
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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Tags:Tormented Souls, Tormented Souls 2, Dual Effect, PQube, horror, survival horror, retro, puzzle, light, dark, candle, cult, eldritch, Resident Evil, Silent Hill

A few hours into playing the Whispers In The Woods expansion for Pacific Drive, I started having deja vu to when I played Echoes Of The Eye expansion for Outer Wilds. In both cases, I was playing a hotly-anticipated, horror-themed expansion for games that I thouroughly loved. And in both cases, I wasn't enjoying the horror-themed systems as much as I thought I would. In the case of Outer Wilds, this was largely due to being exhausted by being a new dad. In the case of Whispers In The Woods, I was similarly emotionally exhausted by family drama that was happening in the holiday season of 2025. I just didn't have as much patience as I needed to play either of these games.
In both expansions, the fundamental gameplay and experience is actually changed considerably from the base game. For Pacific Drive, the methodical exploratory nature of the base game gives way to a much more high-pressure and goal-oriented approach. The base game was all about scavenging the levels for every resource that wasn't nailed down. It was about managing risk and seeking rewards. Or at least, that was how I played it. In the expansion, however, I started feeling like the intent is for the player to get in, get what you need, and get out as quickly as possible!
The big difference between these 2 expansions seems to be their reception by their respective communities. While I was a discordant voice in a harmony of near-overwhelming praise for Outer Wilds: Echoes of the Eye, I am just another noise in the cacophony of mixed and conflicting opinions about Pacific Drive: Whispers In The Woods.
Upon booting up the game with the DLC installed, the garage will be transformed by a mysterious cult.
Spooky stand-alone drive
Perhaps the most controversial aspect of Whispers In The Woods is that it has an economy and progression system that is completely detached from the core game's economy and progression. On the one hand, this provides a roughly consistent level of challenge, whether you're starting the expansion content a few hours into a new save file, or if you're using it as an excuse to re-visit the game after already having put hours into the post-credits free play. On the other hand, it means that, if you were at the end of the main campaign (or beyond), it really feels like the game is forcing a hard reset. And if you are still early in your campaign, a detour to play the expansion will feel like just that: a detour. Aside from the incidental collection of normal resources, you won't be doing much (if anything) that will progress the main campaign, upgrade the garage, or make meaningful permanent upgrades to the car.
Conversely, if you make a pit stop at a cabin or trailer to scavenge for resources, and only find normal, base game materials, it can be insanely frustrating. I recommend having a resource radar handy, so that you know whether a particular scavenging stop is worth the time and effort -- especially if you already have a pneumatic locker or 2 full of an entire campaign's worth of normal crafting resources back in the garage.
You have to re-grind for parts to craft new "attuned" car parts.
Essentially, the expansion creates "attuned" variations or equivalents of many of the game's resources and car parts, which you must now collect from scratch. In fact, during my first visit to the Whispering Woods, all of my car's late-game parts and equipment (that I already had installed) were rapidly damaged and rendered defective. All those insulated and anti-corrosion doors and panels that I had equipped all were rendered "fragile" by the time I returned to the garage for the first time, forcing me to scrap them. When I go back to the main game, I'll have to re-craft all of those. And if I had still been at the early stages of the final act of the base campaign, in which the materials for insulated and anti-corrosion parts are limited, I would probably be pretty pissed by the setback.
And if you want to switch between playing the expansion content or progressing the base game campaign, you'll have to take your whole car apart and re-equip the appropriate parts every time you put a Whispering Chart in or out of the Z.E.T.I. route analyzer.
The expansion areas seemed to almost instantly break
all my advanced base-game car parts!
I also had frequent problems with my Off-road wheels going flat or bald, and I felt like I was constantly replacing them -- long before I had found blueprints to create the attuned wheel equivalents. And once I had the attuned engine, headlight, and wheel parts available, I discovered that many of them need to be "fueled" by placing certain resources in their inventories. They aren't repaired by Repair Putty or other vanilla tools. The unique fuel and repair requirements of attuned equipment added extra, tedious, refueling requirements to runs that were already under plenty of time pressure.
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b98d3f98-6018-4cc7-a6b0-bce5d02858d4|0|.0
Tags:Pacific Drive, Pacific Drive: Whispers In The Woods, Ironwood Studios, Kepler Interactive, car, driving, crafting, survival, horror, extraction, Pacific Northwest, ARDA, science, anomaly, garage, road, forest, fog, whisper, cult

