Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Thursday, March 27, 2025

Video Game Review: Hollow Knight Voidheart Edition by Team Cherry

Before you enter the world of silk and song, fill your heart with the void.


For those of you who may have dodged the indie gaming scene since 2017, Hollow Knight is one of the sparkling gems that come up in conversation quite frequently. Partially because of its overall quality and difficulty, and partially because its sequel, Hollow Knight: Silksong—announced in February of 2019—is not only highly anticipated but also missing in action. The most recent update from the developers confirms that “the game is progressing nicely” and that it really does exist. After finally taking the time to play Hollow Knight, I can understand the hype and the anticipation (albeit with a few caveats). Hollow Knight Voidheart Edition is the full package containing the base game and all of its DLC.

Hollow Knight
is a beautiful, thrilling 2-D Metroidvania that focuses on platforming, melee/spellcasting combat, and exploration. The art is clean and crisp and manages to balance the contrast between adorable characters and infected monsters, with other intimidating friends and foes. Everything is hand-drawn, and the animations look and feel so precise and purposeful. The game has a charming aesthetic that is instantly memorable, and the style is consistent throughout all the biomes. Each level has a specific look and feel, a different history portrayed with a paintbrush instead of words. From the City of Tears to Queen’s Gardens, entering a new zone brings both a chance to enjoy Team Cherry’s beautiful aesthetic, as well as the chance to ponder the history of the new section of Hallownest.

Despite being a game of few words, Hollow Knight still tells a story. I’ll probably receive a lot of flack for this one, but I kept thinking of Souls-like games throughout my playtime. I’ve never played a Dark Souls game, but I’ve played Demon’s Souls, Bloodborne, Elden Ring, and Sekiro, and I have to say, despite Team Cherry not using any Souls games for inspiration, Hollow Knight feels precisely like a 2-D version of one of those games (though I suppose it could be said that Souls games are 3-D Metroidvanias). This isn't to say that's a bad thing or that there aren’t distinctions between them, but the similarities are rather uncanny. Nebulous story: check, lose currency upon dying and have to reclaim it without dying or you lose it all: check, enemies reset after resting: check, high focus on bosses/minibosses: check (just to name a few). There are a ton of parallels that one can draw from the game. If you like both the Souls-like gameplay system and 2-D games, you may very much like Hollow Knight.


The gameplay is pure and simple, though mastering movement in intense situations is where the complexity comes in. The game has an incredibly high skill ceiling: easy to learn, difficult to master. The game focuses primarily on combat, with platforming as a close second. The combat is the most challenging part of the game, especially the boss fights and overcrowded areas. Bosses and challenges that require platforming and aerial maneuvers while fighting can be extremely frustrating and require a lot of patience and practice. I could tell when I hadn’t upgraded enough when I had a lot of difficulty in a specific zone, so I’d go off and explore or upgrade my abilities.

While I found it a delight to discover a new zone, I sometimes found the road to discovery a bit of a chore. Sometimes the exploration flowed, and I felt like the game had a perfect pace, but other times I would get stuck, unsure of my next move. The beginning hours felt like a bit of a slog, especially before I got the Dash ability. The fast travel system isn't the most convenient, and considering enemies respawn every time you rest, I sometimes found it tedious to explore, especially when my next move was limited to only two options. The game is mostly cryptic, making discoveries feel rewarding, but it also makes getting stuck feel irritating.


As someone who places a game's story on the same level as (or in some cases above) gameplay, I find the enigmatic story not rewarding enough for some of the sufferings that I endured (which is the same way I feel about Souls-like games). Some of the challenges were so overwhelming or poorly paced that I almost put the game down entirely. While the Trial of Fools is still causing me grief, at least it’s optional (though the only reward is a currency I no longer have a use for). The main offender was the White Palace. Oh boy. For a game that has mildly challenging platforming interspersed between/with combat segments, this was a complete turn (and unfortunately necessary to advance the game). This level is a 100% platforming segment that not only overstays its welcome but is extremely difficult and out of place. I sincerely hope the developer learns from this and either completely omits content like this or makes it optional.

