talking about. They’re 3’s at best.


Anyway, that’s why this promo and rework is very exciting. It’s fun to see Riot Games get dark and gritty. We’ve seen fun, cool, sleek, even bubblegum pop. It’s great to see the design team stretch their legs into more scary, which is the very core of Skimbleshanks. Like, for real, it’s one of his most insanely annoying abilities. The only issue is that it NEEDED TO BE LONGER as a promo. Too short, need more boo!s, please. What we got was fantastic, though, and it was refreshing to see a simple horror story well-executed with an appropriate jump-scare.

Zac for reference, aka the s**** demon


I still won’t play him because I’m lazy and he’s annoying to play against, but I give this promo and physical rework hearty praise and the new look sends a chill down every spine. Except Zac, because a sentient gob of s**** doesn’t have a spine. Based on trailer alone: 4 out of 5 stars (4 / 5)

When not ravaging through the wilds of Detroit with Jellybeans the Cat, J.M. Brannyk (a.k.a. Boxhuman) reviews mostly supernatural and slasher films from the 70's-90's and is dubiously HauntedMTL's Voice of Reason. Aside from writing, Brannyk dips into the podcasts, and is the composer of many of HauntedMTL's podcast themes.

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Quest Master @ PAX: A Dungeon-Builder First Look



Next in my journey of all the cool games I saw at PAX, Quest Master! Quest Master is a love letter to retro dungeon crawlers and level designers. Taking inspiration from both Mario Maker and the Legend of Zelda franchise, Quest Master promises the ability to play and design dungeons with a variety of enemies, traps, and puzzles. 

Check out the Quest Master game announcement here:

I was given a private 30-minute demo, where I got to try out some of the core features in a pre-beta version of Quest Master. This demo was led by one of the developers, Julian Creutz who shared some insight into the game design and user experience. My interview with Julian about Quest Master can be found here.

Quest Master has two main modes, playing dungeons and building them. I got to try out both, though I had a more comprehensive experience playing dungeons. While playing dungeons, the game mechanics were intuitive and simple. However, I was continuously surprised by the complexities offered by the puzzle and logic systems. For example, you can collect a boomerang which is incredibly easy to use. To solve one of the puzzles, I had to throw the boomerang through a torch (which I thought was just decorative) to catch the boomerang on fire and enable it to activate a gem. While the individual mechanics were basic, they combined into a sophisticated puzzle-solving experience.


Immediately, I was eager to look under the hood and see how the dungeon building mode enables the puzzle solving as previously described. Once again, I was impressed with the sophistication of a system with such simple mechanics. The controls for building weren’t intuitive for me, though I also don’t use a controller for much of my gaming (like I was during the demo). Additionally, I could see how it would be really easy to get accustomed to as you build.

As it was a short demo, I wasn’t able to try any of the multiplayer features (i.e. co-op, online map sharing) so I can’t speak to the success of their implementation. As this is supposed to be a large part of the game, I’m wary of wholeheartedly suggesting Quest Master for those interested in the multiplayer experience. However, I was impressed with Quest Master’s modern take on retro dungeon crawlers like the Legend of Zelda games. The graphics and controls feel like much needed quality of life updates for a system taking inspiration from older classics. 

I recommend wishlisting Quest Master if you are a fan of old Legend of Zelda games or are looking for a fresh take on the dungeon builder genre. If Quest Master interests you, don’t forget to check out my conversation with Julian too!

4.5 out of 5 stars (4.5 / 5)

Check out my other PAX posts here!


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Interview with Game Dev Julian Creutz: Quest Master @ PAX



As mentioned in previous posts, I had the opportunity to demo a pre-early access version of the game Quest Master alongside the Lead Developer, Julian Creutz. Quest Master is a Legend of Zelda and Super Mario Maker inspired dungeon crawling and building video game. While the other post covers the game itself, this one covers the inspiration and vision for the game as told by Julian.

How did you become involved in video game development?

I’ve been a huge gamer, and especially a Zelda fan, ever since I was a little child when my dad put a GameBoy Advance with “The Legend of Zelda: A Link to the Past” into my hands. Sometime during elementary school I started dabbling with game development using visual tools like Scratch and GameMaker. I quickly got into making Zelda fan games and had dreamt of the day when I would make my own Zelda game one day. Over the years I’ve honed my game development and programming skills, resulting in where I am today.

What has been the most challenging aspect of the development process?


Developing Quest Master is essentially like making two games at once – the making and the playing part. Both of these game elements have to be equally as polished to form a cohesive one.

The most difficult thing by far about the game’s development has been to make the maker mode experience intuitive for first-time users and people who know nothing about Zelda-like games, but at the same time powerful and complex enough to allow creating anything you could dream of.

One good example is the gameplay feature to link certain parts to others, like linking a pressure plate to opening a door. We’ve been through countless iterations affecting both the visual, gameplay and user experience aspects of it – I hope that the one we are using right now is the final one!

