Showing posts with label pc gaming. Show all posts
Showing posts with label pc gaming. Show all posts

Monday, February 17, 2025

Game Review: Squirrel Stapler

I am never going to be able to look at a squirrel in the same way ever again - and there are a lot of squirrels near me



There are many squirrels in the neighborhood I grew up in and still live in. They are out and about, darting back and forth across streets, across yards, across trees. Even as a child, it would not be uncommon to see the corpse of a squirrel, its life cut short by a car, splattered across the road. As such, to teach my sister and me to be careful when crossing the street, my parents told us to “look both ways, or you’ll be squashed like a squirrel.” (every time I told my friends in college that, they looked at me like I was weird - they were correct). As such, I suspect I have a subconscious linkage between squirrels and death, which is probably why Squirrel Stapler was such an unnerving experience for me.

You start out in a cabin in the woods. You have a gun. There is a corpse near your bed, which appears to be your wife. There is a room with a refrigerator in it, as well as a dining room. On a wall, right next to the exit, is a countdown of the days until God arrives. The nature of God is never explained. You use the aforementioned gun to shoot squirrels, which you bring back to your wife. Some of the squirrels are not happy you are here and will try to kill you. There are signs that other people were in this forest at one point, but you never meet them.

So much of this game is the mood. The game explains to you how the game works - which is, by itself, a first person shooter which is not terribly complex - but not why literally anything is the way it is. You have been dropped on what may have been a desert island, if not for all the living things here, some of which want to kill you and some of which you kill with the aforementioned gun (not terribly detailed, but it could easily be a .22 like the one my father taught me to shoot with when I was about ten years old). The entire sensation is that of a deeply unpleasant isolation.

Squirrel Stapler does not merely cut you off from people, leaving you alone with animals and with what may be the divine. This game cuts you off from reality, from sense, from logic. Being a game that explains to you almost nothing, you are left to fill in the gaps with a litany of unpleasantries. The few things that are explained are done in such a way that leaves ever more questions open, gaping like a door into a haunted house. To borrow a concept from Mark Fisher’s book of criticism The Weird and the Eerie, this forest is Fisher’s ‘eerie-’ you get a feeling that something is missing among this familiar woodland, but you can’t quite say what that is. Eventually, by the end of the game, you are confronted with the fact that it is the basic condition of everyday life, or even most abnormal times in life, that is gone. In basically every second of living, you have some idea of what is going on. This game denies you that, and it gets under your skin.

Those looking for deep, complex gameplay here will be disappointed. The actual gameplay is to walk into the forest with your gun, shoot squirrels, bag the squirrels, collect items as needed, and occasionally run away from things. This is done with no music. The only sounds that accompany the proceedings are your footsteps, the skittering of squirrels, a rather quiet gun, and the occasional unexplained voice. The end result of all of this is a gaming experience that is stripped-down, minimalist, quiet, too quiet. That’s what makes this game so eerie, I think. It’s like meditating, but instead of focusing on what your mind is doing, you are focusing on all the ways your mind projects its fears, and on the whole rationality and irrationality of how you process the game, versus the sparing manner of the game’s exposition.

A similar affordance, I think, is there in the game’s graphics. They are graphics that could easily have been on the PlayStation 2, among the many games I played as a child in the 2000s on that console. I know there is a trend in indie gaming towards sparse graphics, but in this case they also emphasize the horrors. The squirrels are obviously fake, which increases the uncanny valley effect; ditto for the trees and the rest of this isolated forest. Your wife is fake. Your house is fake. God is fake. For all you know, you are fake (I am certainly fake). What remains is the fact that your fear, the meanings you concoct to rationalize what appears to be on some level noise, is very real, all too real. Your reaction is unnervingly, sometimes frustratingly real. I can vouch, as I felt almost dizzy by the end of this game.

The game is short, mercifully so, because I think a game this disturbing being longer than the ninety or so minutes I played it would border on the sadistic. It is a very good game for a single session, something short when you are in that mood. The end result is efficiency, conciseness, and an overall sensation of leanness.

Once I was talking with my sister and one of her friends about this very game, and we came to the conclusion that the horror genre of media, broadly construed, can be defined as ‘recreational bad vibes.’ That is a very good description of this game. I sometimes wonder why I let my sister talk me into playing this game, but I can’t say I regret the experience. There is something very expressionist about this game - it is about the vibe of fear, more than anything else, and it soaks you in that fear, and never lets you go until the very end, when you are called to answer for your crimes. There’s a sadism in the design that is quite compelling, in that it raises a bunch of questions and never at any point gives the player an answer for any of them, at least without raising several more questions of a similar nature. It is hands down one of the most unnerving experiences in my life. I don’t know if I can recommend it to anyone who isn’t into this sort of horror, but if you can handle it, go right ahead.

I’m still not convinced I’ll ever be able to look at a squirrel in the same way ever again.

