Event [0] - title

Continuing on through my years-old backlog of indie Steam games, I moved away from Bloober Team games, but stuck with the sci-fi genre and played one of the most innovative games from 2016. I may be five years late to this one, but Event [0] is still a unique sci-fi mystery game that no other developers seem to have tried to emulate. As such, the game still holds up quite well.

The central premise here is that you find yourself in an abandoned space station in orbit around Jupiter. Your only companion is an onboard A.I. named Kaizen who talks to you through text on computer terminals scattered throughout the small station. The gimmick here is that all your interactions with Kaizen are handled by typing questions or commands into the computer terminals using your keyboard. The game uses some natural speech recognition algorithms to parse your text, interpret its meaning, and compose an appropriate response for Kaizen. It's like installing CleverBot into your game as an NPC.

The only other character is the possibly-malfunctioning onboard A.I., who you can type questions or commands to.

Even 5 years later, it's still a wholly unique way of interacting with an in-game NPC, and Kaizen comes off as being fairly believable. It certainly helps that the developers decided to make Kaizen an A.I. character instead of a human NPC, since it makes your interactions with Kaizen feel a bit more natural and believable. And when Kaizen gives a nonsensical response, it's easy to chalk it up to it being a malfunctioning A.I..

You are expected to explore the space station, investigating the environment for clues, and asking Kaizen questions to help you unravel the mystery of what happened to the crew of the station. The station only has a handful of rooms, and only had [I think] 3 crew members on it, so it doesn't take long to figure out what happened. In fact, the whole game is playable within about 2 or 3 hours, and repeat play throughs (to get alternate endings or whatever) can be completed in an hour or less.

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Outer Wilds - title

I refuse to give money to Epic,
and waited for Steam release.

Outer Wilds was one of my most anticipated games in 2019. As such, it was immensely disappointing that it became a timed exclusive for the Epic Games Store. I have a lot of issues with how Epic Games runs its business, and with the ethics (or lack thereof) of the company, and so I refuse to give them a single penny of my money. Our daughter plays Fortnite with her friends, and we're not going to disallow her from doing such (and besides, her socialization options were incredibly limited during the COVID-19 pandemic lockdown, and I think playing Fortnite stopped her from going stir crazy). But I've told her that the first time she asks me for money to buy V-Bucks, it will be the last time she plays the game.

I could have bought Outer Wilds on PS4 a year ago, but it just looked like the kind of game that would be better experienced on PC. I've been burned enough times by Bethesda RPGs that I'm always skeptical of a console's ability to adequately run a game with a world of the scope and comlexity of Outer Wilds. So I bit the bullet and waited the year for the game to release on Steam.

The opening screen recommended the use of a game pad, and I obligingly started using my PS4 controller on my second play session. And I've read that the game ran just fine on consoles. So I guess I could have spared myself the wait and just played on PS4 from the start. Ah well, live and learn.

Outer Wilds plays best with a controller anyway, so there was no need for me to pass up the console release.

Now to go back to finishing Fallout: New Vegas while I await the Steam release of The Outer Worlds...

Knowledge is your upgrade

Readers of my blog know that I'm not a huge fan of most open world games. The sandboxy nature of those games tends to lead to stagnant stories and worlds that feel ironically dead. They also tend to be full to the brim of monotonous copy-pasted content that becomes a drag to play.

Outer Wilds offers an entire solar system as an open world sandbox for you to explore. Granted, the scale of this solar system is considerably shrunk down in order to accommodate a game, such that an entire planet is about as big as a small neighborhood, and the different planets are only a few kilometers apart from one another. It's fine. It works well enough with the game's cartoony aesthetic style.

You have an entire toy solar system to play in.

What's important though, is how rich with detail and intrigue this world solar system is. Nothing looks or feels copy-pasted. Every nook and cranny of the map contains something new that you haven't seen before. On top of that, the map is positively dynamic!

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Moons of Madness - title

It's hard to make a good Lovecraftian horror game. The key to Lovecraft's horror was the mysterious intractability of his cosmic abominations. It wasn't just that they were ugly or deadly; the horror came from the realization that these monsters were part of a much greater cosmos that humans can barely comprehend, and that we are little more than ants to these god-like beings who could snuff us out of existence at a whim -- if they even cared enough about us to do so. In the century since Lovecraft wrote his stories, Lovecraft's monsters have become so iconic that Cthulhu is pretty much a universally-recognized, cliche monster along with the likes of Dracula and the Xenomorph. The closer a story adheres to Lovecraft's ideas, the more familiar it becomes, and the harder it is to create that sense of being overwhelmed with unfathomable knowledge that drives a person insane.

That is why I think that FromSoftware's Bloodborne is perhaps the best video game adaptation of Lovecraft's concepts (even though it is not a direct adaptation of any of his stories). Bloodborne's esoteric and arcane lore, and the indirect nature in which it communicates its backstory, actually does create that sense that the player is just a small piece of a much larger puzzle that you will never fully comprehend. And the difficult nature of the game means that the player certainly feels like you can be snuffed out of existence at any moment.

Moons of Madness isn't mysterious, or arcane, or particularly threatening. It's cliche and predictable to a fault.

