Song Of Horror - title

Not only is it really great to play an indie horror game that captures the slow and thoughtful nature of old-school survival horror, but it's also refreshing to play a good old fashioned gothic horror game. So many indie horror games come off as feeling a bit pretentious with their reliance on suppressed guilt twists for their psychological horror plots. Song Of Horror bucks that trend by being a straight-forward horror story about haunted houses, possessed artifacts, and otherworldly mysteries.

Song Of Horror also ups the stakes by featuring a cast of multiple playable characters, each of whom can be killed off (and removed from the rest of the story) if the player screws up. So not only do we literally not know what eldritch abomination may lie around any given dimly-lit corner, or behind any creaky old door, but if you're not careful, whatever is around that corner or behind that door might put a premature end to a given character's life and story.

Strut and fret your hour upon the stage, and then ...

Song Of Horror was originally sold as an episodic indie horror game on Steam, but the collection of all episodes was released for console as a single game in 2021. It somehow slipped under my radar until last month, when YouTube recommended a video about it by Mert Kay Kay. Each episode includes 3 or 4 playable characters to choose from, each of whom can be permanently killed off if you fail to avoid or escape from the phantasms that haunt each episode. If a character dies, all the items and notes that they've collected will be dropped on the floor at the spot of their death, and that location will be marked on the next character's map. So you don't really lose any progress if a single character dies. If you lose all the characters in a given episode, however, then it's "Game Over"!

Each episode will introduce one or more new characters, but old characters can also re-appear as playable characters if they survived the previous episode(s). Thus, losing a character in an early episode may have the longer-term consequence of reducing the player's available lives (to borrow a term from old arcade parlance) for future episodes, and reducing your margin of error.

Each episode has 3 or 4 playable characters, each of whom can permanently die.

But even if you do manage to screw up and get all 4 characters killed in any given chapter, you only have to restart that chapter. Song Of Horror won't delete your save file and force you to redo the entire game. Each chapter takes 2 -- maybe 3 -- hours to complete on a first-playthrough, and can be done in well under an hour if you know what you're doing. It's actually a loss of progress that is somewhat on par with dying in an old Resident Evil game after doing a fair chunk of exploration without backtracking to a save point.

The legitimate threat of permanently losing a character will naturally raise the stakes of the game and of the horror. It will force the player to play cautiously, to be observant of your surrounding and of context clues in the environment, to pay close attention to sounds and shadows, and to not barge through every door in a rush. In fact, it may do this more effectively than even a game like Resident Evil. Dying doesn't mean simply restarting with the same character and retrying the set piece that got you killed. Dying means permanently losing that character, and having to try again with a new character. Restarting at a checkpoint doesn't simply reset the stakes, it doubles-down on them!

Furthermore, the actual jump scares and dangers are semi-randomized. You won't necessarily encounter the same jump scare or the same monster at the same place and time in any 2 playthroughs. This also keeps things tense, because even on a replay (whether it be a whole new playthrough, or just a respawn with a different character), you can't just memorize all the places to avoid.

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University of Nevada, Las Vegas

UNLV's decision to fire Marcus Arroyo and replace him with Barry Odom as the football head coach has certainly proven to be a good decision. I was afraid that the unexpected firing would result in UNLV having to reset its year-to-year improvements under Arroyo and start over as a bottom-dweller in the conference. That hasn't been the case. UNLV has continued its upwards climb and has exceeded all possible expectations in 2023, culminating with a 25-23 comeback win against Colorado State yesterday. That win gave UNLV its 6th win of the season, which makes them bowl-eligible -- and it's only halfway through the season!

I fully expect UNLV's kicker Jose Pizano to receive Mountain West special teams Player of the Week honors this week. The senior transfer set a school record by hitting on all 6 field goal attempts, including the game-winner. He has been fantastic all year. I thought it would be hard to fill the shoes of Daniel Gutierrez, who graduated last year, but Pizano has done the job admirably.