But I feel like I’ve been complaining too much. While the game can be frustrating at times, for the most part it is challenging and rewarding. Fighting a boss and learning its patterns, substituting different charms (little boosts to platforming/combat abilities) to get through an area/enemy, and discovering new zones easily make this game worth a shot. Not to forget the charming aesthetic and accompanying soundtrack. I love the calming music that plays in the City of Tears. Nothing like feeling a sense of peace while being attacked by a bunch of aristocratic insects. There’s a wistfulness that’s weaved throughout the soundtrack that can haunt and entrance at the same time.

When Hollow Knight is flowing, the game makes me feel like I’ve stepped into this microcosm of a larger world. Despite not being forthright with every historical detail, the few folks at Team Cherry made the world feel real, lived-in, and worth exploring. While I had the occasional disconnect because of uncertainty within the plot’s obscure framework, the overall feel was one of curiosity. What’s around the next bend? What’s behind that door? What do I get from defeating this boss and what does he have to do with the lore? Realizing a new ability would allow me to unlock a previously unreachable area was always a treat.

If you’re a fan of Metroidvania-type games, then you’ve probably already played Hollow Knight. To those who are fans of the genre and haven’t, I’d say it’s definitely worth a shot. To those who aren’t, you should answer a few questions before buying: Are you patient? Do you like a challenge? Is a sense of accomplishment from said challenge enough of a reward? Is discovery its own reward? Do you like backtracking and opening previously locked areas? If you answer yes to most or all those questions, Hollow Knight is probably worth your time. Its qualities significantly outweigh its flaws and make the wait for the sequel all the more exciting.



The Math

Objective Assessment: 9/10.

Bonus: +1 for beautfiul art and animation. +1 for worldbuilding, character design, and accompanying music.

Penalties: −1 for unbalanced difficulty spikes. −1 for exploration pacing issues. −1 for unrewardingly vague story elements.

Nerd Coefficient: 8/10.

Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.

Friday, September 20, 2024

Microreview: The Last Movie Ever Made

At the end of the world, art may not save us, but it will prove that our lives meant something

One morning, every human being on the planet hears a voice in their head. It's not a hallucination: it's a public service announcement. The simulation that hosts our universe will be shut down in a few weeks. Be sure to say your goodbyes. Apologies for the inconvenience.

To prevent mass chaos, the people running the simulation have dialed down our rebelliousness. They want none of that rage against the machine, thank you very much. We're expected to just go gentle into the night.

And yet, one man will spend his last days ensuring that his brief stay among the living will leave a mark. Our protagonist, Marshall, is a complete nobody. But in the face of eternal oblivion, that's what we all are. Regardless of his complete lack of talent, friends, or any redeeming qualities, he will stop at nothing to finally make the movie he left unfinished years ago. It's not a good movie, not even a good concept. But it's his movie. That it matters to him is enough. That hopeless scream against the void is the premise of the indie film The Last Movie Ever Made.

Now, to be clear, the fact that you're making sincere art doesn't automatically mark you as a good person. Marshall has learned the same narcissism he criticizes in his mother, and the way he gathers his moviemaking crew exposes the faults of character that have left his life stranded and directionless. He does acquire a more mature perspective about himself during the runtime of the film, but it's still an indictment of his person that it took the end of the world for him to begin that process.

Art is meant to be useless, if you go by Oscar Wilde's word. Nothing will change because of Marshall's movie existing. It won't convince the makers of the simulation to keep us alive. It won't buy our reality even one more day. When everything ends, so will art. So why bother?

The Last Movie Ever Made rejects that question. Its position is that it's precisely because we are limited and ephemeral that art is worth the effort. In fact, our finitude is what makes art valuable. It doesn't even matter that the beauty we create is doomed to fade away. It suffices to elevate the universe, to be a place where beauty once existed, as opposed to one that never had it.