I'm on the record as having said that I think From Software would've been a good candidate to develop a Silent Hill game (or a pure horror game in general). But I also said that I would not want such a game to be a "Souls-like". Instead, I think FromSoft is well suited to the Silent Hill IP because they make games that are rich in oppressive atmosphere, are good at developing rich mythologies, and which share many common themes with Silent Hill (such as corrupt religious authorities). Also, FromSoft makes games other than Souls-likes. They made Déraciné, which I loved! And which might actually be there 3rd or 4th best game.
Well, I didn't get a FromSoft Silent Hill game, but I did apparently get the "Silent Hill Souls-like" that I very explicitly did not want. Thankfully, it did not turn out as bad as I feared it would be.
Poorly-labeled difficulty options
Do yourself a favor, and do not try starting this game on the "Hard" difficulty! It's a shame that the developers chose to label the difficulty levels like they did: "Story" and "Hard". There's no "Normal" or "Medium" difficulty option. Typically, when I see a "Story" difficulty option, I assume that it's a mode that is stripped of all challenge and friction such as to allow the player to basically just walk through the game un-molested.
Don't get me wrong! I approve of games having accessible difficulty settings, even if I choose not to use them. Such stripped-down "Story Modes" are perfectly fine to include in an action or adventure game -- especially one that is narrative driven, like Silent Hill f is.
I gave up on the Hard mode after the first major boss.
This "Story" difficulty doesn't quite go to that extreme, but it is pretty easy (outside of a handful of tougher setpieces), and it renders many of the game's advanced mechanics moot. For example, you don't really have to manage Sanity or Focus at all in this difficulty level, as Sanity is automatically refilled at every save point. Stamina is still meaningful, but one-on-one encounters can almost always be defeated without depleting the sanity bar.
Almost all the consumable pick-ups, thus, can be safely ignored or sold at save points in exchange for permanent buffs (which just make the combat even easier!), since you'll rarely (if ever) need to use consumables on the Story difficulty. This has many knock-on effects for the rest of the game, such as making exploration largely pointless. Going out of your way to explore, only to find a reward of an extra item or 2 that recovers or buffs your Sanity simply has little-to-no value. Truly valuable rewards, such as inventory upgrades or a useful omamori, are few and far between. In fact, I often had to run back to a nearby save point to sell consumeables because my inventory would be too full to pick up any new ones.
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Tags:Silent Hill, Silent Hill f, Konami, NeoBards, horror, action, Ebisugaoka, Japan, Hinako Shimizu, fog, omamori, inari, fox, Shinto, shrine, Otherworld, spider lilly, White Claudia, Hakkokusou, puzzle, scarecrow

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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Boy, this show was a roller coaster of good ideas, bad ideas, and hit-or-miss execution. I absolutely hated the first 2 episodes, to the point that I really didn't want to watch any more of the show. But my partner was liking it (I guess?) and she wanted to keep watching, so I watched it with her. I'm not sure if I'm happy that I stuck it out, or not. It does get a little bit better -- for a little bit -- but then it completely shits the bed.
I wasn't keen on the show being about children's minds being implanted into android bodies. Going on to treat them like a super hero team was one of the cringiest things I've ever seen in this franchise (and that includes Alien: Resurrection and Prometheus).
But then the show starts to get into the ethics, morality, and metaphysics of putting someone's consciousness into an android body (and other questions regarding trans-humanism), and the mind-body dilemma that is inherent to such an idea. Here Alien: Earth starts to get genuinely good. Are the androids really the same people? Are the original people dead? Are the androids property of the company that manufactured them? Does that company have the right to control what that android does? Does that company have the right to wipe parts of that android's memory, or change the android's personality, in order to fix a "glitch"?
Of course, all of these questions can be adequately explored without having the gimmick of implanting children's minds into the androids. The writers could just as easily have written a story about regular androids becoming sentient, and pose the exact same questions about whether they are "property" or "people". It's been done a billion times before in science fiction, so even though these are all interesting questions, it's nothing particularly new or innovative. I think the use of children was done to make the audience more sympathetic and "human-like", because the people in charge don't have any respect for the intelligence of their audience. It could also have been a decision made in order to justify the characters doing stupid, illogical things, but I'll get to that later.
At the same time, there are completely new aliens that have never been seen in this franchise before, that get a lot of screen time. There's a creepy, parasitic eyeball alien thing that is probably the single best idea that this entire show has going for it. It's gross and disturbing on a visceral level, but also the idea of it tunneling into your brain and taking control of your body is terrifying on an existential level. Honestly, an entire show (without the Alien title and branding) about that eyeball parasite probably could have been worth watching on its own. But Hollywood is averse to new IPs and can't make anything that doesn't have a recognizable brand attached to it -- again, because executives have no respect for the intelligence of their audiences.
Alien: Earth season 1, episode 1 - © Walt Disney, Hulu
Treating these cyborg children like a superhero team was so stupid.
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a7ec7de7-6edf-4970-a2d1-199e2a7f575e|0|.0
Tags:Alien, Alien: Earth, Hulu, Disney, science fiction, horror, xenomorph, parasite, android, mind-body problem, Peter Pan, children, trans-humanism
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