Friday, June 28, 2024

Game EXP: BAISU (VSD) - Walkthrough Video & Commentary

  [Disclaimer:  I received a review key for BAISU 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.]

BAISU
Systems: Windows, Linux
Release Date: May 30, 2024
Publisher: TripleDucks Studio
Developer: TripleDucks Studio 
Time Spent: 5 Hours 30 Minutes

Below I am including an entire walkthrough for BAISU that I cobbled together from three different play sessions on my Steam Deck.  I had not originally planned on doing a complete walkthrough video but ended up filming the entire thing my second time sitting and playing through the game.  Kind of.

So let's do a written commentary track of sorts, which I apologize up front turned out to be rather long.  There is no tl;dr for this one.


I first filmed the intro/tutorial sequence by acquiring the flashlight but I didn't like how I played the first part in the house; I grabbed the key before I was supposed to in the living room because I knew it was behind the picture.  So after going through the game, I refilmed the opening again through when you find the flashlight.  This is why the clock on the video jumps around a bit even while trying to splice the three separate clips together where they would normally overlap.  Those splices happened at 06:44 and 14:21.  I tried to mask the second splice with the static on the body camera, but it happened in a slightly different spot both times, so I just tried to mask it or at least make it less obvious.

The way I played the game while recording was a little bit different than how I first played the game, although I still tried to "react" in a similar manner, while also not intentionally looking for keys where I knew they would be (more on that once we get upstairs).  When there were jump scares I would stop forward movement and take a step backwards.  I already knew that with the exception of the final puzzle/encounter you could not actually die so I could have just maintained forward momentum for the entire video, but I didn't like the way that looked in a previous video I had recorded.

