The ocean is a common setting for a lot of cosmic and Eldritch horror. Lovecraft himself set many of his stories in fishing villages or on boats or ships. There's no shortage of video games that feature Lovecraftian fishing villages, from Bloodborne to The Sinking City, but I'm not aware of too many video games that focus on the fishermen who go out into those Eldritch oceans to catch the abominable fish. Well, now we have such a game in Dredge!
Dredge was on my radar since its release. It was one of those games that I put on my wishlist, but often skipped over it. Eventually, it went on sale on the PSN, and I had some extra gift card balance in my account, so I finally snatched it up and played it on-and-off for a few weeks. Unfortunately, my experience with the game was less-than-ideal, but that was entirely my fault, and talk about why later in this review.
Survival horror on the open ocean
Much to my surprise, Dredge is not really overtly horrific, except for like one (or maybe 2) area(s) of the map, and also the final cutscene. Despite the Eldritch inspirations, Dredge can be a surprisingly chill and relaxing game for the vast majority of its play time. How dangerous or scary the game will be will largely depend on how you choose to play the game (and how closely you adhere to the main quest). If you're constantly going out at night into the middle of the ocean, far away from the safety of a harbor, and actively fishing with dangerous threats nearby, then yeah, it might get a little challenging and maybe even creepy. But if you play it safe whenever you can, navigating paths that keep you within a short sprint from a harbor, and frequently resting to restore your sanity, then the game is pretty easy.
Though, under normal circumstances, the game will occasionally force you to have to go out at night to catch nocturnal fish. But even then, careful planning can still allow the player to avoid most of the more dangerous hazards. The day-night cycle goes very fast, but the clock only runs when the boat is moving or the player is fishing. So you can sit and idle for as long as you wish in order to check your map or your quest log and plan out the day's activities. Safe harbors are usually placed within a day's journey from each other, so again, careful planning and deliberate play can be very effective at mitigating risk.
Light is necessary to avoid hazards, but can also attract other panic-inducing dangers.
Surprisingly, there are no survival elements. Heck, there's not even any crafting! You just invest research tokens into new equipment, and collect various materials to upgrade your boat, and then just buy the upgrades and equipment with the cash earned from selling fish. You don't have to buy provisions or cook the fish you catch in order to fill a hunger bar. There really isn't a sleep or stamina meter either. Nor do you have to buy things like fuel for your boat or batteries to keep the lights running. The only things for you to manage are inventory space on your boat and a simple sanity meter (which effectively operates as a proxy for a sleep meter). I'm personally torn on whether including a hunger meter would have hurt or improved the game.
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I wasn't sure about the Bloodborne board game initially. The Dark Souls board game wasn't particularly good, and I already had a pretty great Bloodborne-themed card game. But I kept seeing good reviews of Bloodborne: the Board Game, and it was designed by the same designer who made the card game, Eric Lang, who I trusted to make a compelling board game. So I bought it. And then it sat on my shelf for a couple years because my friends and I were busy playing other games, like Star Trek: Ascendancy expansions. One of these days, I'll get around to actually playing a new board game promptly after buying it... One of these days ...
A narrative-driven dungeon crawl
First and foremost, Bloodborne is not simply a Bloodborne-themed reskin of the Dark Souls board game. They are made by different companies and designers, and have totally different design philosophies. Dark Souls is built around grinding with no real purpose other than to eventually beat a single boss. Bloodborne is a much more structured and purposeful game, which is built around narrative-based campaigns. In fact, this Bloodborne game actively and explicitly discourages grinding by implementing a strict turn limit. As such, a Bloodborne session (a single chapter of a campaign) takes about 90 minutes to play or less. It won't drag on for hours, or into the next day, like some of my Dark Souls play sessions did. This, by itself, makes it a lot easier to find people who are interested in playing, and to get them to come back for subsequent sessions to finish that campaign.
Because Bloodborne: the Board Game does have narrative campaigns, I actually feel like I need to preface this review with a SPOILER WARNING. Some of the images may contain story-related cards, board configurations, and enemy placements, which may contain spoilers for the first 2 campaigns (mostly the first one). The review itself does not contain any explicit spoilers for any of the campaigns, so feel free to read on. If you are worried about potential spoilers, and want to go into the game as blind as possible, then I advise that you avoid reading any of the text on cards in any of my photos, especially cards that are labeled "Mission" or "Insight".
Bloodborne is more narrative-driven and less grindy than its Dark Souls board game cousin.
The core set comes with 4 campaigns, each with its own short story and narrative branches that take place over 3 or 4 chapters. As of the time of this review, I've only actually played the first 2 of those 4 campaigns. But I've played the first campaign multiple times, with multiple different groups of players, so I still feel like I have a pretty good grasp on the game -- good enough to give a meaningful and relatively informed review.
