Time Spent: 261 Hours, 48 Minutes
"World 3: Into the Warzone" from Booby Boys on the Nintendo Game Boy (1993)
Composer: Kenji Yoshida
Album: No Official Release
Publisher: Nichibutsu
Developer: Nichibutsu
When you're randomlly pulling up music from video games you've never heard of with hopes that you'll come across some semblance of an earworm, I was really really hoping that I would find something from Booby Boys, if only just so that I could feature a song from a game with this name; I can still be immature sometimes. Believe it or not, I really liked the music from World 1 and World 3. The music from World 1 felt too predictable, so we went with "World 3: Into the Warzone" for a couple of reasons.
First and foremost, I do actually enjoy this bouncing melody. Secondly, while I was doing research and trying to find out a more appropriate name than "BGM 03," being the name of the file, I discovered that this music plays in the third world of the game, specifically a military base or warzone-themed world. Absolutely nothing in this jovial little diddy has anything reminiscent of a military base (although I've mostly only been to air force bases in the late 80s and early 90s, so maybe the atmosphere has changed since then?) or a warzone (never attended). Although if I think of this song as being performed by a military band during a proper military parade, then I can mentally insert a drum line, piccolos, trumpets, and maybe a colony of clarinets, then you know what? Sure, this song could be appropriate for this setting.
Maybe not while one or two little rapscallians is running around setting up booby traps in the form of pits to capture/kill whatever the justification for monsters running around, but there you have it.
~JWfW/JDub/The Faceplantman/Jaconian
Seems Like Such A Blur
[Disclaimer: I received a review key for No, I'm Not A Human through Keymailer, a third-party website/company that connects publishers and developers with content creators. The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience. Unless otherwise noted, all content in the following article is from my own playthrough of this game.]
No, I'm Not A Human Demo
Systems: Windows, Steam OS, Linux
Release Date: June 8, 2025
Publisher: CRITICAL REFLEX
Developer: Trioskaz
Time Spent: 2 Hours 12 Minutes
Walkthrough Video on YouTube
~JWfW/JDub/The Faceplantman/Jaconian
And We Don't Have The Time
[Disclaimer: I received a review key for The Longest Tale through Keymailer, a third-party website/company that connects publishers and developers with content creators. The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience. Unless otherwise noted, all content in the following article is from my own playthrough of this game.]
The Longest Tale
Systems: Windows, Steam OS, Linux
Release Date: TBD
Publisher: Dev Null Productions
Developer: Dev Null Productions
Time Spent: 71 Minutes
Playlist on YouTube
I have very mixed feelings about The Longest Tale, and most of those negative feelings stem from a mechanics standpoint, with just a pinch of a need to clarify UI. I admit that if you only watch the videos from my playthrough, it probably won't give you a comprehensive view of the game and even watching them over myself, I kind of feel that I didn't give the game a full and fair chance before I wrote it off as needing some significant improvements before I could manage to find some more fun out of the game.
For this particular playtest, I only needed to play the game for 60 minutes and then fill out a survey about my experience. After playing 71 minutes, I genuinely felt that I didn't need or want to play any more. That probably doesn't bode well for my overall impressions of the game. Had there been a 120-minute requisite, I would have played longer, and then maybe I would've gotten further, and maybe by then the game would have stuck with me more than it has. Maybe when the game is finished and is released, I'll give it another try, hoping that there's something more there that I wasn't able to see.
"Forest Ambient" from Neverwinter Nights 2: Storm of Zehir DLC on Windows & mac OS (2006)
Composer(s): Andrew Barnabas, Paul Arnold, Kevin Chow
Album: No Official Release*
Publisher: Atari Interactive
Developer: Obsidian Entertainment
I think I've started Neverwinter Nights 2 three times at this point, potentially four times after today's article, because I really dig this mysterious forest theme. I've only made it as far as the starting tutorial village area because I've never been happy with my character, and so I've never seen what's outside of West Harbor. The only negative thing I have to say about "Forest Ambient" is that the track is rather short, lasting just over a minute, which doesn't really give enough time to get lost in the music and not realize when it repeats. The song itself also doesn't lend itself too well to being classified as ambience, despite the fact that there is no discernible melody.
That being said, I still enjoy this song in its etherealness, and it invokes an otherworldliness that you would come to expect from a dark forest in the Forgotten Realms setting.
* I say that there is no official release, but the music is available when you buy Neverwinter Nights 2 Complete over on GOG. There is a file download that includes the music, but not in a traditional album format.
[Disclaimer: I received a review key for Pestilence through Keymailer, a third-party website/company that connects publishers and developers with content creators. The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience. Unless otherwise noted, all content in the following article is from my own playthrough of this game.]
I have some thoughts about the Pestilence Demo, in part from a mechanics standpoint, but also from a story point of view, although the latter could be a moot point depending on the perspective of the playable character in-game once it's released. The puzzles themselves, the setting, the jump scares, and even whatever you call scares that aren't jump scares but still make you not want to enter a room, were still effective.
Roll credits.
~JWfW/JDub/The Faceplantman/Jaconian
Lost in the Fire, the Fire of Hate
I decided to use this theme for several reasons. First and foremost, this is just a fun and upbeat song that I easily remember from the last time I played Wind Waker, probably 20+ years ago. It's easily recognizable, it's hummable/whistleable, and therefore more likely to leave a lasting impression. Lastly, it was featured on an episode of 8-Bit Music Theory two years ago.
What I enjoyed about that episode, and most of the videos on that channel, is that I can kind of follow along as the dive into music theory goes so much deeper than you might expect. It also goes to show that music composed for video games is more than ones and zeros on a computer. The videos also make me feel like every song I've written is just utter trash because I guarantee you that I've never put that much thought into the intricacies of chord progressions and what business do I have even being around a piano, let around a blank sheet of notation paper? What business do I have even writing about video game music once a week in a way that doesn't do a deep analytical dive into the inner complexities of the song itself to say why I've included it beyond, "I like this song and thought it was good."
But then, after such an in-depth analysis, the question of why this is such a catchy at memorable melody for this particular location at this point in the game remains. "It's kind of hard to say how this piece of music relates to the island as a whole, though. [...] To me, it seems this is just a really solid piece of music written by someone who really knew what they were doing" (source). And sometimes, that's just enough for me too.