--

POSTED BY: Alex Wallace, alternate history buff who reads more than is healthy.

Monday, February 10, 2025

Nanoreviews: Star Wars Outlaws, Indiana Jones and the Great Circle, Ratchet & Clank: Rift Apart

A roundup of video games The G has been playing lately.

Star Wars Outlaws (Series X/S, PS5, PC)

Haley reviewed this one back in September—and her take mostly holds for me too. So instead of reinventing the wheel, I'll just add a bit of color from my personal experience with the game. First the good. Outlaws is a charming game that does a fantastic job immersing you in one of the most interesting geographies and time periods established in Star Wars canon: the Outer Rim under partial Imperial occupation. Gameplay is modeled after the earlier Assassin's Creed games, deploying the same mix of stealth, action and platforming. Once you get into the flow of things, it's pretty great. Now the bad: it takes 5-10 hours to get into the flow of things, and before that matters, Outlaws is a frustrating mess. Most people won't stick it out, unfortunately—and that's on Ubisoft. The main culprit is the broken save system, which allows you to quick save unless you are on a mission, where you are captive to a badly-implemented checkpoint system that only allows one autosave at a time—coupled with the fact that, if you load up a previous save, all the NPCs you blasted or knocked out respawn. A lot of early missions force you to replay long sequences that can fall apart with one tiny timing mistake. It's the bad kind of challenging, to be honest. But, again, once you're past that, this largely (but not fully) smooths over and the game ends up being a lot of fine. Recommended for stealth enthusiasts, Star Wars stans and the very patient only.

Score: 7/10 (same as Haley).


Indiana Jones and the Great Circle (Series X/S, PC)

Another licensed property, this time an Xbox exclusive published by Bethesda Software—and developed by MachineGames, a Swedish studio founded by refugees from Starbreeze Studios. That DNA is very much in evidence here, as Indiana Jones and the Great Circle immediately reminded me of Riddick: Escape from Butcher Bay—one of the best licensed properties I've ever played. Indiana Jones and the Great Circle is up there as well. It's a first-person action game that will bring the Uncharted series to mind for most folks, and it's true—there is a lot in common in terms of both gameplay and thematic content between Great Circle and Uncharted 4 in particular. But, while both games are very good, they don't really feel the same. The shift to first-person gives it a level of immersion that you don't quite get from the third-person perspective, so you really feel like you are Indiana Jones. And the vibes are just different, like comparing James Bond to Jason Bourne. The game is beautiful, expertly paced and —despite not having a quick-save function— presents a decent challenge that never gets tedious or frustrating (I'm looking at you, Outlaws). It really does feel like you're in an Indiana Jones film. One small quibble: the map is terrible—though at least there is a map (now I'm looking at you, Uncharted 4).

Score: 9/10.


Ratchet & Clank: Rift Apart (PS5)

I've been a fan of this series since the original came out for PS2. Ratchet & Clank was one of Sony's most popular exclusive properties during the PS2 and PS3 eras, releasing a whopping 12 titles from 2002 to 2013. But then the series took the PS4 era off, as the devs focused on other projects (including the well-regarded Spider-Man games). Rift Apart is a triumphant return to the market, combining series mainstays like crazy weapons and tight platforming action with some new gameplay dynamics, like the ability to traverse interdimensional rifts. The writing is quite good, with an engaging story and strong characters—including Rivet, a Lombax-like Ratchet fighting an even worse version of Dr. Nefarious in her dimension. Now, the not so good... while the game is generally a lot of fun, the boss battles get very repetitive. They aren't especially hard, just long and, well, they're all pretty much the same.

Score: 8/10.


***

POSTED BY: The G--purveyor of nerdliness, genre fanatic and Nerds of a Feather founder/administrator, since 2012.

Monday, November 30, 2015

Microreview [video game]: GALAK-Z: The Dimensional by 17-Bit

Pressing the Right Buttons (If You're the Right Person)


I didn't finish this game. Let's get this stated right from the start because, to some people, not finishing the game means you can't provide a well-rounded opinion of it. If you're one of those people, please stop reading. I wanted to finish it, I did! But there's a point where timeliness and necessity intersect. Would my opinion change about the game if I put in three times as much time as I already have to get to the end credits? In some cases, sure, but I don't think this is the case with GALAK-Z. It's made for replayability. The gameplay is why it exists, not the story or end goal.

GALAK-Z's influences are extremely obvious, right from the start, and they hit a lot of nostalgia buttons for me. It's a blend of arcade gaming, Macross, Voltron, and some Halo. When it starts, it looks like an arcade cabinet booting up. You control a space ship that can transform into a robot. The levels are all randomly generated, with a randomly selected objective, and they're delivered in groups of five episodes (levels) per season. Each season ends with a boss fight and some story narrative. It's all very Saturday morning TV. Nostalgia is what works best in this game.