  • 1:17 - I didn't mind that there was a floating circle showing you where to go and what to do in the police station and not later in the game.  It's a tutorial level so it makes sense that there would be markers showing you where things are and what they look like, and then not include them later.
  • 07:00 - I wish the game would let me close the car door after letting Bella out.  It's raining after all.
  • 8:00 - I liked that the frame around the light switches was illuminated, especially in a game that ends up relying heavily on a flashlight; and I don't think the light switches remain illuminated when after the power goes out or individual fuses are blown.
  • 8:20 - I told Bella to search for clues at this point because I wasn't sure what she would find or where it would direct me to look as the only other time was when you needed to unlock the painting room; this happens about 9:27 and from what I can tell, is the last time that Bella is useful as a game mechanic.
  • 8:45 - I don't know if there was supposed to be a connecting story about someone breaking in/out and the muddy footprints or the bloody handprints.  Maybe it was someone who had broken into the house (footprints) and then fled (handprints)?
  • 10:14 - I love that once you enter the kitchen, before you turn on the lights you can hear Jolie's ghost smacking her head against the wall.  It really makes turning the lights on as quick as possible a priority to figure out what the sound is and where it's coming from.  
    • I'm also not sure if I'm giving more credit where it's due, but the fact that the pillar is placed in a way that obstructs your view of Jolie's ghost is brilliant.  That the lights are now on, but that you still can't see what's making the noise adds to the creepiness.  And even after you move to see the figure, it's still very faint and obscured.
      • However, I don't like that you have to walk almost literally right up to the ghost in order to trigger the next transition with the ghost "running" away and the lights being turned off.  I also think that there should've been some dialogue from Detective C/Kriest.
  • 11:04 - I intentionally walked closer to the window to have it break.  I don't know if it looks natural or not, and maybe it was supposed to be triggered before finding out the ghost's location, maybe thinking that the sound was the sink dripping.
  • 12:19 - I missed the rocking chair moving on its own, which you can hear as I approach the door.
  • 12:37 - I don't know what that ripping sound is supposed to be or where it's coming from.  Maybe behind and I just didn't look?
  • 13:07 - That light blowing out gets me every time.
  • 14:21 - While I like that you can kind of see something move away from the door as Bella whines and the door slams, I wish that the front door was lit just a little bit more; or maybe it's just from having recorded it off of the Steam Deck.
  • 14:37 - I think the developers should have had either the windows slam shut as you approached them, or have them already shut because as a gamer, I would think that I should be able to crawl through an open window if my character is trying quickly to get inside the house.  Either that, or have the C/Kriest say to himself "The window's too small for me to fit through."
    • The same goes for the open window at 15:07.
  • 18:07 - The first time through, I was legitimately terrified that something was going to jump out at me while trying to pick up those tiny fuses.  Although I do love that nothing occurs while you're in the basement because it really feels like something is supposed to happen.  Building tension.
  • 19:14 - That really startled me the first time and I just stood there for a few seconds.
  • 19:39 - I still can't quite tell what was happening there.  I don't know what the sound is supposed to be, or if that was supposed to be someone's shadow in the hall closet.
  • 20:25 - I just noticed that the hall closet door opens on its own at some point between when I walked passed the pillar.
  • 20:38 - I don't know if the sound of the light switch clicking is just a delayed audio glitch, or if it intentionally plays shortly after you enter the closet.
  • 23:03 - There's our song!
  • 23:27 - I love the combination of the radio playing music automatically, coupled with the shattering of the glass door and the scream.  It's a creepy and effective way of opening up a new area to the player while also making the player question if they really want to go explore an area that was just opened by a scream and shattering glass.
  • 24:05 - I regret not looking at the desk on the left when entering the bedroom to see if that box that the doll was facing was a music box.
  • 25:40 - The game probably should have said that the door was locked and that a key was needed to unlock the door since it's already established that closed doors that are locked require a key and that they're not just closed and inaccessible.
    • I also forgot that the door was locked from my first playthrough, so that's why I ended up wandering around the second floor for the next seven minutes
    • At 25:49, you can see that this candle, and likely all of the other candles in the game appear interactable.  I wonder if there was a lighter or matches that used to be in the game that was later removed and if there was an additional mechanic apart from having another light source that remained stationary.
  • 30:19 - Oh yeah, I can open drawers.  Maybe I should do more of that!?
    • 32:08 - Jesus that took me forever figuratively.
  • 32:22 - Similar to Jolie's ghost, this apparition (of Annabelle?), I think the event should have been triggered before you were right up next to her, and that K/Criest should have said something thinking that there was a real-life girl in the closet.
  • 33:02 - I don't know why the mannequin/doll is hard to see in the video here.  I recall being able to see it pretty clearly while I was playing.
  • 33:06 - Legitimately my favorite jump scare of the entire game.  That you see a ghostly figure crawl across the floor at you, then you see a waist-high doll standing in the room that you just left now looking at you, all in under 30 seconds, but none of which are Pennywise-level jump scares.  So when you re-enter the room to take a closer look at this doll and a head pokes out from the wardrobe to playfully say "Boo!" it's absolutely the best.  I'm just disappointed that I didn't have the camera looking down just another few inches because here you barely see the top of her head and even then it may not be clear.
  • 33:36 - Very, very, very close second favorite jumpscare right here.  I've never personally seen this type of jumpscare happen in a video game, let alone one that happens that doesn't actually do anything aside from turn the player 90 degrees.  There's surprisingly a lot that happens though in this one event.  First, the hand that grips your face, turning you towards the TV, which is now on but then turns off.  Then the radio in the hall turns on.  The game doesn't give you time to catch your breath either, which is amazing in this particular case.
  • 33:59 - Part of me likes this sequence in this hallway.  I like that the walls change so that there are only two doors.  I like that you leave one room to open another door to find the same room.  I like the wardrobe door that closes right after you open the door to go inside.  I like the mannequin that is there in one room, then gone in the next, then is there again but holding a VHS tape.  However, I do think that this sequence goes on for a little bit longer than it should and probably could have been cut down by removing the number of times you pass through one room into another or just double back.
  • 38:28 - While mostly effective, this jumpscare didn't really do anything for me as it was predictable.  I mean, it felt pretty obvious that all of the mannequins were going to turn their heads to look at you, granted I wasn't expecting their faces to be painted and have red glowing eyes.
  • 38:50 - This part was pretty unnerving, just with the jerking movements of the head and the whispering sound going on.  I think there was a similar scene in the trailer, so I had that in my head too.
  • 39:03 - Sorry about this part.  I paused the game to make myself and Conklederp a cup of tea (Sleepytime for me, and chamomile for Conklederp).  I had planned to cut the next minute out before posting, but then I forgot and then decided to leave it in after posting it to YouTube.
  • 40:35 - Ahhh, another VHS tape incident.  Still don't like this mechanic.
  • 41:33 - You know, I can't tell if the woman in the video is supposed to be Jolie, just because here her hair looks white whereas all of the other depictions of her she has dark hair.  It could be that she has a light-colored bandana on while she paints?
  • 41:52 - I love the misdirection here.  That you're watching the video and trying to determine if the woman in the video (Jolie?) is looking up at the camera and why would there be a camera there recording her, but then the video cuts out and there's a knock on a door to your left, coming from the laundry room.  Then you hear some noise behind you (I think it's the same painting sound effect used earlier) and you find another doll/mannequin positioned in a way that makes it appear that it was watching the video with you, but now it's looking directly at you.