It's a pity that the script doesn't maintain a firmer grasp of its own theme. The character of Marshall lacks consistency from one act to the next because the plot requires his immediate world to warp itself around his goals: one day, his ex-wife is angry at him for caring more about finishing his movie than about her recent family tragedy; a few days later, she happily stays for his sake and dismisses whatever her family supposedly meant to her. This muddles the film's earlier point about the lines that Marshall has crossed for his art. It's as if the fact that everyone will soon die rendered moot any consequences for repeated misbehavior on Marshall's part.

The film is made with almost the same simplicity with which Marshall makes his. The characters' situation already carries enough emotion without any need to punctuate it with fancy camera tricks, digital effects, or even a relevant soundtrack. This is a bare-bones production whose only ambition is to say what it means, and it succeeds at that.

In a possible parallel with the larger premise about a computer program coming to an end, the film's third act begins when Marshall's computer crashes and most of the scenes he's shot are lost. At that point in the story, it appears that his entire life's work has been for nothing. Even if he were to start again, he may not have enough time before the universe is shut down. There you have the human condition in a nutshell: We never know whether it makes sense to try, because none of us is promised there will be enough time.

So what does Marshall do? He tries again. Of course he tries again. Because that's what humans do when confronted with the absurd. Because, although no human effort can destroy death, art is the one human effort that death can't destroy.


Nerd Coefficient: 7/10.

POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Tuesday, September 17, 2024

Microreview: Dracula's Ex-Girlfriend

After surviving the worst of breakups, can you ever feel human again?

The usual list of vampire superpowers happens to match pretty well with the traits of abusive partners: they manipulate your mind, drain your lifeforce, change forms between a breathtaking charmer and a furious beast, leave you empty on the inside, and lack any reflection. They're practical devices for a writer who wants to explore the ways in which the dynamics of desire and surrender can end in disaster.

The Nebula short film Dracula's Ex-Girlfriend, written by actress and philosopher Abigail Thorn, centers on a catch-up meeting over dinner between old friends: Fay, who chose to walk away from the tumultuous elite lifestyle involved in dating the literal Dracula and being part of his multinational fashion business; and Belladonna, the new girlfriend who takes a perverse pleasure in rubbing her status in Fay's face.

Except Fay can't be shamed by Belladonna's boasting. What's really happening is that Belladonna is desperate to confirm that Fay wants what she has. But Fay is past that, no longer under Dracula's spell, and hoping to shake Belladonna out of the harmful delusion she's willingly jumped into.

The tagline for Dracula's Ex-Girlfriend is "Bit people bite people," a recognizable allusion to the common refrain in trauma therapy circles, that describes the pattern by which cycles of abuse can perpetuate themselves. Here the effects of the vampiric bite are a metaphor for the lingering hurt that a victim can carry inside and sometimes inflict on others. During the dinner, Belladonna narrates with glee her adventures drinking the blood of unsuspecting strangers. Fay responds by mentioning that she's now in a healthy relationship built on respect, which Belladonna finds horrifyingly boring.

The emotional tone of the conversation is helpfully highlighted by changes in the illumination of the scene. Since this is a conversation between vampires, it's not beyond belief that the turbulent passions deployed in their clash of viewpoints would color the air around them. However, even for a film as brief as this, multiple repetitions of the same trick of lights can get tiresome.

Where the true brilliancy of the film lies isn't in its direction, but in its razor-sharp script. Thorn uses the trappings of vampire romance to comment on the many predations we bring upon each other: if we're sufficiently poisoned by inhumanity, we can drain our fellow humans of their time, or their money, or their devotion, or their labor, or their dignity. It took a massive effort for Fay to start healing from what Dracula did to her, and it's going to be at least as difficult to make Belladonna start to see the truth of her situation.

