
Continuing to go through my back-log of shorter games that I've bought in bulk on sales, I spent a couple nights going through an indie game called Exo One. Exo One is a sci-fi ... um ... adventure game? Puzzle game? Platformer? Infinite runner? I'm really not sure how to classify this game ludically. Exo One feels like somebody thought "let's adapt the last 10 minutes of 2001: A Space Odyssey into a game" So it's part 2001, with a little bit of Contact thrown in for good measure, and plays similarly to Journey (but without any of the multiplayer aspects that made Journey such a beloved insta-classic). Basically, it's a game about going somewhere, but without really knowing where that "somewhere" is supposed to be. As such, it's the journey that matters; not the destination.
The basic plot, as I understood it (because it's a bit trippy and difficult to follow), is that an alien civilization transmitted data to Earth containing plans on how to build an exotic interstellar space craft (hence, the Contact reference). When a crew of astronauts travel to Jupiter to test the spacecraft, there is some kind of accident or unexplained phenomena that causes one of the astronauts to become lost in space. We play as that astronaut trying to return home -- well, actually, it's a little bit more complicated than that, but what's actually happening falls into spoiler territory, so I'll just leave it at that for now.
The spacecraft itself is a metallic, shapeshifting ball that can transform into a discus-shaped glider. It is equipped with a "gravity drive" that allows it to temporarily multiply the the force of gravity that is applied to it. As such, the core gameplay loop consists of rolling this ball across alien landscapes, using the gravity drive to pick up speed whenever you are falling or rolling downhill, and then jumping and transforming into the discus glider in order to reach higher elevation or travel long distances.
What if the climax of 2001: A Space Odyssey were a game?
Yeah, it's a weird one...
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Tags:Exo One, Exbleative, Future Friends!, All-In Games, indie gaming, science fiction, alien, space, space ship, exploration, ball, discus, glider, gravity, guilt, survivor's guilt, regret, 2001: A Space Odyssey, Contact, Journey

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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Tags:No One Lives Under the Lighthouse, Marevo Collective, Sowoke Entertainment, indie gaming, retro, lo-fi, horror, lighthouse, island, Scotland, lepidopterophobia

I think I bought This Bed We Made on a PSN sale. Or maybe it was one of the free monthly titles? The trailer piqued my interest. It looked like it might be a fun little murder mystery.
Mystery video games are difficult to get right. It's a tough balancing act to give the player enough information to solve the mystery, but not so much that the game basically plays itself. Can the solution be easily brute-forced? Do option prompts give the solution away? Does the player ever get that sense of "eureka!" for figuring things out for yourself?
Generally, in my experience, the bigger the game, the more difficult it is to hit that fine balance. It seems like indie games make much better mystery games due to their smaller scope. This Bed We Made certainly keeps its scope fairly small, which helps to provide a reasonable possibility space for the player to work with, and allowing for player-driven deduction and some assertive leaps of logic.
The protagonist is a hotel maid with a penchant for snooping into guests' personal belongings.
The player plays a hotel maid tasked with cleaning up the rooms for patrons. But she has a penchant for snooping around in the customers' personal belongings. The game takes place entirely in the handful of rooms that she is assigned to clean, on a single floor of the hotel, as well as the lobby, and some of the employee-only spaces in the basement. The protagonist being a hotel maid also introduces the game's core gimmick: the game isn't necessarily about solving the mystery; it's more about how you handle the evidence and clues that you find.
Your job is to decide which pieces of evidence should be cleaned up, and which should be left behind. After all, your job is not to tamper with guest's belongings; it's simply to clean up their trash. Throwing away the wrong scrap of paper could, hypothetically, get you fired. But at the same time, not throwing away certain pieces of evidence could incriminate you or another innocent character.
Furthermore, your choices will also have impacts on the other hotel staff. Your actions may reveal co-workers as negligent or insubordinate, but that negligence or insubordinance may be justifiable or sympathetic, which leads to interesting moral and ethical dilemmas. Does a co-worker deserve to be held accountable for their actions and potentially fired? Or are their reasons for the inciting action justifiable or excusable, given the circumstances?
Your actions (or inactions) can lead to consequences for yourself and other characters.
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Tags:This Bed We Made, Lowbirth Games, indie gaming, mystery, murder, noir, puzzle, hotel, maid, cleaning, social justice, 1950s, Canada
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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Tags:Axis Football, Axis Football 2024, Axis Games, indie gaming, PC, Steam, football, franchise, playbook, blocking, zone coverage, Las Vegas
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