What works second best is that replayable gameplay loop. In order to finish each episode, there are enemies and environmental hazards everywhere. This is where the Halo influences come in. It looks like a twin-stick shooter, but your ship is more survivable, and so are the enemies. Movement is extremely important, as you can face, shoot, and move in any direction, but you can also jump over shots and enemies. Enemies are numerous and you will die repeatedly. In "Rogue" difficulty (the default), death means you start the season over. Everything you've found and unlocked is wiped clean, with some minor exceptions.

In a Rogue Legacy twist, there's an item shop between episodes and you can find blueprints, which make upgrades available in that item shop. You can also find permanent upgrades that survive death. There is also a currency that you find by destroying enemies and it can give you either more credit in your next life, or another attempt at an episode you failed. In Rogue difficulty, early levels are spent gathering as many upgrades and credits as you can, because failure means you don't lose much. When you're three or four episodes deep, you get a lot more cautious so that you don't lose an entire season over a bad decision. In "Arcade" difficulty, you don't lose an entire season over death, just the current episode you're on. The difficulty hasn't changed, but the punishment for failure is less harsh.

It's this punishment that brings me to my love/hate relationship with GALAK-Z. I love everything that it's doing. It's nailing a lot of little design stuff in games that I think is great. It's a difficult game, and it's a rewarding game, but it hurts to lose so often. I'm a fairly determined person, who wants to see a game to the end, and I'm not sure I've got what it takes to ever finish GALAK-Z. It doesn't feel like it's unfair or completely random, but I've had seasons end in one dumb move. The levels are short so it's not hard to catch back up, but when I do complete a season, it feels less like I'm doing well, and more like I'm getting lucky. Even the Arcade difficulty isn't much of a saving grace because it means you get to beat your head against the same level over and over until you push through, or give up and start a new run in the hopes that you get better upgrades next time.

I never made it more than 15 minutes into any particular run on Rogue Legacy. By contrast, I've finished almost two seasons of GALAK-Z, out of five. GALAK-Z is a lot of fun, but you have to either be great at it, or a glutton for punishment if you expect to get anywhere. You almost have to love GALAK-Z to want to see it through to the end, or else you might not have the commitment it needs to get you there. It's a well thought-out design that is going to press buttons for the right people, and completely turn off a lot of others.

The Math

Baseline Assessment: 7/10

Bonuses: +1 great, 80's anime look and feel, +1 perfect controls

Penalties: -3 high punishment for failure necessitates either great skill or long commitment

Nerd Coefficient: 6/10 (still enjoyable, but the flaws are hard to ignore)

***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Reference: 17-Bit. GALAK-Z: The Dimensional [17-Bit, 2015] 

Monday, November 23, 2015

STRANGER THAN FICTION: Masters of Doom by David Kushner

The Two Johns in Prose


Growing up, I was an enormous id Software fan. For me, it started with a pirated copy of Wolfenstein 3D on my Packard Bell 386, but Doom 2 was really my jam. I spent countless hours finding and playing user-made levels and modifications. I lived through the split, when John Romero broke from id to form Ion Storm. I anxiously awaited each new game. Even now, hearing a Doom alum worked on something gives me enough reason to take a look at it. I thought Masters of Doom wouldn't contain much I didn't already know, but I was quite wrong.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture primarily follows the two Johns of id Software, John Romero and John Carmack. Though the narrative involves all members of the id team, it starts with the two Johns. Masters of Doom follows their lives from early adulthood, through the formation of id Software, their formal split, and closes shortly after the release of Quake 3: Team Arena. It's primarily focused on the early days of id, Doom, and Doom's impact on the company.

Masters of Doom is a excellent look at the wild days of 90's game development. I'm talking about when a team of less than 10 can make a game that changes the game industry and makes them bazillions of dollars, which is precisely what id did. Even more incredible, they did so without much of a plan beyond "make games" and "have fun". When you consider how video game hits today are made, it's shocking to me that they got as far as they did. Sure, we occasionally get a Minecraft, but most games are done with teams of hundreds.

What is also surprising is how much internal strife occurred along the way. id made big moves, and stepped on a lot of toes along the way. It's arguable that they didn't even properly utilize the resources they had, with people instrumental to their games' development either half-hearedly doing so, or outright unhappy with the games direction. When Romero split from id, it was huge and public because Romero was a huge, public figure in the gaming community, but there were equally important and devastating losses throughout id's history.

If you're not a fan of Doom, or id Software's games, or game development in general, there might not be a lot of reasons to read Masters of Doom. It knows its audience, the 90's PC gamer, and its audience should know something about the time before heading in. However, if you have any interest in those things, Masters of Doom is truly compelling for providing an inside look at one of the most important video game developers of all time.

***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Reference: Kushner, David. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture [Random House, 2003]