Tormented Souls 2 - title

I liked Tormented Souls well enough that I was curious to see if the sequel would fix the first game's flaws. It helped that the developers put out a free demo of the game on the PSN, which I downloaded and played. It was surprisingly long, covering most of the first full level of the game.

The demo also did show signs of improvement over the first game. Enough so that I was motivated to buy the full game when it released (though it still took a few months to actually get around to playing it). If the sequel could maintain the positive aspects of the first game, while fixing or improving on the first game's flaws, then we could have a true gem of a traditional survival horror game on our hands.

Modernization at the cost of frustration

Almost immediately, I started noticing quality of life and gameplay improvements over the first game. Caroline is more mobile. She can move while aiming a weapon. Perhaps best of all, there's a quick inventory. It's mapped to the right stick, which is a bit clunky and imprecise, but it's fine. It's still better than having to go into the inventory every time I need to switch between the nail gun and a melee weapon, and vice versa.

Caroline can move with her weapon drawn.

Cool! They fixed the biggest problems with the original game: the archaic-feeling controls! Right?

Well, not so fast. While these are strict improvements over the original, they do come with a catch. To offset Caroline's new mobility, enemies are much faster, more aggressive, and tankier. The ability to move with the weapon drawn helps, especially in long hallways and the rare open spaces. I can backpedal and shoot instead of having to go through a cumbersome process of aim, shoot, turn around to run away, and turn back around to aim and shoot again. I can even strafe! This works well in the relatively wide halls of the opening convent level, but it stops being useful basically as soon as you leave the convent, at which point the game ambushes the player with multiple enemies or gives them the ability to hit you from further away.

The problem is that there's rarely -- if ever -- enough room to maneuver with this newfound mobility. The arenas are cramped and cluttered, the enemies completely block narrow paths, they have huge hit boxes, and their hit tracking makes it almost impossible to run around them. The camera angles constantly hide enemies off-screen, making it impossible for me to judge distance or know if I have a clear shot until the enemy is right up in my face, and close enough for them to get a couple cheap shots in. Regardless of whether I was using "tank" controls or analog movement, if I did try moving around during combat, I was constantly running into tables and chairs in the middle of rooms, or I was getting stuck on geometry along the periphery of combat arenas (often at the edge of the screen). The small rooms mean that camera changes are frequent. Every time the camera changed, I would lose a step because the character would turn the wrong direction or run into another obstacle.

There rarely seems to be enough room to use Caroline's newfound mobility.

On top of all this, the game seems to be stingier with supplies (at least early on). The first boss ate through all of my remaining ammo after getting through the first level. I had to finish her off with melee in her final phase. This forced me to have to burn through all my healing items as well, since she has a close-range area-of-effect ground smash attack that I wasn't able to avoid at that close range.

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Crow Country - title

Last month, I had 2 choices for retro indie survival horror games to play. I could play Tormented Souls or Crow Country. I chose to play Tormented Souls first, since it has a sequel coming out soon, and I wanted to play the first in order to determine how interested I will be in the sequel. I was a bit underwhelmed with Tormented Souls, and was still on the fence about whether to check out its sequel. Thankfully, the developers of the game might have made that choice easier by offering a free playable demo. So I guess I'll play that and see how it goes.

In any case, I came out of Tormented Souls still itching for some retro survival horror, and I was still waiting for a used copy of Silent Hill f (because Konami isn't getting a penny of my money after fucking up Silent Hill so thoroughly for 2 decades). I wasted no time and jumped right into Crow Country.

Crow Country is a different, but familiar take on retro survival horror.

Retro style; not-so-retro gameplay

Crow Country takes a very different approach to its retro stylings than Tormented Souls. For one thing, it comes up with an original story, instead of ripping off the story of one of the survival horror classics. It also eschews classic survival horror gameplay staples, such as the fixed camera angles, in favor of rotatable camera. Even though the camera can rotate around the character, it cannot pan up or down, so it does maintain the sense of claustrophobia and limited visibility of the old fixed-camera games. Threats can always be just off-screen, waiting for you, and enemies frequently respawn, which makes sprinting across the map very risky.

It has tank controls on the left analog stick, but I found that they were never really useful. Since the camera can rotate, and there aren't cuts to different angles as you walk around a room or down a hallway, it was easy enough to navigate with the analog stick. The analog stick is also more reactive, which made it easier to duck and dodge around enemies slinking around in the darkness just off-screen.

Instead of fixed cameras and tank controls, the retro aesthetic of Crow Country comes almost entirely from its art style, map design, and emphasis on resource-management. The graphics are very low-def. Characters look like they were pulled straight out of NPC crowds in the original PS1 Final Fantasy VII. Crow Country expertly evokes the visuals of a PS1 classic, but it also takes advantage of technical upgrades that were impossible for the PS1. For one thing, you can aim your gun freely, and targeting different body parts of enemies will have different results.

The free aim is integral to resource management.

The free aim is also an essential part of the game's novel resource-management. The maps are littered with crates and plastic bottles that may or may not contain resources. But you aren't given a melee weapon at all, and so if you want to smash these containers, you have to shoot them with a gun (and hope that you don't miss due to poor aim). You can see what resource is contained within a breakable plastic bottle, but you have no idea what (if anything) might be inside a wooden crate. There's always a cost-benefit analysis going on. Will you get something that is more valuable than the bullet you will spend to have to acquire it?

