"Rise Again" from Ragnaröck on the Meta Quest 2, Windows, HTC Vive, PlayStation VR (2021)
Composer: Equilibrium
Album: Armageddon
Label: Nuclear Blast Records
Publisher: WanadevStudio
Developer: WanadevStudio
Wednesday, April 2, 2025
MIDI Week Singles: "Rise Again" - Ragnaröck (MQ2)
Monday, March 31, 2025
Game EXP: Ashen Arrows (MQ2)
[Disclaimer: I received a review key for Ashen Arrows through Keymailer, a third-party platform 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.]
Ashen Arrows
Systems: Meta Quest 2,
Release Date: February 20, 2025
Publisher: VRKiwi
Developer: Rusty Pipes Games
Time Spent: 3 Hours 56 Minutes
Playthrough Videos on YouTube
Seriously, if you want to get a feeling for the combat in this game, then you'll want to watch our third video, "Bastion: Midgard" which showcases the tower defense game where you fight off waves of enemies while also choosing from a random selection of skills and feats and continue to stack as you progress.
The campaign mode (the saga) is also pretty great, steeped in Norse mythology, but also full of modern and pop-culture references that might break your immersion if you're only looking for a historically accurate archery game. This isn't it, though. But it is fun, and it can be hilarious. It also isn't finished, which surprised me when I looked up information on the dev's Discord channel. "Currently we only have Act 1 in the game with 3 maps..." and that "...we have plans for more content." This was honestly a bit disappointing to find out, considering the events at the end of Act I-II: Enchanted Forest and what you would call, "a pretty big fucking cliffhanger." Before looking up this question on Discord, I had briefly considered that maybe I did something wrong in the collection process in Act I-II or maybe there was some kind of hidden exit like in a ghost house in Super Mario World, but no, that's the legit end until additional levels are released. I then rewatched the release trailer, and there didn't seem to be any extra content in the trailer that wasn't in the game. So I guess that's it for now as far as the campaign goes. But at least I can still play through additional maps in the Bastion stages since I'm not likely to be playing any of the multiplayer.
Friday, March 28, 2025
First Impressions: Goldenheart (VSD)
[Disclaimer: I received a review key for Goldenheart 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.]
Goldenheart
Systems: Windows, Steam OS
Release Date: November 19, 2024
Publisher: MAVC
Developer: Millenniapede
Time Spent: 5.9 Hours
Playthrough Videos on YouTube
~JWfW/JDub/The Faceplantman/Jaconian
The Stars are Shining with Consense
Wednesday, March 26, 2025
MIDI Week Singles: "Marshes" - Aztec Adventure: The Golden Road to Paradise (SMD)
"Marshes" from Aztec Adventure: The Golden Road to Paradise on the SEGA Master System (1987/88)
Composer: Unknown*
Album: No Official Release
Publisher: SEGA of America, SEGA Enterprises, Ltd.
Developer: SEGA Enterprises, Ltd.
You know, I don't really hear anything in the first half of this song that makes me think of marshes. The music is too peppy and upbeat for your typical romp through a seasonally low-lying and waterlogged wetland dominated by herbaceous plants and populated by horned turtles, biggs, chabuns, fukoro-togages, and watermen. Then, around 13 seconds, the song takes on a descending tone that fits in better with the marsh setting, but I don't think this would work entirely on its own for the six minutes Niño is trudging through Central Mexico (or northern South America if you're playing the original Nazca '88 released in Japan six month prior). And even though the song doesn't loop perfectly, when that beginning melody comes in again around 0:27, the preceding 14 seconds make this opening so much better than it was the first time.
I have no nostalgia for this song or the game, and watching a longplay doesn't really make me any more interested in finding and playing a port/emulated version of it, but I just like how the second half of the song sounds and how it manages to improve the first half. At least to me.
*P.S. I was only able to find one source that listed Mikio Saito and "Strong" Shima as possible composers, but since I couldn't find any additional information that would put either Mikio Saito or "Strong" Shima as working with SEGA around 1987 I decided to leave this information blank, but at least mention it down here.