  • 42:40 - The bedroom was a strange room for me, both this time and my first time.  The first time, when I saw that the balcony door was open, I stepped out then immediately backed up so I was back inside the room.  That's when the door closed automatically and the "tap-tap-tap" sound started.  Normally, as in the video, you're supposed to think that someone is tapping on the inside of the windows, but since I was inside, I thought it was coming from outside.  Looking out the windows revealed nothing, so I continued walking through the house.  What was strange about this was that I could hear the tapping even when I was downstairs, so I ended up wandering around a lot trying to find the source of the tapping.  I don't remember how I triggered the next event, but I was able to finally progress.  I do wish that I had been looking more in the room in this video to see the shadowy figure at 43:03, but I do kind of like that it's only visible out of the corner of your eye.
  • 45:06 - This was me getting up and delivering Conklederp her cup of tea and taking mine to the table where I was playing.
  • It's after this that I think the game could have done a better job of directing/reminding the players where they needed to go.  The video was the clue, to go look downstairs in the painting room because the painting was knocked over followed by the sound of painting, but because there's the sequence in the bedroom, you kind of immediately forgot about the content of the video, or at least I did.  Thankfully there is the vocal reminder, but only after you go downstairs and are headed towards the painting room.
  • 47:32 - At this point, I thought I would take pictures of some of the other paintings, just to see if anything else, like the letters on the paintings, showed up.  I do this a couple of other times for paintings that look either out of place or just grab my attention.
  • 50:53 - I'm not sure if I fully understand the purpose of this room.  There might be some environmental storytelling going on with Annabelle's drawing in the picture frame of the shadowy figure behind the family, but why would anyone frame this?  It seems more like a drawing you'd find under Annabelle's bed or pillow.  But maybe that's supposed to show the mental state of Jolie or Jack if they're framing this?  Also, at 52:30, why would this particular specter cause K/Criest to call out?  Is it that it looks more corporeal than all the others or because it's actively moving past the door?
  • 53:41 - Yeah, no shit.  I made that same determination about 40 minutes ago.  I do love the heavily distorted version of "Skipity Beat" as it usually takes me a bit to realize what the sound is.
  • 56:00 - This is a strange sequence.  The jumpscare here, presumably with Jack sitting on the bed is initially scary, but the animation lasts too long, even though it's only three seconds.
  • 56:42 - I think the kettle whistling is there to trigger whatever that clattering noise was that happened a few seconds later.  I don't know if it makes sense to have something happened behind you for a split second if your attention is on the kettle and why it's there.
  • 58:43 - I feel like this whole sequence could have been cut and K/Criest could have just found this letter in the wardrobe instead.  It's only a few minutes long, but I don't think it really adds anything to the story that we didn't already know.  We knew that Jack had a cabin in the woods somewhere, and if the letter we saw him writing in the cabin was the one that was daggered to the wall of the wardrobe would have achieved the same goal.
  • I saw someone else's walkthrough at this point (I forgot why I was looking it up), but in theirs, you could see a pair of legs hanging in the closet, presumably Jack's body after he hung himself there.  I don't know if his legs should have been there before or after the cam static at 58:22.  There does look to be a noose in the closet though (59:38), or just a really poorly rendered clothes hanger.
  • 1:01:54 - Yeah, that was a good one.  I think there's a voice that says, "Help me! It's coming, but I can't quite tell."
  • 1:02:22 - Yeah, I realize I probably should've gone to the painting room because there's the sound effect of paint being scraped on a canvas.  I did check it out on my first playthrough, but I just B-lined it for the kitchen to make the phone call.
  • 1:03:35 - I kinda like this reveal, that the house has been derelict and decaying this whole time.  It's reminiscent of the scene in IT with Beverly Marsh returning home and finding that Mrs. Kersh now lives there only to find out that the house is empty and boarded up, except here it's more literal because everything is on the bodycam and there's no attempt to say that what Kriest has been seeing isn't reality.  I also don't know why the game went to a loading screen as it didn't happen during my first playthrough.
  • 1:05:29 - God damn doll mannequin thing again.
  • 1:05:37 - Oh boy, this.  I get that TripleDucks Studio may not have someone on staff to check their English translation, and the text-to-speech that reads the news report about the house and the missing people, I feel is all overshadowed by how bad the English translation is.  It's a bit immersion-breaking, but still kind of funny.  I'm also not sure how important this news report is as we've already been shown that the house has been empty, and the information about additional people having gone missing in/around this house doesn't factor into Kriest/Bella's story.
  • 1:06:08 - I do really like the creepy whispering voices.
  • 1:06:52 - I feel like this is supposed to be the big showy jumpscare, and it worked a lot better during my first playthrough.  Here, I tried to have the framing look organic, but I didn't back up fast enough to be able to see the whole effect as well as I had been hoping.
  • 1:07:12 - Don't know what that ripping or breaking sound was all about.
  • 1:07:34 - I'm not also 100% sure what the point of this typewriter room was about.  Were we supposed to be able to read what is being typed?  Is it a reference to The Shining ("All work and no play makes Jack a dull boy") or IT ("He thrusts his fists against the posts and still insists he sees the ghosts")?  I get that it kind of acts as a transition into the final moments of the game, and that the wall by the front entry hall needs to open up to give access to the new cellar area.  Maybe it just functions as a loading area?
  • 1:08:55 - I really think that there should have been a candle here to better show where the player is supposed to look, but I know I missed it during my first playthrough and only stumbled across it while trying to figure out where to go.  Plus it would have tied in nicely with the candle-lit hallway when you were leaving the bathroom upstairs.
  • 1:09:06 - Here you can barely, if at all, see the image of someone moving at the bottom of the stairs.  Maybe it was just more visible when I was playing it in the dark?
  • 1:09:18 - I don't know if the character model is supposed to be bald here, or if it's just a mistake as I don't think we've seen Jolie without hair before.
  • 1:09:33 - I think you're supposed to see a group of chains moving, like an invisible person pushing their way through, but it doesn't show up here, really at all.
  • 1:10:05 - I get that this section is supposed to show what looks like burnt corpses, presumably of the other people mentioned in the news report and that this is supposed to warn you of your possible fate if you fail, but it just kind of confused me as after seeing that I needed to find another key, I kept searching one and around all of these bodies because it's where I would have hid a key if I had designed this area.
  • 1:10:58 - I don't know how obvious it was that I knew where I was going to find this key, which I feel is very poorly placed.  There's no indication that there should be a key on this random shelf in this area of the basement.  My first time though I must have circled the entire area for a good 7 minutes, looking over everything for a key except this one shelf.  I just think it could have been put in a more natural spot considering you only have your flashlight as a light source.
  • 1:12:08 - Like a lot that happened in these last few minutes, you can't really see the figure barreling towards you in slow motion while specific pictures you took are plastered on the screen and giving you five spaces to quickly play a game of Hangman before the timer at the top runs out and you die.  The first time I played this, I tried doing everything except manually bring up the keyboard on the Steam Deck.  The second attempt, I discovered that the keyboard completely covered up where you're supposed to type out the answer to the puzzle, and that the game started to lag a bit here, so having to use the two touchpads to type with a bit of a delay meant that the first couple of attempts ended in Bella escaping but Kriest dying.  I already talked about my feelings about the end of the game in our article from Monday, so I won't go more into it here other than to say, and I feel kind of bad saying it, that having the answer to an end-game puzzle be in a language that is never hinted at (apart from the title of the game) is just bad game design.  Yes, if you had found all of the paintings you could figure out the answer, but if you're missing just one painting, then unless you read/speak Lithuanian, you're going to have a hard time.
  • 1:13:17 - Oh you just know that this is going to be bad.
  • 1:14:01 - You know, I'm okay with how this ends, and I like that Detective Kriest's final word in the game is just, "Fuck." when he realizes that whatever it was in the house has likely followed him back.  Although the house did call him at the beginning of the game, so you have to wonder how he was even connected to the house in the first place or is the house just making random calls until someone picks up?