UNLV has impressed me with its hard play for the past 2 or 3 years under Arroyo, but the team is playing with a greater intensity under Odom. What has truly impressed me is that the defense is actually halfway decent. For many years, UNLV has been hiring offensive-minded head coaches, with the goal of having exciting, high-scoring offenses. The problem has been that even when UNLV has had offenses that score 30 or more points per game, they've had defenses that give up 40 or 50.

UNLV football - Jose Pizano
Photo credit: Madeline Carter (Las Vegas Review Journal).
Jose Pizano deserve Mountain West Player of the Week honors
after setting a school record and hitting a game-winning field goal.

The biggest weakness has been UNLV's deep pass coverage. Teams routinely torch UNLV for deep passes and scores. That, unfortunately is still mostly true. If UNLV is going to get beat, it's with the deep ball. Honestly, I don't know why opposing teams even bother running any plays other than deep passes. I feel a team could run 4 or 5 verts every play, and would hit enough of them that it wouldn't matter how many end up incomplete. But overall, the defense being competent has actually been the biggest surprise of the year, to me. But UNLV's run defense has been more than adequate, and they've managed to get pressure with 4-man rushes that have helped defenses contain opponents' short and intermediate pass games.

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Green Hell - title

I always have mixed / complicated feelings about survival games. They always seem like a great idea in principle, and I feel like I would really enjoy them for their methodical gameplay oriented around problem-solving (which is one of the reasons I also love classic survival horror games). But when I actually play them, they are often annoying and frustrating, and I have a miserable time trying to learn how the game works.

I think a big part of the problem is that a lot of these games, being modest indie titles, don't have robust tutorials and aren't very good at communicating their gameplay mechanics to the player in an efficient manner. Even when they have tutorials, those tutorials feel like they barely scratch the surface of what the player needs to know. And then you're shoved out into the deep end, having to learn the rules of the game world and the controls for navigating it, while your precious food, water, and energy meters are all depleting. These games are insanely difficult in the early sessions because every new threat or challenge feels like an unfair "gotcha!" from the developers. Once I learn the systems (through lots of frustrating trial-and-error), I find that everything I need is readily available, and most of the fun and challenge of the game gets optimized away, leaving only the tedious chores.

Case in point, figuring out how to save the game in my first couple play sessions with Green Hell VR was a very aggravating experience. I don't recall the game ever telling me that saving requires building certain types of shelters. I assumed the game would autosave every time I slept, and possibly also every in-game day, or every 20 or 30 real-world minutes. So imagine my surprise when I slept, closed the game, and booted it up the next day to find that none of my progress from the previous session had been saved. No, sleeping in just any bed isn't enough to save the game in Green Hell. You need to craft one of 2 or 3 specific shelters, or at a specific landmark.

Saving the game can only be done at dedicated checkpoints, or at a crafted shelter.

Initially, crafting these shelters feels like a relatively daunting task. You need large sticks and palm leaves, both of which are too large and bulky to be stored in your backpack. Scavenging around for them can be time-consuming. They always seem to be everywhere as I'm walking through the jungle, but then nowhere to be found when I try to set up camp. It took me a while to figure out that I could get large sticks by cutting down certain trees, and that palm leaves could be easily cut off of palm trees. I was initially hesitant to use my sharp stones or basic axe to try cutting down these trees because the durability of these tools is so low. So I would wander around looking for loose logs and palm fronds to carry back to camp, all while my health and energy are slowly draining. Logs and leaves were the bane of my existence in the first few play sessions!

I don't have a problem with limiting the ability to save, nor do I have a problem with tying the save functionality to a resource. I've praised Resident Evil for doing those very same things. But Resident Evil at least very clearly explains how saving works, and gives the player an opportunity to save your progress right at the start of the game. The typewriter and an Ink Ribbon are right there in the first room of the game. Green Hell, on the other hand, requires playing through to a particular milestone before you find the first save point, which (depending on how you play) might be hours into the game.

