Next up on my horror in board gaming series is a cult classic of a title – Ouija, Board. Made famous in countless movies, television, and video games, this icon of horror is heralded a classic amongst tweenage children, alternative young adults, and the people behind Blumhouse Productions. Never having played the game myself, I thought it was high-time I did so that I could prepare newcomers to the series for the spooky experience they were in for…
A game stuck between plains of existence
One of the most obvious aspects of the Ouija experience is the developer’s lack of commitment to any one genre. While on paper this seemingly gives opportunity for the gameplay to become experimental and revolutionary, it only leaves the game feeling like it doesn’t quite know what it wants to be. It seems at first that the game is intended to be a minimalistic indie adventure indicated by its limited set of actions the player can perform. There are only two actions that can influence the outcome of the game which come firstly in the form of sliding the planchette (the controller) over the board’s letters and words to type out messages, and secondly in a completely passive capacity where player’s hands are guided by an NPC (non-playable character) to listen to a reply. Needless to say, this design choice is limiting to the overall enjoyment of the game and offers no opportunity for in-game tactics. The game also feels as though it wants to be a JRPG in a similar vein to Pokémon or Final Fantasy with its strong focus on chance enemy encounters. Sadly though, the core gameplay experience advertised is lacking when these encounters are rare, lackluster, or don’t show up at all. Additionally, there is only one enemy type found in-game (ghost-type enemies) making the game again feel like it wants to be a survival horror experience, but ultimately leaves the player feeling short-changed. The one positive mechanic is additional gameplay modes that allow you to play a single campaign or in local multiplayer (no online compatability yet announced).
A transparent narrative
From the get-go you are told that there are spirits out there and that they are waiting to be asked questions. The game wastes no time on set-up and immediately throws the player and their party into the midst of the story at the opening of the box. As most board games tend to do, the narrative is completely dependent on the player’s input. However, here it feels like a rather lazy attempt to force interaction between the players and the beings of the ‘spirit-world’. There is virtually no pre-established world built for Ouija which makes it particularly inaccessible to newcomers and to players who like to be able to lose themselves in the universe and its lore. If one of your party, or yourself, isn’t a particularly strong writer who is able to prepare a campaign for you, you might find the game to be lacking in any kind of compelling or engaging narrative and may find yourselves just sliding the planchette aimlessly across the board. Perhaps there might be a DLC story expansion pack in the near future? Props to the multiple endings (spoilers) though – not knowing if your time spent in-game will see your players irrevocably possessed by a demon of the seventh circle, or see them simply packing the game down and calling it a pleasant evening between friends is a great way to ramp up tension and make way for a possible sequel.
Expanding on the ectoplasmatic experience
While the story is yet to receive its expansion pack, there are a number of different ports of the title that offer some variance on the overall Ouija experience. These are mostly cosmetic changes from the traditionally gothic stylings of the original, but do offer the opportunity for player customisation. Some skins of the game include a Stranger Things version, a version based off of the popular 15-season television show Supernatural, and one based on the personality of musician Ozzy Ozbourne. One rare and controversial skin, popular amongst long-time fans of the series, is the above pictured ‘Girl version’ that was designed to specifically increase the viability of female players abilities to contact the dead in-game. It is hard though to review the customisable aspect of Ouija favourably though when it is common industry practice to re-release the same title with simple cosmetic changes, done first (and more successfully) by competing titles such as Monopoly, Clue, and Trivial Pursuit.
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A game better left uncontacted
Overall, my time spent with Ouija was lackluster and disappointing. The gameplay is too simple and monotonous, and very obviously relies on the tried and true method of group-psychological idiomotoring to propel its gameplay. Perhaps if the story was more reliably engaging and didn’t focus so much on just contacting the dead (who, were almost always regretful or vengeful about something in their past life) then there would be more replay value in the title at least. As it stands, Ouija is a poorly designed and poorly crafted game that does the bare minimum to elicit enjoyment from the player. I give it zero Cthulhus out of five. More to be read here.