Well, that's my obscenely longer-than-I-planned text commentary for BAISU.  I don't know if I'll do this same format going forward, especially since this playthrough was only 75ish minutes, I can't imagine doing a longer written commentary.  Maybe I'll just have to record my own audio commentary then.



~JWfW/JDub/The Faceplantman/Jaconian
Transmit My Word

Wednesday, June 26, 2024

MIDI Week Singles: "Skipity Beat" - BAISU (VSD)

 


"Skipity Beat" from BAISU on Windows, Linux (2024)
Composer: Bobby Christian Band
Album: Big Band Buzz
Label: Kutabov Music
Publisher: TripleDucks Studio
Developer: TripleDucks Studio


Surprisingly, it took me a while to find out any information about "Skipity Beat."  Because it was likely originally recorded sometime in the 1950s, I figured that it was more of a well-known song than it turned out to be.  It was only from a Reddit post that I found out the name of the song and the artist.  I had tried searching for the lyrics of the song, which is a pretty solid way of locating a song (apart from Shazam which I don't have installed on my phone, or at least didn't before I started in on this article), but all that came back were hits for 'skibidi toilet.'

So "Skipity Beat" by the Bobby Christian Band almost sounds like a demo in that the whole song is just under 90 seconds long, but in terms of BAISU, it's perfect.  There's the horn intro and tap accompaniment that is immediately recognizable and it only lasts for about three seconds before the male vocals come in, followed by the female vocals about four seconds later.  And every lyric in the song is true.  There is a skipity beat to the song.  The melody does move right along.  I can't really dance so I can't comment on the danceability of the song, but the background tapping seems to confirm this line.  And this does sound like an old-fashioned song.  I also agree that this song is bright and breezy and is in fact, very easy to sing or hum.  I've definitely caught myself humming and whistling it over the last week.

I don't know if there will be any kind of massive resurgence with "Skipity Beat," but it's nice to know that it will likely receive a favorable reaction from people who have played BAISU.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


Monday, June 24, 2024

Game EXP: BAISU (VSD)

 [Disclaimer:  I received a review key for BAISU 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.]

Systems: Windows, Linux
Release Date: May 30, 2024
Developer: TripleDucks Studio 
Time Spent: 5 Hours 30 Minutes*

I actually had to look up the game's name, because I kept mentally referring to it as BASIC because I didn't recognize "Baisu" as a word.  It turns out that BAISU is a Lithuanian word for "awful" or "scary," likely depending on the context of how the word is used, but the story takes place in the United States with an American setting and characters, which we'll cover a bit more later.

So BAISU.  This game was genuinely scary, but in the same way that I found Layers of Fear scary.  You have no weapon, there is nothing actively attacking you.  There is no option to run.  You have one walking speed, and that speed does not imply any kind of panic.  It's a game that relies on the player feeling dread and exposing them to both expected and unexpected jump scares; I'll get to that potential oxymoron later.

BAISU is a first-person exploration game that at times feels like a glamorized point-and-click horror game.  You play detective Clay Kriest (or Klay Criest, both spellings appear in the game) who receives a cryptic phone call from a house where the voice asks for help.  That's what's supposed to happen anyway.  The game starts out in Clay's office after waking up on his desk just before 10pm.  The police station functions as the tutorial level as you learn the basic mechanics of the game.  How to interact with objects, the overly complicated nature of getting a VHS tape to play on a TV, how to use commands with your dog Bella, and what keys will likely look like when you find a locked door.  During this sequence, the phone will ring with that cryptic and raspy voice on the other end directing you to 22 Maple Street.  Except for me, it didn't.  I read a letter on Clay's desk that detailed a resident who was having trouble with intergalactic squirrels with flying saucer-shaped hats, one of which he named "Squirreltron 3000."  So after reading this amusing letter, figuring out the dog commands and the "cameroid" on the Steam Deck (that bit's coming up next), and how to work a VCR, I left out of the front door of the station and when I arrived at Maple Street 22, I was under the impression that I was investigating Squirreltron 3000.