Flatline

I saw almost every plot point coming from a mile away, and if you don't want spoilers, then I suggest you skip ahead to the next section. I didn't expect there to be a full-on underground lab complex akin to Resident Evil 2, but it wasn't something that came off as very surprising considering how telegraphed the corporate conspiracy "twist" was from the start. All the other twists, however, came off as rote and stale. The science experiment gone haywire, the relief ship crashing, the reveals about the protagonist's family history, the multiple betrayals ... none of it came off as even remotely surprising, and the whole game degraded to simply waiting for the next shoe to drop. The game isn't very long, but the predictable nature of its plot made it feel like it was dragging on for much longer than its six-ish hour playtime.

The secret lab was not a surprise and only distracted from the cosmic horror.

Worse yet, the corporate conspiracy stuff ended up distracting from, and drowning out, the Lovecraftian cosmic horror. The monsters don't feel mysterious because they're all the results of experiments being done at the request of the evil corporation. The Lovecraftian temple complex and "dreamers" fall flat because their existence is spoiled much earlier in the game. Heck, the other characters visit the temple and tell you all about it over the radio, while you're fumbling about the silly underground lab, so by the time you get to the temple, it's not mysterious at all. I think the point was to try to convey the awe and wonder of the NPC characters in the hopes that it would instill a sense of awe and wonder within the player, but all I could think was "I'd much rather be playing as those other characters right now!"

When all is said and done, I feel like Observation (despite not being directly inspired by Lovecraft's mythos) pulls off the cosmic horror shtick much better because its alien influences remain mysterious and intractable all the way through the end -- perhaps to that game's fault.

...

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Well I'll be damned. This winter, I was pleasantly surprised by The Mandalorian seeming to pull the Star Wars franchise back from the brink of the abyss. And now I'm also pleasantly surprised to see that perhaps Star Trek might be pulled out from circling the toilet bowl as well. The first episode of CBS All Access' new Picard series was surprisingly "not bad".

Now, I do still have some serious reservations about the directions that I think the show might be going later in the season. And I'll get to that later. But first, I want to sit and bask in the delight of having just watched a new piece of Star Trek media that I didn't hate. After slogging through the first season of Discovery (I have yet to watch the second season), I was left with zero faith in CBS's ability to re-capture the spirit and soul of Star Trek.

Picard shows some good faith right from the start by opening with a clip of the Enterprise-D. Not some re-designed Franken-ship monstrosity like the "original" Enterprise in the 2009 Trek reboot, or as seen in Discovery. But the honest-to-goodness Galaxy-class Enterprise-D, pretty much exactly as we remember and love her -- and looking mighty gorgeous, might I add! We then zoom into Ten Forward, where Picard is playing a hand of poker with an unconvincingly digitally de-aged Brent Spiner reprising the role of Data. This scene pays homage to the beautiful final scene of the Next Generation finale "All Good Things...", and Picard laments that he's stalling going all-in against Data's hand because he "doesn't want the game to end".

Picard is a return (and continuation) of Star Trek as fans knew it almost 20 years ago.

We didn't want the game to end either...

The first few scenes of the episode then go on to show Picard giving brief (but impassioned) speeches about the decline of Starfleet ideals, the civil rights of sentient androids, and the moral imperative to provide aid and relief to the Romulan refugees whose home planet was destroyed by the [somehow unexpected?] supernova of the Romulan sun. And he's also trying to do some social justice for pit bull dogs, which (as my choice of pets should suggest) is something that I approve very strongly of. It's respectful and faithful (and reverent) to what came before. "Holy shit", I thought, "this is actually looking and feeling like the Star Trek that I know and love."

For a moment, I thought the soul of Star Trek is there, in those early scenes, even though it is shallow and lacks the idealism that has always underpinned Trek.

...

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My biggest concern going into this new Twilight Zone reboot was with the hour-long format of its premiere. The first episode, "The Comedian" (which was available on YouTube for free as a preview of the show to come), was a bit overlong and dragged considerably in the second half. It had made its point by about halfway through, we could all see where the episode was going, and it insisted on going on for another 20 minutes despite not really having anything left to say.

OK, yeah sure, in the past I've complained about shows like Fox's Cosmos reboot being too short. Commercials cutting Niel DeGrasse Tyson's Cosmos reboot to only 45-ish minutes was simply not enough time for Tyson to give more than an elementary overview of the grandeur of nature or science.

However, The Twilight Zone isn't an educational show about "all that is, or ever was, or ever will be"; it's an anthology of science fiction parables and allegories. Parables and allegories are usually short and simple stories intended to convey a moral or lesson or insight into the human condition. The Twilight Zone doesn't really need a full hour to tell its stories. The twists are easy enough to see coming. This isn't The Sixth Sense, or Fight Club, or American Psycho, or Se7en, or something similar that actually needs a two-hour runtime to build up suspense and intrigue and dot the entire runtime with clues for its twist ending.

The pilot episode "The Comedian" felt over-long.

I was happy to see that episodes later in the first season have variable runtimes. The second episode, "Nightmare at 30,000 Feet" (which is actually a totally different story than the "Nightmare at 20,000 Feet" classic that it is homaging with its title), is under 40 minutes, filled out its runtime better, and enjoyed much tighter overall pacing. The following episode, "Replay", clocked in at 45 minutes, and also enjoyed a much tighter script.

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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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