In fact, this dinner occurs at a delicate moment in Fay's new relationship, when she's just on the verge of reproducing Dracula's behavior. While Belladonna needs what Fay has to say about knowing when to escape from a toxic partner, Fay also needs to hear herself say it before she becomes what she struggled so hard to leave behind.

There's a conversation near the end, which on a superficial level may seem unrelated to the story, but which actually summarizes its theme. Fay explains her newly acquired smoking habit by enumerating the important moments in her day that are connected to each cigarette. When put like that, it has nothing to do with Dracula. But what the script is doing here is to repackage the strangeness of a supernatural premise and translate it into terms that human viewers can relate to. Cigarettes will eventually kill you, but they feel so good right now. Just like a lover that you know isn't good for you, that you know will break you into pieces, but for whose momentary delights you keep shutting down the part of your mind that screams warnings at you.

Dracula himself doesn't even make an appearance, but his dark shadow dominates the entire plot. It's amazing how a film made of just half an hour of dialogue can contain so much meaning, so much raw intensity. This short is a slap in the face by a well-meaning friend. It's a much-needed dose of tough love. It's a blunt reminder that we can turn into our own worst enemies when we get addicted to lying to ourselves.


Nerd Coefficient: 7/10.

POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Wednesday, July 3, 2024

Review: Identiteaze

A cyberpunk allegory about the dangers of reducing human life to binary codes

Inspired by Legacy Russell's theory of glitch feminism as a deliberate embracing of anomaly as resistance to imposed norms, and by José Esteban Muñoz's theory of queer utopianism as a project that can be realized in the present by performing it, Jessie Earl's short film Identiteaze, released last week for streaming on Nebula, satirizes the corporate cooptation of human self-expression by proposing a cyberspace where blank digital avatars reclaim the agency to assert who they are outside of their designed parameters.

Identiteaze is set in a future where AdVent, a tech megacorporation, has created a virtual space for employees to live and work in. Passing mention of "physical asset storage" implies that their bodily functions are suspended while they exist in the VentiVerse. According to the in-universe promotional website, the VentiVerse is intended by the company's founder as a family. And it's precisely this prescribed family model that causes trouble for our protagonists.

We follow Aaron and Erin, who, strictly speaking, aren't people yet. They're created as options in a menu, two possible looks for an employee's digital avatar. In the VentiVerse, you're supposed to be either male or female. When one is selected, the other is deleted—consciousness and all. Because subtext is for cowards, this piece of exposition portrays the fundamental problem with imposed binaries: to conform is to kill a part of yourself. It is simultaneously betrayal and self-mutilation. The rules of the binary demand that you commit a profound violence against yourself in order to adopt one of the allowed values.

Normally, a movie shouldn't need a handbook to understand it, but "normal" is one of the concepts that Identiteaze calls into question. Earl has posted on BlueSky, with evident excitement over the completion of this project, enumerating instances of visual shorthand she resorted to and the respective meanings she used them for. Of course, this is optional reading; a movie ought to be able to speak for itself, but viewers unfamiliar with the symbolic conventions of queer cinema will find the thread illuminating.

Speaking of symbols, an interesting metaphor that the dialogues embed throughout the story is that of a symphony. Its tempo is set by the pace of a metronome. One can notice it hidden in the soundtrack: Tick. Tock. Male. Female. Either. Or. The logic of the VentiVerse is inextricably tied to the Law of the Excluded Middle. The company's founder casts himself as director of this symphony, and his motivational speeches invite users to dismiss the space in between Tick and Tock, to reject the melody it may suggest. The moral stance of Identiteaze inhabits this space in between and argues for the beauty of the atonal, undirected music that we could hear if only we eschewed the rigidity of the metronome.

Apart from this ever-present aural cue, the dehumanization inherent to binary codes is stated repeatedly, both in dialogue and by visual language. On this topic, Identiteaze wastes no time being subtle: in one scene, a middle manager recites a training script at our protagonists without looking up from the page, and doesn't start having a truly personal interaction with them until she finally notices them face to face and realizes that they've rejected the mandatory binary choice.