Now that we have some of the context out of the way (but do we really?), we need to talk about how the game plays on the Steam Deck because this is going to affect the end of the game.  The game is not currently rated on Steam as anything in regards to the Steam Deck and as it stands right now, I'm guessing that it will eventually be rated as "Unsupported," and I think that's somewhat accurate.  When I started, I used the default control setting which has to move with the left joystick, and camera movement with either the right joystick or the right touchpad; I predominantly used the right joystick but would switch to the right touchpad if I needed to be precise in where I was clicking.  There are also voice or button commands for your dog although I only got the buttons to work, those seemed to be set to the left touchpad instead of the directional pad, and since the touchpad was working I left it as is.  I also noticed in the in-game controller settings that the flashlight was mapped to the  F-button but that wasn't mapped to any of the buttons on the Steam Deck, so I put it on the Y button.  I also had to map the "C-button" to the L4 back button to pull up the camera since again, the button wasn't mapped to ABXY by default.  Then there was the end of the game, which I won't spoil (now), but I requires you to use a keyboard to solve a timed puzzle, which I didn't realize until the timer ran out and I got ending number two of four.

Once you (mysteriously?) arrive at Maple Street 22 (not the Squirreltron 3000 house), your perspective changes from the first-person perspective of Clay's head, to the slightly lower perspective of his body cam.  This perspective allows for electromagnetic interference to happen to the player's vision, as one would expect with supernatural/paranormal entities, without the effects happening to the character.  I liked this perspective as it was reminiscent of Outlast, Slender: The Arrival, and other found footage video games, but here it gave a reason for the character to be constantly recording and for the player to not constantly be wondering why they didn't just put down the camera and run.  Plus, and while I don't know much about body cameras, I would think that they're not powered by a pair of AA batteries so there were no worries about having to find replacement batteries or not catching something on film to complete the investigation/game.

The rest of the game played around the character as it would require you to visit certain rooms in order for something to happen that would unlock another area of the house or even just a closet.  One of the weaker aspects of the game is that there are at least three instances that require the player to find a key to unlock a door to progress the game.  One key is located in a drawer, which is one of the few times looking in drawers pays off.  The second time this happens is about 25 minutes into the game (depending on how much time you spend exploring and not directly going where you're supposed to go) and likely had tried looking through multiple drawers and cabinets and finding them all empty.  The final key is located on a shelf in a darkened room that is easily missed, I even walked passed it several times before I accidentally came across it on my fourth or fifth loop through this particular area.

The story feels very fragmented and like a lot of games that similarly progress the story, Layers of Fear and Amnesia: A Machine for Pigs, requires the player to find slips of paper scattered around to have even some glimpse of what is happening in this house and why.  But even then, the story felt very incomplete.  You find out early about the inhabitants, Jack, Jolie, and Annabelle, and that Jolie was a painter and that she started acting "different" sometime after the family moved.  There are a couple letters/diary entries from Jack and Annabelle, but the time frame is sporadic and what happened seems ancillary as during this time you are trying to locate your dog, Bella.  The trailer gives a little bit more information, but it's told through home video recordings that never appear in the game, which seems like the information in the trailer only existed to help TripleDucks ground their story that was never fully told.

Two mechanics that felt a little overly complicated were your dog Bella and VHS/VCRs.  Both mechanics are introduced in the prologue/tutorial area and felt like there was more importance placed on these two features compared to their actual functionality in the rest of the game.  Your dog Bella has her commands that you give either from the controller, keyboard, or through the microphone (although I never expanded on this functionality).  You can have Bella search for clues, follow you, or stay put.  In the early minutes, I only came across two instances where Bella had specific reactions to telling her to look for clues before she was taken for the remainder of the game; the rest of the time, telling her to search for clues and she would not do anything.  Then putting a VHS tape into a VCR should have been easier as you had to select the tape, then back out of the menu to put the tape into the VCR, then make sure that the VCR and TV are on before you click in the general vicinity of the Play button.  Each time I had to perform this series of tasks, I would frequently end up clicking back and forth between the menu and the VCR before finally getting it done correctly.  It felt like an attempt to make this mechanic more simulation than an actual video game, but it just came across as cumbersome and frustrating.

My last critique is how the game ends, which will involve spoilers because there is no other way to get through, and requires a little bit of exposition.  As mentioned at the top, halfway through my first playthrough, I looked up what "baisu" meant because I realized that the title wasn't "basic," that's when I found out that it means "scary" in Lithuanian.  This became readily evident in the final act.  In the final minutes of the game, there is a TV broadcast that sounds like it might've been translated with Google Translate from Lithuanian without a context/syntax editor looking over the script: "This is eighth time that people goes missing in what locals call, haunted place."  You understand the gist of what's being said but it does come across as amusing and takes you out a bit from the game considering it's a news broadcast delivered in a generic "American" accent.