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A few months ago, the Jimquisition had an episode about gamers criticizing game reviews and reviewers for "not finishing the game". James/Stephanie Sterling correctly points out that this complaint with a game review is most often employed to deflect from valid criticism of a game -- usually because the person complaining likes the game and gets overly defensive in response to any criticism. While I agree with James/Stephanie Sterling's response in the original video, I also have strong feelings about other practical concerns regarding whether a video game reviewer should need to finish a game in order to review it. As an amateur game critic and YouTube essayist, this particular brand of attack against reviews and reviewers is relevant to me, my gaming habits, and my content creation, so I hope that I have a worthwhile perspective about this topic.

This essay was inspired by a recent episode of The Jimquisition.

As for the underlying issue of whether a game reviewer should have to finish a game before reviewing it: the answer to that question is a resounding, absolute, unequivocal "no".

As an amateur, who plays games and creates written reviews and video essays, all on my free time, outside of a full-time job, I cannot play every game to end credits -- let alone to 100% completion or a Platinum Trophy.

And you know what? Neither do most players.

This essay is available in video format on YouTube.

Go ahead, take a look at the achievement or trophy metrics for any game you play. You'll probably find that the achievement for beating almost any game will be owned by well below half of all players, and might actually be less than a quarter of players for many longer games like RPGs. And while there are certainly some players who play offline and don't report their stats to Steam, Microsoft, Sony, or Nintendo, the achievement stats for the vast, overwhelming majority of games is very closely representative of the population, since most players don't go to the trouble of playing "off the grid".

Finishing a game is a relatively rare thing for the average gamer to do, which means the average gamer isn't going to care if a particular review finished the game or not. That average gamer is probably not going to see the end of the game anyway, so a review that only covers the first half or so of the game will still be perfectly adequate and informative for such a player.

Most games are completed by well under than half of all players.

Patreon

So as an "average gamer" who plays as a hobby and writes reviews and other content on the side, as an un-paid amateur, not finishing a game is good enough for me too. Yes, I will try to finish the main campaign of a game that I review, if it's possible and practical. For most shorter games (with campaigns less than 20 hours), I do, indeed, almost always hit the end credits before I publish a review. It will usually take me a few weeks to do it, which is why, even if I bought the game on release day, my reviews will still be several weeks late, or longer. Most of my reviews are practically retro reviews by the time I get them out.

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Chicago Bears alt logo

The first 2 weeks of the NFL season have not gone the way that Bears fans hoped and expected it would. The Bears have looked like an absolute dumpster fire on both offense and defense, despite a number of seemingly brilliant roster upgrades by General Manager Ryan Pace over the offseason.

Not only are the Bears looking bad, but the Green Bay Packers (without Aaron Rodgers) are looking like they could still be the team to beat in the division. 2023 was supposed to be a rebuilding season for the Packers, and the Lions' chance to shine for once. And maybe the Bears could have potentially played spoiler or snuck into a wild card playoff spot. But no, it looks like the NFC North will come down to Detroit and Green Bay, while the Bears will probably go back to hibernating in the basement.

Many pundits are quick to blame Justin Fields, and to insist that he will likely be replaced by the end of the season. But I'm not so sure that Fields is the problem. Yes, Fields does have plenty of blame. He is looking like he's slow to process the defenses, and he is flat-out ignoring open targets down the field. Those are problems that are almost entirely on Justin Fields.

But I don't think that Matt Eberflus' coaching and Luke Getsy's play design are doing Fields any favors. In fact, the play design and play selection seem to be actively making Justin Fields' job harder than it needs to be.

I am horribly confused and frustrated by the play designs that Matt Eberflus and Luke Getsy are creating.

I felt confused by a lot of the Bears' offensive play calls when I was watching the live games. But the live action is so fast, and the replays don't always show what I need to see. So thankfully, J.T. O'Sullivan has done full breakdowns of both of the Bears' first 2 games, which really helped to reassure me that yes, these play designs are as bad as they looked to me in live action. In fact, they might actually be worse!

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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