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.
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.
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.
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/
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!!!