Lastly, there are four possible endings, two kinda-bad, and two kinda-good.  To get either of the good endings, you would have had to have taken pictures of five paintings that reveal letters to use at the end of the game during a timed QTE (this was the biggest issue with playing BAISU on the Steam Deck) and spell out a word based on the paintings.  because I played this on the Steam Deck, I had to manually bring up the Steam keyboard which completely blocks out the word you're typing. There is an ever-so-slight lag on clicking on a letter, so it took me several attempts to get the word spelled out correctly (only after I watched a walkthrough to know the correct word).  Because I didn't have all of the pictures, I had thought that the word could be "DOLLS" which is kinda close, but because again, Lithuanian.  So while DOLLS would work for English, you have to use the word DOLOS, which you would either know from finding all of the paintings or if you already know Lithuanian and simple deduction.  While I do recognize that there were a lot of dolls scattered around the house, there was never any indication from any of the letters/notes/diary entries from Jack or Annabelle that this was the cause of Jolie's madness.  And now that I think about it, I don't recall seeing any letters or writings from Jolie to understand her side of the story.  But 

I realize that I've spent the last six paragraphs criticizing the game which might give the impression that I didn't enjoy the game, but that is the exact opposite.  I had a lot of fun even if that fun stemmed from being scared to look behind me while traversing floors of a seemingly haunted house.  Every time I played the game during my first playthrough was at night while lying in bed and there were two times where I had to turn the game off because I found it to be really intense**.  Even though the story felt lacking and I wasn't always sure as to what was happening for whatever reason, the tension and scares felt well-paced and well-timed.  The game frequently prompted you to just "Search the house," which felt like a "just fine" hint, and knowing that there weren't puzzles to solve apart from finding a few keys to unlock doors, that all I needed to do was to explore a room or a part of a room that I hadn't been to yet; and thankfully the house was not Spenser Mansion-level mansion. True, the ending didn't feel great as I'm not one of the 3,200,000 people in the world who speak/read Lithuanian and I had to use a walkthrough rather than spending 1o minutes to get to the word puzzle to figure out if my guess would be correct after my second attempt.

My thoughts are that BAISU is not an overly thought-provoking game with deep writing, well-thought-out puzzles, or a satisfying mystery to solve, but TripleDuck Studios knows how to build dread and terror along with well-executed jump-scares, often eliciting an expletive from me while playing.  And since the game can be played in about two hours on a first playthrough and as few as an hour on subsequent attempts if you know where you're going and where all of the triggers and keys are, although the scares aren't as poignant.  BAISU is a well-crafted jump-scare simulator, which hopefully means that their next game can be only better.



~JWfW/JDub/The Faceplantman/Jaconian
Racing Through the Vastness


*P.S.  As stated above, my first playthrough took about 2 hours 24 minutes.  The rest of the time was spent going in to do additional playthroughs to make recordings and gather more pictures for this article.

**P.P.S. Stay tuned for Friday's article where we will feature a full playthrough with a handful of comments from moments that stood out to me.

Friday, June 21, 2024

Thoughts on Star Wars: The Acolyte

 


As of this writing, Conklederp and I have only seen the first three episodes of the new Star Wars series on Disney+, Star Wars: The Acolyte, and while part of me is befuddled by the outpouring of toxic bullshit from people claiming to be fans of the series (or at least were before this series, or before the Obi-Wan Kenobi series, or before The Last Jedi, or before Solo), it seems that every time a new piece of Star Wars visual media is released, there is a flood of people decrying that this new thing breaks established canon, that the writing is bad, that the storytelling is bad, and most recently, that George Lucas would never have allowed such a travesty.  It should tell you something about a particular subset of a fanbase when they review bomb the wrong media; all of the negative reviews have since been removed.

But we're here to talk (briefly) about Star Wars: The Acolyte.  As stated, we've only seen the first three episodes as of today (Wednesday) although there seems to be a lot of new vitriol around the fourth episode that once against spits in the face of people who gatekeep Star Wars lore and who often appear to fit into two camps: 1) People who are still salty about Disney redefining the Extended Universe to "Legends," and 2) People who pay for Twitter.

Okay.  The Acolyte.

I'm really enjoying the show.  I don't have a whole lot of knowledge about "The High Republic" and I haven't read any of the books that take place during this time so I know that I'm coming into this show missing some information (which some people will decry immediately makes me not a fan of Star Wars and should stop breathing).  I like that this story does not revolve around anyone that we've encountered in any of the previously released Star Wars*.  It's not a Skywalker story or one about Obi-Wan or Sheev Palpatine.  Since this story only takes place "One hundred years before the rise of the Empire," it would make sense that Yoda will make an appearance at some point, maybe in the penultimate episode.

I really love Lee Jung-jae as Sol who's somewhat reminiscent of Liam Neeson's Qui-Gon Jin.  I love his calmness in his delivery with an obvious concern for his former padawan turned ex-Jedi Osha.  He doesn't come across like he's the quintessential Jedi, but he's trying his damnest to be.  I haven't seen Amanda Stenberg (Osha/Mae) in anything before, but I think she's doing a great job playing two different characters, having different affectations depending on which character she's playing, and carrying herself differently enough to distinguish between the two.  I also love Charlie Barnett as the Jedi Yord because he feels like he's only been knighted within the last five years or so; I'm indifferent to the Killmonger hair as I've heard criticism about it being the now-go-to for Black male action hair.  One character I don't have a read on is Vernestra played by Rebecca Henderson, as a lot of her deliveries felt flat, but seeing as how I don't recall seeing whatever species she is depicted in Star Wars before, maybe that's just a typical way her species comes across?  Maybe that sounds bad.  But I do remember her in Russian Doll, so I know it's not that it's not her acting ability, but I know she's in more episodes.