Each campaign has a deck of cards that provide objectives for the player to complete, as well as the occasional reward. It plays out kind of like an old Choose-Your-Own-Adventure book, with each card telling the players to draw a specific numbered card after completing the given card's objective. In some cases, the players will have a choice, or the card will have different conditions, and depending on which choice the players make, or which condition(s) is met, the card will instruct the players to reveal one card or another next.
The total of 4 campaigns is actually a solid amount of content, and each campaign can be played multiple times to see the different branching paths. But the campaigns aren't quite as replayable as they might initially seem. Each decision always has the exact same outcome, which means that once you've played a campaign once, you know what choices to make in order to get which results. Knowing the outcomes sucks out a lot of the mystery, intrigue, and threat from the game, and allows players to micro-manage their decisions to optimize their play.
Player choices can cause several branches in a campaign story, opening up different quests and rewards.
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Tags:Bloodborne, CMON, Sony, cooperation, horror, cosmic horror, campaign, story, cards, boss, difficulty, Eric Lang, Michael Shinall
I keep being drawn to games developed by the Chinese Room, despite always being disappointed by them. Their games always represent the things that people dislike most about "walking simulators". But since I don't have any inherent dislike for walking sims, I keep giving The Chinese Room another chance. Still Wakes The Deep caught my attention by being described as "John Carpenter's The Thing set on an oil rig". The Thing is a masterpiece of horror, and one of my favorite movies ever.
I had visions of Still Wakes The Deep being a story about inter-personal paranoia in the claustrophobic and isolated setting of an oil rig that is gradually being overtaken by a Lovecraftian alien threat. That's only partly true though, as Still Wakes The Deep plays up the cosmic horror element, while downplaying the paranoia element and replacing it with simpler themes about interpersonal relationships and the artificial walls that people tend to put up between themselves and the people they care about.
An oil rig is a great setting for horror, combining dark claustrophobic corridors with the terror of being stuck at sea.
Alone, together, on an oil rig
The setting of an oil rig is an interesting one for a psychological horror story or video game. The environment is completely enclosed and claustrophobic, with little-to-no escape. People are forced to live and work together in close quarters, and their survival is largely dependent on one another. Being stuck in such a setting, with people who you can't trust, would surely be terrifying.
The short length of Still Wakes The Deep does hurt it a lot. Specifically, the inciting incident happens very early and suddenly, with little-to-no build up or transition between "normal" and "everything's gone to shite". I never felt like I got a chance to really get to know any of the supporting characters, to the point that I wasn't even sure what their names were, or which character was being referred to when a name came up in a document or conversation. Similarly, when I find any given body or corpse, I have no idea who it's supposed to be. I had a brief opportunity to snoop around in a few characters' cabins at the start, but all that really told me was that the boss is a hard-ass, and there's one other character who might be a racist, neo-fascist prick. Other than that, there's like one opportunity to have a brief exchange with each of the main supporting characters, and it's all optional, and most of it is more about the state of the rig anyway.
There's hardly any time to explore the rig or get to know the crew before the inciting incident.
The brief intro, and fact that the rig goes to shite so quickly and suddenly, means that there's also never an opportunity for the player to get a feel for the setting itself. I got about 20 minutes to walk through a couple hallways, some crew cabins, the mess hall, and the main deck, and then it's right into the horror, with the rig literally falling apart around me. From here on out, it's hard to ever get a sense for where, exactly, I am on the rig, or how the different sections fit together or relate to one another. When floors and walls literally start collapsing, I can't tell one hallway from another. This is despite the fact that the game loops the player around through the same mess hall and lounge, that we saw in the intro, like 5 or 6 times throughout the game. Despite revisiting this same location multiple times, I never really recognized it until I was inside the lounge or mess hall. Every set piece just feels like a semi-random series of corridors and obstacles in which all I have to do is push forward on the analog stick to get where I need to go. There's no open-ended exploration whatsoever, no hidden secrets, and no alternate paths.
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Tags:Still Wakes the Deep, the Chinese Room, Secret Mode, Sumo Group, PS5, walking simulator, horror, psychological horror, cosmic horror, body horror, H.P. Lovecraft, The Coloiur Out Of Space, John Carpenter, The Thing, oil rig, Beira D, corporate culture, ocean
After playing the ridiculously short Prologue demo last year, I was kind of on the fence about playing Alone In The Dark -- let alone paying full retail price for it. Then I started seeing the mixed critical reviews, with some outlets giving it a 6/10, and other giving it an 85/100. I started to think that maybe I could just pass on it, and check it out later when it hits the bargain bin. Ironically, it was actually a negative review of the game that actually convinced me to buy a new copy. That review (I don't remember the review's source) said that Alone In The Dark feels old-fashioned, and that it emphasizes puzzles in favor of combat or action.