A later scene is no less straightforward, but it explores the movie's theme in an unexpected way. To correct the glitch in the system, a villain tries to manipulate the protagonists into betraying each other. The format of this coercion has a clear resemblance to the classic prisoner's dilemma. What makes this scene special is that it posits a prisoner's dilemma between the parts of one consciousness. Decision theory tell us that the rationally optimal solution to the prisoner's dilemma is for both parties to refuse to betray. Only cooperation wins, and that decision must begin with each individual refusing to betray themself.

A bonus treat for viewers of Identiteaze is the behind-the-scenes video posted by Earl on her YouTube channel. It's heartwarming to hear an indie creator describe the hard work and dedication it took to bring a piece of sincere art into the world. Earl explains that there's much more plot and lore already created behind Identiteaze, and depending on the short's success, she hopes to eventually turn it into the pilot of a TV series.

The theoretical grounding Earl drew from includes not only the two philosophers named above, but a handful of science fiction predecessors: Cube, Tron, The Matrix, Neuromancer and Severance are cited among the influences that informed Earl's creative process and left their imprint on the aesthetic, the worldbuilding, the dramatic stakes, the tone and the emotional message of Identiteaze.

With so much thought and so much love at the center of this movie, it feels almost mean to have to point out the growing pains that one sometimes finds in indie productions. While the set design is impressive (even more so once you learn from Earl's behind-the-scenes video how it was built), and the CGI effects are used in the right measure, and the frequent symmetrical shot composition is both aesthetically and thematically perfect, the sound quality isn't always ideal. The whole movie is supposed to take place in an abstract cyberspace, yet a background echo from recording in a semi-enclosed set persists in some scenes. In quick, scattered moments, the acting or the writing noticeable stumble, and there's a distracting distortion in the sound of many of the protagonists' ADR lines.

Still, for the minuscule budget it was made with, Identiteaze achieves a professional-level look. A movie as loaded with symbols as this one demands a very deliberate use of the camera, and Earl relies heavily, with a well developed eye, on the possibilities of shot composition and, especially, the shot/reverse shot technique to underscore the themes of duality and nonduality. This is the first Nebula production that has convinced me to subscribe to its streaming service, and the decision has certainly paid off.


Nerd Coefficient: 7/10.


POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Monday, April 15, 2024

Review [Video Game]: Children of Morta by Dead Mage

Full of heart, but could use a bit more soul.


As the Corruption spreads across the land, infecting animals and terrain alike, it is up to a single family to push back the darkness; the Bergsons. They are tasked with bringing light to fight the shadows that have consumed Mount Morta, and in the process, discover the truth behind the corruption. While seeking the truth, each family member finds that they have something to contribute to the cause and raises their sword (or hammer/daggers/staff) in support.

Children of Morta
’s story mode sports hack-and-slash dungeon crawler gameplay with rogue-like elements. Through the course of the game, the player uses different Bergson family members to navigate the beautiful modern pixelated levels. While the levels are procedurally generated, the boss battles for each sector stay the same. The main connection to the rogue-lite genre lies in the game’s random level generator and having to restart an entire area upon death. That said, meta progression is strong and you won't find yourself caught up for too long. For more of a challenge, players can either A) increase the difficulty, or B) play the game’s rogue-lite-specific mode (which cuts most meta progression and is more demanding).

Upon booting up the game, I could see the care and attention that went into the beautifully realized world of Children of Morta. The modernized pixel art is vibrant and elegant. The detail is evident, and the shadow and lighting play is top-notch. Each character's design is distinct, despite their simplicity. And the Bergson's home, which was crafted to exude warmth and comfort, does so with ease. Playing this game puts the player back at the Bergson estate quite frequently between runs (either from death or from completing a dungeon), so it’s nice to feel comforted when I was welcomed home.