Speaking of similar but not the same, I really liked the witch's coven in episode three.  There is a lot there, but seeing as how the series is only half over, there's still plenty to uncover since the character of Mother Aniseya is supposed to be in five of the eight episodes so we're likely to find out more about Osha/Mae's past.  For me, I enjoy seeing other aspects of the Star Wars universe depicted in ways that we haven't seen before.  Like the Mortis arc from The Clone Wars animated series, or Bendu from Rebels, showing different aspects of The Force that are not directly related to either the Jedi or the Sith.  So having a coven of witches on screen that don't have anything to do with Dathomir was nice.  I also have no issue with depictions of the Jedi as less than anything saintly.  We've seen Qui-Gon blinded by his belief in the prophecy that his focus was only on Anakin and not maintaining the existing relationship between Anakin and his mother, even if it meant that Obi-Wan went back to Tatooine with additional Jedi credits to purchase her out of slavery.  We've seen their dogmatic hubris during season five of The Clone Wars when Ahsoka was framed for murder and the Jedi Council tried to pass the whole thing off as her own personal trial and not the council trying to save face when it was proved that they were duped.  And then there's Pong Krell, or even Count Doku, both Jedi who felt that the order was essentially no longer what they "signed up" for.  So you can't tell me that the entire Jedi Order for all time is all Lawful Good Clerics of the Force.

Likely by the time this article goes out on Friday, we'll have watched the fourth episode so there'll be a whole new slew of things that anti-woke (aka racist, misogynist) man-babies will be pissing themselves over*.  If you haven't guessed by now, we're not tolerant here of thinly veiled criticisms when they're really just racist/misogynistic/homophobic rants.  I am all for legitimate criticism, but if your argument only goes as far as "the writing is terrible," "they're just pandering to the woke alphabet mafia", "they're messing with Star Wars canon" or "Kathleen Kenedy ruined MY Star Wars and should die" then like Space Jesus said, "...you're no Star Wars fan in my mind."  You're apparently not recognizing that for the entirety of Star Wars, it has never been a hallmark of the series to be immediately canonically cohesive.  That's what the spin-off books, comics, and now streaming series are around to fix.  Luke's force kick. The flaw in the Death Star.  How Palpatine returned and the extensive cloning operation.  Hell, The Clone Wars animated series made Anakin's fall make sense!  Yes, canon , lore, and cohesive storytelling are important or you end up with broken stories as what felt like what happened with the sequel trilogy, but not at the expense of threats of violence.  And if any of your criticisms include "woke" as a slur attempt, again, you can piss off and we could not care less if you ever visit us again.  

But feel free to let us know in the comments.  That'd be most appreciated.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


*P.S.  Yes, I am aware of the discrepancy between the Legends information about Ki-Adi-Mundi in the fourth episode, 40ish years before his birthday, and the new uproar that this apparently is causing; I still use Twitter after all.

#WeStandWithWookiepedia

Wednesday, June 19, 2024

MIDI Week Singles "Theme of Ieyasu Tokugawa" (TG16/PCE)

 


"Theme of Ieyasu Tokugawa" from Super Mahjong Taikai on the TurboGrafx-16 (1992)
Composer: Hiori Wakakuwa
Album: No Official Release
Publisher: KOEI Co., Ltd.
Developer: Chat Noir Co., Ltd.


Nope, I've never played Super Mahjong Taikai on the TurboGrafx-16 but from everything I've gathered about the game, is that you can play mahjong against different historical figures, with each person having their own unique theme.  I admit I did not know who Ieyasu Tokugawa was before looking up his information and I don't know anything about Japanese music from the late 16th to early 17th century, so I can't say if this theme is indicative of music from that era.

So with that in mind, what is this music?  To me, it comes across as very traditional background puzzle music, similar to what we featured last month with Chessmaster: The Art of Learning and even the music to Tents and TreesJust a calming piece of music in the background while the first shogun of the Tokugawa shogunate destroys you at a game that wouldn't be invented for another 200 years.  That's my head cannon anyway.



~JWfW/JDub/The Faceplantman/Jaconian
Suffer for His Glory

Monday, June 17, 2024

Game EXP: Bright Lights of Svetlov (NS)

   [Disclaimer:  I received a review key for Bright Lights of Svetlov 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.]

Bright Lights of Svetlov
Systems: Xbox One, PlayStation 4, Windows, Linux, Nintendo Switch
Release Date: September 4, 2021 - August 11, 2023
Publisher: Vladimir Cholokyan, Sometimes You
Developer: Vladimir Cholokyan, Sometimes You
Time Spent: 4+ Hours*

Bright Lights of Svetlov is a non-linear first-person exploration, point-and-click slice-of-life walking sim taking place in a fictionalized city of Svetlov in 1980s Soviet Union.  I don't have a lot of knowledge about Soviet-era Russia although I was in existence for a while before it dissolved in 1991.  All I could tell you extensively was that Reagan was in his own grandiose Star War with Gorbachev, that Neil Diamond wrote a song about the USSR**, and that it was a huge deal when Mr. Rogers visited Moscow.  I visited St. Petersburg for two days back in June 2019 but that was with a highly regulated and government-organized excursion through a cruise ship company; we also visited Tallinn, Estonia, Riga, Latvia, and Klaipeda, Lithuania where there was still some lingering Soviet-era architecture.  I've seen some of the apartments/housing units (brezhnevka) depicted in BLoS, but only from the outside and from a distance.  I mention this here because I am not going to be able to comment on the authenticity apart from how I feel it captured the essence of the 1980s, albeit a 1980 that was on the other side of the world from my 1980.