(0 / 5)
I once encountered a demon spawn. But it turns out spraying it with water and repeatedly tossing a bible at the head kills it in 5 turns. The only attack it had was menace.
WORLD OF HORROR is a cosmic horror roguelite game developed by Paweł Koźmiński and published by Ysbryd Games. The game is available on macOS, Windows, Nintendo Switch, PlayStation 4, and PlayStation 5. This review will cover the Steam (Windows) version of the game.
You must explore the strange goings on around Shiokawa, Japan. It appears that eldritch forces have influenced the town in incomprehensible ways. So, attempt to comprehend these forces and maintain your sanity to save the town. Plan your investigations, choose between cases, and fight for your life.
There are a few game modes but three difficulty spikes. The easiest is a specific case with some random events. This mode teaches you the basic mechanics of the game. The harder difficulties give you access to an apartment and choices on which case you investigate. Completing objectives earns you customization options for the customized mode.
What I Like About WORLD OF HORROR
Running on GameMaker Studios, the pixelated aesthetic shows influences from Lovecraft and Junji Ito, though the latter more so than the former. WORLD OF HORROR haunts its viewers with its aesthetic, allowing the pixels to evoke those horror legends.
Random generation remains a key feature of the game, with various options and choices giving a massive variety. Your character also has some limited customization to access perks and further development. I will bring up some weaknesses later, but it is surprisingly vast. Adding to this variety, WORLD OF HORROR provides mod accessibility.
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The combat allows for a great deal of thought and planning. You select your character’s actions within an action bar and perform the tasks (or combos) to beat an opponent. This JRPG style provides variety in action that makes it engaging and unique.
The random generation and variety make each playthrough different. You might acquire a devastating katana in one playthrough only to bleed out unceremoniously in another.
While not a terrifying gaming experience, WORLD OF HORROR strives to provide an eerie and intense experience. At this, the game is a success. The weird and unnerving collide to invest the player in this strange world.
Tired Tropes and Triggers
Body horror deserves a mention, but the aesthetic and pixels doesn’t particularly evoke realism. Regardless, many designs evoke body horror.
Aside from this, here are some points of consideration. First, WORLD OF HORROR uses JRPG turn-based combat, which seems a point of division among some gamers. However, there are enough interesting mechanics and complexities beyond clicking an action and waiting your turn.
Second, WORLD OF HORROR isn’t a cult detective. You’re experiencing events and choosing how your character responds. Some sage wisdom I heard for WORLD OF HORROR is to focus on the whole campaign instead of a single case. Failing a case isn’t a game over, so prioritize your character’s longevity.
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What I Dislike About WORLD OF HORROR
Only a few issues hindered my experience. Some scenarios replay on a single case, let alone a playthrough, which becomes repetitive. Some scenarios have multiple solutions to add variety or require perks to access new options, but that’s not always true. This issue makes the randomization taxing at times.
This next issue is likely a bug or an oversight. After losing my reason (sanity), I found myself still able to investigate despite the game claiming that means death. An unrelated event finished me off, but I can’t help but assume this is a bug.
Final Thoughts
WORLD OF HORROR has its quirks but earns massive replay value and surprising depth. It’s a unique and ambitious indie title worth the price. If Junji Ito’s style or cosmic horror is your particular brand of horror, WORLD OF HORROR delivers an experience you’ll likely enjoy. Though this combination synergizes well, few games combine these elements successfully. (4.5 / 5)
These games aren’t just about rolling dice – they’re about immersing yourself in the blood-curdling atmosphere of beloved horror films. With unique survival (and kill!) horror mechanics and cooperative gameplay, you’ll feel the terror coursing through your veins with every move!
But wait, there’s more! With the Kickstarter to House of 1000 Corpses shipping soon, we have an in-depth review coming up for that game, Halloween II–AND…Chucky. BOOMMM!!!
Exx Vxx
April 22, 2020 at 9:19 pm
I once encountered a demon spawn. But it turns out spraying it with water and repeatedly tossing a bible at the head kills it in 5 turns. The only attack it had was menace.