This War of Mine: the Little Ones

It was a long wait to get this DLC on PC and Steam. It originally released back in January on consoles, while we early adopters of the PC version were stuck waiting out in the cold with no clue whether or not we'd ever get the expansion. I wanted to play it, but I was hoping that a PC version would be released because I was skeptical that controlling a shelter full of characters with only an analog stick (and no pause button) would be unweildy. But it finally did get a release on Steam, and was even discounted during the Steam Summer Sale, so there was no way that I was going to pass that up.

The base version of This War of Mine is a fantastic game and ranks up there with Papers, Please, Metal Gear Solid 3, and Ace Combat 4 as one of the best games about war that I've ever played. This War of Mine is a very harsh, brutal, and depressing game. But if you didn't think that it was a depressing enough game to begin with, then wait till you play it with children as playable characters! The expansion adds some new scenarios with child characters as well as a handful of child-specific craftable items, but it's surprisingly skimpy on new content. As far as I can tell, there are no new scavenge locations, ambient events, or neighbor events.

This War of Mine - a child was hurt
If the game wasn't already difficult and depressing enough, now you have to keep children safe as well.

The trauma of war

Children can be both a burden and a blessing in this game. By default, they can't perform most crafting, they can't shovel away rubble or unlock blocked doors, they can't be sent out to scavenge at night, and they can't do anything to guard or protect the shelter from raids. At the start, they are basically just extra mouths to feed that have the potential to consume more of your valuable medicines and bandages, but they can't contribute directly to your survival. They can also be particularly needy, and their needs can be tough to meet as you struggle just to get the basics like food, water, and an assembly line of crafting stations.

However, it won't stay like this for long, as children can be taught to do many of the same crafting tasks that the adults can do...

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Room 404 game review

Since I'm in between major releases, it's time for yet another indie Steam game. This time, it'll be a game that was released this year! Only a few weeks ago, in fact! I picked up Room 404 (along with a couple handfuls of other games) in the Steam Summer Sale a couple weeks ago. It's yet another attempt to scratch that horror itch that was left behind by the cancellation of P.T.. Room 404 completely failed to scratch that itch.

Room 404 - objectives
Practically the whole game consists of walking around collecting keys. Not very scary...

There's really not much to this game at all. It's only a couple hours long and isn't very mechanically or intellectually substantive. It falls firmly into the category of "walking simulator", and even that might be generous. There's basically three types of puzzles that get re-used throughout the game - if you can call them "puzzles", that is. All of them are resolved by simply exploring the linear areas to find the triggers to solve the puzzle. Numeric keypad locks are opened by searching adjoining hallways and rooms for the numbers that make up the combo, which are hidden in plain sight or in obvious locations. If you're not looking for keypad numbers, then you're looking for simple keys. The second puzzle type involves simply lighting candles in the right order. The final puzzle (which only appears once) puts you in a tiny maze and shows you a map that highlights your current location and the location of the exit. You turn three corners, and you're done.

Some of these puzzles are made a little bit confusing by the game's only real feature: its changing landscape. At several points in the game, you'll come across a locked door or obstacle, which will force you to turn around to find that your environment has changed. In some cases, this will mean that another door will suddenly be open, allowing you to explore a previously-closed off room. In other cases, you simply turn back around to find the obstacles gone. These situations are always accompanied by an audio cue to notify you that something has changed, and the sound of a creaking door will often notify you to go back and check previously-closed doors. In other cases, it's not always obvious what you're supposed to do, and I swear at least a couple puzzles were solved by my simply turning around in circles a couple times wondering what the heck the game wanted me to do.

Puzzles don't get any more complicated than finding keys and numbers hidden in plain sight.

There is an enemy in the game that can kill you on contact, just like in so many other "run and hide" horror games. However, in this case, you can't actually run or hide...

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Civilization: Beyond Earth

I started writing this post months ago (back in 2015, I think) - long before I had any inkling of the impending release of Civilization VI. This post may be entirely moot now that Civ VI has been announced, and it seems unlikely to me that Beyond Earth will see further expansions. However, I still want to present these ideas, so I've re-written this post to be less speculative and more retrospective. Even if these ideas aren't fated to be implemented for Beyond Earth, it's still an opportunity to look at a way in which the game could have differentiated itself from Civ V, and they could serve as a template for future Civ titles (maybe even Beyond Earth 2) or for modders. Maybe I'll even mod it in myself if I get time and motivation.

Civilization: Beyond Earth really struggled to separate itself from Civ V. The expansion, Rising Tide takes steps to address this with some of its new gameplay mechanics and revised diplomatic engine. Sadly, these efforts don't really address one of the underlying, fundamental, disconnects that the game has with me:

"One of the things that bothered me about Beyond Earth was the way that the victory conditions create an unnecessary competition between the different civs. Aren't we all just colonists from the same earth who are supposed to be trying not to repeat the mistakes of the past? Aren't we trying to preserve the human race? Without the various civs starting the game with any sort of pre-established ideology or agendas, there's no reason for them to be competing with one another. Without a genuine shared victory, there's also no systems in place to share your colonial success with your fellow colonies. The net effect is that once you've defeated the challenge of taming the planet and [one way or another] eliminating the aliens as a threat to your expansion, then the rest of the game is a competition between civs to be the first to reach any of the [mechanically satisfying and varied, yet intellectually vapid] victory conditions."
   - from my Rising Tide review
Civilization Beyond Earth: Rising Tide - attacking cities
Heck, why are we competing to begin with?