Quest Master takes a lot of inspiration from classic dungeon-crawlers like the Legend of Zelda franchise. What about these games was so enchanting to you and how does Quest Master try to capture that enchantment?

As described earlier, I’m like the biggest Zelda fan, which I’m sure shows. My gripe with many Zelda-likes on the market is that none perfectly capture the feel of the classic entries… there’s always something missing.


I confidently believe that Quest Master differs from that greatly. We are trying to make Quest Master feel like an in-house 2D Zelda like Nintendo used to make, just from an indie team like ours. Many people crave the classic 2D entries, just like I do.

What emotions do you hope the player will experience while playing Quest Master? What design choices were made to assist in that desired atmosphere?

A big aspect of Quest Master is its local multiplayer. The game is deliberately designed to work flawlessly with that, and makers can create specialized puzzles in the game that require all players to work together for example. The result is both rewarding, funny, and sometimes infuriating altogether, for example when one of your buddies throws you into a hole.

As a community dungeon maker, what features are you most excited to see implemented in player-made dungeon crawls?

I’ve already been hugely amazed by the creations of the existing Quest Master demo. With all the new features the game will launch into Early Access with, I bet this will be tenfold. I myself always enjoy the brain busting puzzles people come up with. Other things I also like a lot are the unintended mechanics the players find, which dynamically emerge from the many, many gameplay systems working together.


What’s it been like working with Apogee, an indie publisher who goes back to the early 1990’s and has a long legacy of terrific game releases?

I’ve only had very few interactions with game publishers in the past, and Quest Master is my first large scale commercial game project. There’s preconceived notions floating around everywhere on the internet about how evil game publishers are and how much better you would be off self-publishing your game. Contrary to that, working with Apogee has been nothing short of supportive and family-like. They are very invested in the project, and they have many Zelda fans on the team also helps a lot. They are supercharging the potential of Quest Master and without them the game would not be where it is today.

Is there anything else you would like to plug or that you think is important for people to know about Quest Master or other upcoming projects?

Early Access is just the beginning! Quest Master will be hugely expanded upon during its Early Access phase, with many more themes, dungeon parts and entire new gameplay features coming in short intervals and a rapid update schedule. There are always new things around the corner. For example, things like the singleplayer story campaign and the overworld maker will be most likely not be part of the initial Early Access release, but we will make sure to build anticipation by introducing bits and pieces into the world of Quest Master to build up to that.

I hope you are looking forward to it as much as I am!


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LONESTAR @ PAX: Spaceships and Bounty Hunting



This past week I had the opportunity to go to my very first PAX East convention! For those who are unfamiliar, PAX East is a large gaming convention in Boston. This year marked its 20th anniversary, which meant an extra layer of celebration and festivities! Courtesy of a HauntedMTL Media Badge, I got to play tons of new games and meet even more interesting people. One of the games I was able to demo was LONESTAR by developer Math Tide. 

LONESTAR is a roguelike spaceship building game reminiscent of FTL and Dicey Dungeons. It was released for early access on Steam in January and has gotten largely positive feedback. In the game, you play as a bounty hunter traveling through various sectors to defeat your bounties. Along the way you can visit a shop, take a breather, or experience other various events. 

I was able to play the early access build for thirty minutes on the showroom floor, and I was pretty instantly hooked. I love roguelike deckbuilders, with Slay the Spire (especially the Downfall fan expansion) being a strong favorite. LONESTAR nails what I love from the genre, with an aesthetic smoothly integrated in its form and function and novel gameplay mechanics.

A screenshot from the LONESTAR Steam Page of game play.

LONESTAR’s ‘deckbuilding’ element takes the form of ship systems. You can collect, buy, and upgrade them as you progress through a run. However, your ship only has so much space on board. As a player, you have to prioritize weapons and utility systems while also ensuring you diversify your damage output/defense across all three sections of your ship. At the beginning of each round, you are randomly given number values that can be input into your ship systems to achieve varied effects. The enemy responds in kind, meaning whoever can get the highest damage output is who overwhelms the other in the round.

I loved the possibilities for synergy and strategy as your pilot explored more dangerous sectors. It was incredibly rewarding to turn a couple of crap numbers into a super powerful attack. I also enjoyed the various options for “vacation” time in between battles, which kept everything feeling fresh. Of note, I only played for thirty minutes. While they were a rewarding thirty minutes, the game was not incredibly difficult. I cannot speak on the general replayability, though I would have been happy to continue playing for at least another hour. My only critique from the whole experience was that some of the vocabulary was unclear. However, that could have been due to starting mid-run during my demo. 


If you enjoy deckbuilders and are interested in a spaceship game a bit easier than FTL, I think LONESTAR is a great choice. It is still in early access, however, I feel confident that the game is plenty of fun already. It is also only $10, so definitely worth taking a chance on. I’ll continue to watch the development of LONESTAR with great excitement! 4.8 out of 5 stars (4.8 / 5)

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