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Tormented Souls - title

I was on the fence for a long time about Tormented Souls. I kept seeing it come up in videos about modern, classic survival horror games. People kept insisting that it was good. But I had played the demo back near its release in 2021, and I wasn't really impressed. So it sat on my wishlist for years, waiting for a steep discount. That discount finally came, I bought the game, installed it, and it still sat on my PS5, un-played, for months.

But when College Football 26 turned out to be a borderline un-playable dumpster fire, and without having enough free space on my hard disk to install Indiana Jones and the Great Circle's 130-gig install, I found myself with extra free gaming time on my hands, and decided to look for some relatively quick games to play in my back catalog. It was either this or Crow Country, and I decided to give Tormented Souls the nod. Besides, Tormented Souls is supposed to be getting a sequel soon, so I wanted to play the first one, in case the sequel gets really good reviews, and I want to play that sooner rather than later.

Part of the reason that I was on the fence about the game was that I had concerns about the maturity level of the game and it's developers. The design of the player character is kind of ridiculous. Is she supposed to look like an anime character? Her default outfit looks like something you'd see an anime maid wearing, and they go out of their way to pull her tits out in the opening cutscenes. It all seems like it's designed to titillate a particular demographic that doesn't exactly have a reputation for having a mature or healthy view of women.

I could not take the main character's default outfit seriously.

It would be one thing if the game were going for some kind of dis-empowerment gimmick, and actually gave the player control of the character while she's naked and vulnerable. But they don't. She gets dressed during the fade-to-black between the end of the opening cutscene and the player taking control for the first time. So the outfit and nudity all seem rather pointless.

It seems like even the developers understood the ridiculousness of their design, since they include an optional alternate outfit for her in a locker in the starting room. This alternate outfit includes a more practical (and less revealing) pair of jeans with a leather jacket. I actually didn't notice this outfit until after I died and had to restart the game, but once I found it after the restart, I couldn't switch to it fast enough. At least now, I could take the character and game more seriously -- pending finding out if the game's story and scenario are equally silly and immature.

Nostalgic call-backs

Was the story as bad as I was afraid?

Well, no. Not really.

It's mostly fine.

If anything, Tormented Souls isn't so much "immature", as it is derivative. From the start, many audio cues and music sound like they are pulled straight out of a PS1 Resident Evil game. The improvised weapons give slight Dead Space vibes. And as the game goes on, it's story should feel more and more familiar to anyone who played through the original Silent Hill, except without all the clever symbolism and references to real-world alchemical and occult beliefs that help gave Silent Hill its uncanny tangibility.

If the bar is set at "less smart version of Silent Hill", then I guess things could be a lot worse.

Gameplay-wise, Tormented Souls feels more like the original Resident Evil with its static cameras, tight hallways with monsters hiding around blind corners, and a save system that requires a consumable resource to save your game. There's no magic item box though, as you carry all your supplies and puzzle items on your person at all times, including multiple weapons, a crowbar, a hammer, a car battery, and other large, bulky items that definitely don't fit into those pouches slung around Caroline's waist.

You will be blindly pointing weapons at enemies off-screen.

It definitely does have the classic survival horror feel, with some modern bells and whistles. For one thing, it borrows the REmake design of mapping the character-based tank movement to the direction pad, while keeping directional camera-based analog control on the left joystick. The tight halls and frequent camera cuts make it difficult to use the analog stick when navigating the mansion halls, and there were multiple places where trying to do so resulted in me turning around in circles multiple times. There were even a couple places later in the game where the camera glitched out and got stuck rapidly flickering between 2 angles. For situations like these, it's great to have the tank controls.

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No One Lives Under the Lighthouse - title

I've been trying to go through some of my backlog of games on both the PC and PS5, and recently played through a retro, lo-fi indie horror game called No One Lives Under the Lighthouse. I'm not quire sure what to make of it, and have very mixed feelings. In essence, the first half of the game is excellent. It perfectly evokes the loneliness and sense of isolation of being a lighthouse keeper, and both the lighthouse and the island it sits on are incredibly atmospheric. The back half of the game, however, kind of went off the rails for me. It jumps around a lot, the imagery becomes exceedingly abstract and difficult to parse, and it was just overall confusing. Honestly, I kind of wasn't even sure if I was playing as the new lighthouse keeper, or if the game had flashed me back to the past to play as the previous lighthouse keeper who had gone missing. That's right, the game was so confusing that I wasn't even sure which character I was playing as!

It doesn't help that the dialogue and narration is completely text-based, and that text is too small, and the font is too elaborately-decorated in an Old English style. So I may have mis-read some of the text that might have explained what is going on. There's no options to change the size of the text or use a more plain type-face either.

The premise is to maintain a lighthouse after the former keeper disappeared.

The basic premise is that a lighthouse keeper goes missing under mysterious circumstances, with no body being found. A new keeper comes to the island to take over that missing keeper's duties, and the nature of the previous keeper's disappearance is gradually revealed. Or at least, it's supposed to be revealed, but I honestly couldn't follow along with what was happening.

After the prologue, it is assumed that I'm playing as the replacement keeper. But later in the game, it starts to be implied that either I've switched to playing as the previous keeper in the past, or that I was playing as the previous keeper all along. There might also be a third lighthouse keeper, who was the original keeper before the one who disappears in the prologue? I don't know.

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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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