Despite being mechanically different from Civ V's victory conditions, Beyond Earth still fell into the trap of being fundamentally, unnecessarily tribalistic and competitive. I don't know if this is supposed to be some kind of sad, fatalist message that Firaxis is writing into Beyond Earth: that we are doomed to repeat the mistakes of the past. This isn't Fallout. I hope that Firaxis' designers aren't that cynical, and that it was an unintentional emergent consequence of design.

This may seem like a small, trivial, superficial issue, but it's not. Regular Civilization is easy to buy into because it's based [loosely] on established history and uses real-world characters and states that most people are already familiar with. Buying into the theme of Beyond Earth is just so much harder because there's so much of the game that just doesn't make sense, or which doesn't really follow from the opening cinematic or the game's flavor text. This is why Alpha Centauri went to such great pains to personlize the leaders, and to turn them into charicatures of established real-world ideologies and standard sci-fi tropes. These are factions with established goals and agendas that we can understand, and we can buy into their conflicts. Beyond Earth doesn't have that, and so not only do its leaders fall flat as characters unto their own, but the entire basis upon which the game's core conflicts and victory conditions are based start to fall apart as well.

In any case, I think that one of the best ways that Beyond Earth could have truly separated itself from Civ V (mechanically and thematically) would have been to change the competitive nature of the victories and introduce truly cooperative victories, or maybe even a "players versus map" victory type. And I want to emphasize from the start that I haven't put nearly as much time into Beyond Earth as I have into Civ V. I'm by no means an "expert" in the game. So feel free to take the following suggestions with a grain of salt. I admit that these ideas simply might not work, but I still think that it's worthwhile to explore the possibility space that this game could have offered...

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Papers, Please

With Dark Souls III behind me, and while I wait for the inevitable time-eater that will be Civilization VI, I wanted to go back through my backlog of smaller games. Papers, Please is a simple little indie title that has been out for almost three years (at the time of this writing), and has been sitting in my Steam library, unplayed, for quite some time. Now seemed like as good a time as any to rectify that.

I just paid to go to a second job that I don't get paid for

Papers, Please is a funny little game in that it is so dedicated to its theme that the game actually does start to feel almost like a real job. You have to click and drag to open up documents, sort through papers, check dates, make sure the document was issued in a valid city, and so on. It's a lot of mundane work, and if you miss any little detail, then you have an omniscient boss who will print out a citation. I quickly came to anticipate the sound of a citation being printed with a Pavlovian anxiety after sending applicants through, even for the ones whose documents I thought I had thoroughly checked. You get two warnings before your omniscient boss starts docking your pay, which keeps constant pressure on you to try to be as close to perfect as possible. Paying for this game is almost like paying for a second job that you, yourself, don't get paid for. And it's kind of a shitty job, at that.

It's not just the potential immigrants' problems that you have to think about. You have your own problems. Every day, you go home with a measly salary, and you have to pay daily for rent, heat, and food for yourself and your family. Maybe you kids or wife get sick, and you have to spend some precious extra dollars on medicine that night. And if your pay gets docked for letting in people with invalid passports, then you might have to go that night without food or heat or medicines, which will just make your family more likely to get sick.

Papers, Please - shuffling paperwork
Hooray! A game in which I get to shuffle paper work and perform bureaucratic government functions!

You'll also have people with invalid documents begging to let you in to the country so they can be re-united with their families, or because they're political refugees who will be killed if they go back to their own country...

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DreadOut

The opening moments of DreadOut set the bar pretty low for what was to come. The visual quality varies wildly. The main character, Linda, looks and animates decent enough, but the other characters all look incredibly stiff and robotic. And they sound almost as stiff and robotic. I'm not sure if it's a matter of poor translation, cultural disconnects, or if it's a deliberate attempt by the developers at camp, but the dialogue and voice acting is cringe-worthy. It wasn't even laughably bad. It was just bad. Don't worry though, you won't have to put up with them for long. They'll disappear for the majority of act 1, rendering the game's futile attempts at early character-building moot, and likely leading to you forgetting that they ever existed until they reappear later. The ghosts and monsters themselves actually get better development and depth, as each one is given a thematic backstory, and its aesthetic design attempts to represent that theme - with varying degrees of success.

DreadOut - camp
Dialogue and voice-acting might have been going for deliberate camp, but ends up just being bad.

It's an indie game, so I don't expect its graphics to impress on any technical level. But what's presented on screen is often only passable for a PS2-era game, and there's very little artistry or detail in the majority of environments. Some of the environments are decent, and there's the occasional well-placed lighting or particle effect that helps to set a mood. That mood rarely lasts though, because you'll turn a corner and find repetitive environments and flat textures. It is very easy to get lost in a few areas of this game because so much of the environment looks the same. The school building was particularly bad, as all the classrooms had the same desks, chairs, and backpacks sitting around. Only two rooms in the entire building had unique decorations (a teacher's office and what appeared to be a biology lab). The difficult-to-read signposts and lack of any sort of in-game map just exacerbates the sameness of the game's environmental design.

DreadOut - black cat
"Aw, hello Mr. Kitty!"
Oh, you're a black cat and are
supposed to be scary. My bad..

Gameplay is less a mixed-bag, and is more universally terrible. Movement is very clunky. The camera loves to pivot around when you go through doors, leading to temporary disorientation as you try to figure out which direction the character is facing. It doesn't help that so much of the game looks the same, so it's easy to get turned around and confused (or outright lost) when the camera wigs out on you.

There's a blue vignette effect that indicates a nearby item that is designed to work as a player aid, but sometimes it can be a hindrance. It works through walls, which I guess is fine since it can let you know that you need to go into a nearby room. What isn't fine is that it also seems to work through floors and ceilings. So the game will nag you that a useful item or clue is nearby, but it might be on a different floor of the building. So you end up wandering back and forth trying to find it - which you never will because it's not there...

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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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