Monday, March 24, 2025
Demo Time: Ayasa: Shadows of Silence Demo (VSD)
[Disclaimer: I received a review key for Ayasa: Shadows of Silence Demo 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.]
Ayasa: Shadows of Silence Demo
Systems: Windows, Steam OS
Release Date: December 21, 2024
Publisher: Aya Games
Developer: Aya Games
Time Spent: 58 Minutes
Playthrough Video on YouTube
The shortest way to describe Ayasa: Shadows of Silence is a mix between LIMBO and Little Nightmares but with significantly looser controls and at times all with a very confusing depth perspective.
Once the game started, I moved the graphical settings down from High to Medium since the game was maxing out at around 22 fps on High, and around 45-55 on Medium. I kept these settings throughout the rest of the game as it seemed to run fine and needed no further alteration.
Friday, March 21, 2025
Game EXP: DeathOmen (VSD)
[Disclaimer: I received a review key for DeathOmen 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.]
Playthrough Video Playlist on YouTube
DeathOmen is an atmospheric-horror walking sim that builds tension through interspersed jump-scares with some questionable mechanics.
I genuinely don't understand this design decision. There's no reason that I can understand to keep the USB drive so secretly hidden from the player since this is essentially what ends up propelling the game forward through to the end of the game; I think it was supposed to have been the player character who was the one that "hid" the USB drive in the first place. The developer even acknowledges that the USB drive is often a difficulty wall that has come up with other players.
Throughout my entire playthrough on the Steam Deck, the only issue I ran into was that I couldn't invert the y-axis natively, but I was able to invert the touchpad in the Steam Deck controller settings, similar to what I had to do with Hell Dive. This meant that the touchpad was always inverted, making navigating any menu with the cursor a little awkward, but manageable; significantly more so than had I had to play the game with standard y-axis controls. I didn't change any of the graphical settings and the game ran anywhere between 30-52 fps.
~JWfW/JDub/The Faceplantman/Jaconian
I Don't Want To Die Alone
Wednesday, March 19, 2025
MIDI Week Singles: "Conclusion" - Wizardry VII: Gadeia no Houshu (PSX)
"Conclusion" from Wizardry VII: Gadeia no Houshu on the PlayStation (1995)
Composer: Takeshi Yasuda
Album: No Official Release
Publisher: Sony Computer Entertainment
Developer: Sir-Tech Software
This one's a little interesting for a couple of reasons. First, I decided on the PlayStation port of Wizardry VII: Crusaders of the Dark Savant, originally released on DOS in 1992 and ported to the PSX in Japan only in 1995. From what I could find, the music for the PlayStation port was completely rewritten by Takeshi Yasuda and didn't use any of the previous music that was written by Steve Miller. Next, is that I am 98.47% certain that Takeshi Yasuda is specifically referencing Trevor Jones' score from The Last of the Mohicans, specifically at 1:56 where it sounds a lot like the Main Theme/Prologue at 0:40. Lastly, I'm only guessing on the title of the song being "Conclusion." Because there's no official soundtrack, my two frequented online sources only list this song as MUSU, and is always listed as the third of four tracks from the game; to note, there are song titles for the DOS and PC/Mac versions of the game, but again, this is a new score. Conveniently, "むす" translates to "conclusion" although I could also be missing some significant context as to what musu actually translates to, but "conclusion" works well in this context and I actually find fitting for this song*
Without knowing any additional context as to when the song is played (as I couldn't find a longplay specifically for the PlayStation port), I still feel that this would be a fitting song for the conclusion of a sci-fi fantasy adventure.
*P.S. To note, none of the other file names, ANPA, DARK, TLAN are translatable in the same way, so it's likely just a coincidence. DARK could just be music that plays during the dungeon crawling sections of the game (ie , when it's dark), and TLAN could be somehow related to the mission to defeat the T'Rang and just be mistranslated. I don't have any ideas about ANPA though. Just theories of course.