The story is narrated much in the same way as a story book, or popular indie darlings like Bastion. Ed Kelly lends his smooth voice to the narrator role and injects just the right amount of balance of emotional investment. He seems to care for this family of heroes, and it helped get me invested, even when I found the writing trite. The attempt to create a gripping tale involving this unique family shows a lot of heart, care, and attention. The writing sometimes does this a disservice, as the narrator’s lines sound like they could be plucked right out of a book titled “Generic Fantasy Mumbo Jumbo 101”. This isn't to say it’s all bad, far from it.


Sometimes when one of the Bergsons comes back from a dungeon, I was greeted with a cutscene. Unfortunately, they never added a pause button during cutscenes, so if someone needed to ask me something in the real world, I would have to ask them if they could wait a few moments. A rather odd oversight. While I generally enjoyed the cutscenes, as they expanded the world and lore, they didn't always feel properly paced. When you first start a dungeon, every time you die or complete a floor, you'll get new cutscenes. Then they dry up for a while, leaving an opening until you get to your next dungeon. Some cutscenes are very short and feel randomly placed. For most of the game, however, they are quite welcome.

The beauty of Children of Morta’s gameplay is in the character variety. Instead of simply having new weapons to unlock over multiple runs, you unlock new characters, each with their own unique abilities and skill trees. My favorite part about these skill trees is that leveling up one Bergson helps all Bergsons. For instance, if you reach a certain level with Lucy, all characters will spawn with a gemstone when they start a run, level her up further and she’ll create a distraction for another character when they’re in a tight spot! This helped me to level up characters that I wasn't initially as fond of (Mark and Kevin) and learn how to use them with less consequence. Mark and Kevin were initially a bit too squishy and needed to be close to damage enemies, so it took a while for me to adapt to them, but in the end, I enjoyed all of the characters. I appreciated that the game gives characters fatigue (which you can clear with a rare egg). This makes it difficult to do too many consecutive runs with a character because their initial health will be reduced (more and more each time). Giving them a break means trying another character. Thankfully they're all enjoyable (though Lucy was always my favorite). The only issue I had with having so many characters was the effect it had on cutscenes. The narrator would always say “the Bergson” (i.e. “The Bergson looked upon the corpse in horror.”) instead of the character’s name, which I understand from a financial and development point of view. But it was at times immersive breaking, especially when playing with the add-on character who wasn't a Bergson.

The game provides a good amount of diversity between its three main levels (which are divided into sub-levels) but doesn't offer much challenge later in the game. For instance, I beat the final boss with almost no effort. While far from being a reason to dislike the game, it did make the end feel less rewarding than it should have been. The enemy and boss battle variety is solid, especially considering the length of the game. I always enjoyed running into a red or yellow-outlined enemy for a higher challenge. The enemies are quite different depending on the biome, and it’s fun to figure out how enemies react to different characters' moves and devise a strategy.

I did experience a few mishaps throughout the game where my character froze or the game froze on the loading screen. When my character froze the few times I died and collected my earnings (though it was annoying because it also added fatigue to a character I wanted to continue using). In the case of the loading screen, I had to reset my system, which meant I lost all progress running through the level. It didn’t happen many times thankfully, but still irritating.


Dead Mage has concocted a neat little title that blends traditional dungeon crawling with a few rogue-lite elements in a beautifully wrapped package. Though Children of Morta's story didn't always grip me due to some generic fantasy writing, it still managed to keep my interest enough with its interesting setting and charm. Even if I found that the writing could sometimes come off as cheesy, it was still a pleasure to hear Ed Kelly narrate it. While by no means the best rogue-lite-inspired game, Children of Morta is still a game worth exploring for its visual beauty and fun gameplay variety. If you've never played the rogue-lite genre, this may be a great entry point. Oh, and it drop in has co-op.

--

The Math

Objective Assessment: 7.5/10

Bonus: +1 for beautifully realized art, world, and lore. +1 for fun character selection.

Penalties: -1 for some trite writing. -1 for occasional bugs.

Nerd Coefficient: 7.5/10

Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.