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Alright, strap in. Boy, do I have some words. It is well known that I am the biggest fanboy of the series, and that I am deeply familiar with the series origins, its values, evolution, lore, you name it. Not only was I blown away by the heights of the recent Resident Evil 2 remake, but I was floored by the announcement that its sequel, Resident Evil 3, had been in development for even longer than 2 and that it would be releasing a mere year later using the same game engine. While it might have been my fault to hold such high expectation after the success of 2, and the promising trailers of 3, I came out of my run with Jill and Nemesis sorely disappointed.

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Jill’s face no longer looks like a sandwich

Personally, I love PS1 graphics. But there is certainly no denying how exciting it is to see such popular characters of the franchise, and in gaming, be reimagined in breathtaking HD. Graphics and assets have all been vastly improved compared to the original on this contemporary gen console, and given such vibrancy by the addition of stellar lighting designs and detailed textures to really cement the denizens (human or otherwise) in reality. Adjacently, the world of Raccoon City oozes personality with the ability to deeply detail its setting. With the inclusion of in-world advertisements for movies, restaurants and drugs, as well as making sure that the world pops with details like hastily boarded up doors, flaming cars, and ransacked shop interiors, Raccoon City truly feels like an interconnected, living, breathing world. It is a great pleasure to roam iconic locales that were once two-dimensional backgrounds in vivd three-dimensions and is probably the strongest asset of the game.

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Master of lockpicking

The strongest draw of the original games were their similarity to a giant-escape-room. The entire game was a puzzle, items were to be collected to gather new items to access new areas to pick locks in to gather more items to complete more puzzles to move to new areas until you were done. Yes, that exists in some capacity in this game with its collectable key items that access new areas, but their collection requires no intelligent action as the key objective is consistently updated by the game and obviously pointed out to the player in-game. The campaign itself might as well be completely linear. In fact, the scope of Raccoon City is an illusion this time round. Areas are so often barred by ‘rubble’ that any option to travel off the beaten path is lost. The entire map is dramatically scaled down from the sprawling and interesting original, and characters don’t even travel to each new area – they’re brought there through cutscene and sequestered off from any place they’d been to before. What this makes for is a title more focused on action than it is on adventure, something at odds with the core of the game built on a foundation of exploration and survival horror. Its laurels are combat, which is just as engaging and tense as its predecessor, but I fail to give it merit since its predecssor implemented these functions and this title only introduced a vaguely overpowered dodge mechanic. And it has less diversity in weaponary this time around.

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A story REimagined

I struggle to consider this game a remake. There are so many changes to the original game that it barely resembles itself anymore. A remake ought to take the strongest qualities of the original and enhance it further with modern technologies, use the opportunity to rework its shortcomings, and alter the game’s story enough to generate intrigue and add story elements that only serve to thicken the plot. This title does none of those things, except giving Carlos a hunky makeover and more of a personality. Not only is the game focused on running and gunning enemies (so many herbs and ammo boxes this time, and autosaves?), but this game wants you to be done with it as quickly as possible. Even with careful exploration on hardcore difficulty, this game was finished in five hours. The remake cuts so many iconic areas from the original (clock tower, park, factory) which means it cuts story, and gives you nothing but sly references to those missing pieces. In fact, the story is somehow simpler and less dense than the original (which makes no sense considering how limited memory was back then and this is a next gen console) and offers no secondary run through, no alternate ending, or even an additional game mode. It’s better to think of this game as a ‘what if’ scenario, because it is absolutely ludicrous that Jill wouldn’t go back to the Raccoon Police Department on a night like this – the best part of the original game, I might add.

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Nemesis, the nemesis to my enjoyment of this game

The posterboy of villainy in the series – Nemesis, a gaming icon. With the superb redesign of Mr X in Resident Evil 2 who brought a newfound sense of terror and anxiety to the game with his brutish stalking presence, the hype for Nemesis (a character known for being worth at least three Mr X’s in terms of power) was palpable. Nemesis was the original stalking boss, and he had the capability to run after the character, follow them through doors, fire missiles at them, and kill you in one go – even back in 1999. Cut to today, and the potential for Nemesis is squandered by relegating his presence in the game to setpieces. Nemesis appears in cinematics and primarily as the only boss figure in the game (R.I.P. Gravedigger). There are small sections in the game where he does his usual chasing of the player, but since the game is so short and the map so linear, these encounters are small and rare. He won’t even go through doors. The buff he was given to surpass the might of Mr X was a tentacle he can now use to drag you back to his feet (that is given no warning for you to be able to dodge) and a dash mechanic where he can basically teleport in front of you. Neither of these design choices feel earnt, and feel like a cheap way to keep you face to face with the beast. Also, his iconic ‘STARS’ line is barely audible.

C Ranking

Look, as a game, it is good. As a Resident Evil game, it is good (even though it feels like a DLC to Resident Evil 2). But as a remake of a Resident Evil game, it is not good. It is unfortunate that this game feels rushed and feels as though its designers completely missed where the worth of the original title lied. It is worth the run through (although not for the price tag, maybe wait a couple of months), and is certainly an enjoyable game packed with challenge, but feels incomplete. There is also an additional game bundled called Resistance, but this is an online multiplayer shooter that holds no influence over the experience of the main game. If you’re looking for the true Nemesis experience, play Resident Evil 2, or better yet play the original game, because you won’t find it here. Two and a half Cthulhus out of five. For my take on the predecessor, read here. 2.5 out of 5 stars (2.5 / 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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