The Prologue demo (all 5 minutes of it!) did not make a good impression.
That actually made me want to play the game! Further, it encouraged me to buy a new copy, at retail, in order to support the niche genre of old-fashioned, slow-paced, puzzle-oriented survival horror, and to show that there is definitely still a market for such games. Horror games do not all have to be either over-the-shoulder shooters a la Resident Evil 2 REmake, nor P.T.-clone walking simulators that take place in residential hallways. I want to see more Eldritch survival horror games that are carried by intrigue, mystery, and genuine terror, rather than action spectacle or cliche "psychological" horror tropes. It's the same reason I bought and played Song Of Horror (which is a much better and more clever game).
The first hour or so of gameplay definitely vindicated those negative reviews. From the start, there were technical and performance problems. The framerate seemed to occasionally stutter, textures and assets would pop in, and the controls seemed a bit floaty (though better than in the Prologue demo, at least). Also, interaction prompts would disappear if I was too close to them, which made it unclear if an empty cabinet was really just an empty cabinet, or if the game was bugging out and not letting me pick up whatever happened to be inside. Other times, a button prompt would appear, but the interaction didn't actually work. And character dialogue and animation came off as unnatural and fell firmly within the uncanny valley. This is all despite the fact that I didn't get around to starting the game until a couple days after its release, and after I had already downloaded and installed a day-1 patch that was almost as big as the actual game on the disc! Good thing I had cleared out extra hard disk space on my PS5 the night before.
The Day-1 patch is almost as big as the whole game?!
I chose Emily as the character for my first playthrough, since her story of trying to find her uncle seemed like the actual story of the game, in stark contrast to the private investigator who is only even here incidentally at Emily's request. But I wasn't sure if I was getting myself into some kind of un-labeled "Hard Mode" similar to picking Chris in the original Resident Evil. I mean, I didn't even know if she would be starting the game with a gun, or if she would even be allowed to engage in combat at all. She does, and she can.
The early combat encounters sure as hell felt like I was in some kind of hard mode. Alone In The Dark loves to ambush the player with cheap shots. Heck, the very first enemy encounter in the game (playing as Emily) is a monster that jumps out at the player from behind a blind corner. It promptly pinned me into a corner and almost killed me. I guess that's one way to establish the threat that the monsters pose. It's also a great way to make the player think that the monster encounters are going to be cheap and unfair.
I was concerned by the fact that I felt like the game was overloading me with bullets and healing items right from the start. Why would I need all of this ammunition and health right from the start? Unless it is because the monsters are going to be bullet sponges that will be dealing cheap, unavoidable damage? I was getting unpleasant Callisto Protocol flashbacks.
The game would go on to ambush me a few more times during Emily's opening chapter, as well as get plenty more cheap hits and damage in. I would also go on to pick up a couple of melee weapons, only to have them break after killing a single enemy with it. When I switched to Emily's pathetic little pistol, each enemy seemed to take exactly 1 more bullet to kill than the gun could hold, meaning I had to reload during every single gun fight -- against the first enemies in the game, on the normal difficulty level.
Frequent ambushes sap health and lead to cheap deaths.
I was already starting to fear that this game would turn into much more of a painful combat slog than the reviews made it out to be.
That fear was partially justified. The game's combat just doesn't feel good, and there's far too much of it for my tastes. I've said it many times before, but I miss the good ol' days of survival horror, when deciding whether or not to even engage with a particular enemy was a strategic choice, exploration felt more open-ended, and long-term resource-management was the biggest challenge.
This game frequently forces the player to engage in combat in close quarters. At this range, aiming a firearm isn't reliable, and I repeatedly missed point-blank shots that I felt should have been gimmies. The melee weapons aren't much better. In addition to having the durability of a wet paper straw, I had trouble judging distances, and often swung the weapon wildly, missing my attacks and leaving myself exposed.
Combat gauntlets are few and far between, however. A large chunk of the game is simply exploring the Derceto manor, which is completely devoid of danger -- aside from a few scripted sequences here and there. There are long stretches of the game in which the player gets to wander around in near total safety, unlocking doors, solving puzzles, and collecting more resources for your regular trips outside the manor and into danger.
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8d4b5722-ca54-4b10-b8df-ac4326b15862|17|2.1
Tags:Alone In The Dark, Pieces Interactive, THQ, THQ Nordic, horror, survival horror, cosmic horror, Derceto, Edward Carnby, Emily Hartwood, Jeremy Hartwood
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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Tags:Song of Horror, Protocol Games, Raiser Games, horror, cosmic horror, gothic horror, H.P. Lovecraft, perma-death, music, sound, light, dark, Silent Hill
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