The first thing I noticed, and feared upon starting the game, was that there was no option to invert the y-axis for the right joystick.  There weren't even any option menus to make any kind of alterations, so I just kind of went with it.  My first playthrough (because I did a couple while gathering additional pictures for this article and YouTube videos) started out awkwardly as I often found myself looking at the floor or ceiling while walking.  I also found it difficult to click on certain objects like light switches elevator buttons, and faucet knobs as the hitbox was painfully tiny, and trying to make minuscule movements with the joystick was not always easy.  For your consideration, the video below is from my third start-up of the first level after coming back from playing The Outer Worlds (where I could invert the y-axis).

This was one of only two major complaints about Bright Lights of Svetlov and the other had to do with what felt like should have been general knowledge for the characters that were unknown to the players.  There are several times in the game where you have to perform a task in an area that is unknown to the player.  In one of the chapters, you are tasked with searching the garage but are given no indication as to where the garage is located.  Because this is a brezhnevka, would the garage be located under the main apartments?  Are they even attached to the brezhnevka complex?  As it turned out, the garages were a separate structure that required the player to walk around a small park across the street from the brezhnevka, because there was no direct path through the park.  In an earlier instance, you are tasked with throwing out the garbage but are given no other indication on where to throw it out than the game telling you to figure it out on your own.  Had I not tried to go up to the 9th floor from where the unit is located on the 8th floor at the beginning of the game, I likely would not have found the garbage chute;  also never having lived in an apartment or housing unit where a garbage cute existed, this concept is completely foreign to me, but I guess that's part of the learning experience.

The gameplay is focused on everyday tasks that you complete depending on which of the four characters you play as, be it taking out the trash, dusting, or preparing dinner for the rest of your family.  As you play four different characters, the required tasks vary in what you have to do, but they often end up requiring multiple steps to complete, which is something that I love about this game.  In my real life, I often think about how some tasks end up taking a lot longer to complete because of other things getting in the way.  Cleaning the cast iron pot used for dinner for example.  It's not as easy as "clean the pot" and that task is done.  It might include several other tasks that crop up along the way, such as:

  • Clean the cast iron pot
    • Clean and put away dishes already in the sink to make room to clean the pot.
      • Empty the clean dishes out of the dishwasher to make room for the dirty dishes.
    • Scrape food bits into the green waste bin.
    • Finish cleaning the cast iron pot in the sink.
      • Dry cast iron pot with a paper towel.
  • Dispose of the green waste bin because it's full.
    • Take out toters to the curb because garbage is picked up in the morning.

Thankfully the developer had the foresight to not require labor-intensive tasks that couldn't be solved with a single click.  Taking out the garbage only requires you to click on the garbage pail once to pick it up and once to dump it; you don't even have to put the pail back.  Putting sheets on a bed only requires you to click once to pick up the sheet and once to put the sheets on the bed.  The point isn't that you do the exact task step-by-step, only that the task is there and then you complete the task to move on to the next one.  It creates the sense that you've completed a series of tasks without actually having to do the task.  There's a difference and I appreciate that that distinction is observed here.

Something else that I loved was how the game created a feeling of isolation while living with two other people in a small one-bedroom brezhnevka that was part of a larger building that housed ~100 people.  There is an interaction with a neighbor at the beginning of the game, but you never see the person as they chuck the keys out of their door.  You can see cars driving on the street from the balcony, but never any actual bodies in the car.  It's not until the daughter Nadia actively ignores her father Anatoly in the fifth chapter that we see another character and even then it is only her silhouette.  The entire game you play as each member of the family (as well as an inspector in the years after the family moves out due to an unresolved mystery presented halfway through the game) and each time you are performing tasks, you are alone in the apartment (except Chapter 5 and sections of Chapter 6).  There is a connecting story throughout the game, part of which is based on the real-life events that happened in the city of Kramotorsk, now eastern Ukraine and this is the fictionalized account of eight of those years.

What I find interesting about this narrative mechanic is that I never felt that this family was falling apart, that they're not intentionally avoiding each other, but we only see snippets of their lives at times when they are home alone.  Regular family everyday kind of things.  Like finding out that your daughter has taken up smoking.  That there is a boy your daughter likes.  That your house needs dusting.  That your wife was able to snag a free lamp that another neighbor wanted.  That your husband has been accused of industrial espionage and is profiting from those potentially traitorous acts.  You know, typical USSR family life.  There does seem to be a benign amount of tension between Anatoly and his wife Tamara as evidenced by the letter Anatoly receives about his folder at the beginning of the game, but that could also be chalked up to frustration and not a deep seeded source of marital strife.

I really enjoyed Bright Lights of Svetlov both in its narrative storytelling, the length of the game, and how the game handled the activity of tasks.  The only things I would change are being able to invert the y-axis, and making the garage location more intuitive, especially since it's supposed to be a location that the characters already know about as opposed to a mystery that the player needs to solve.  I would definitely love to play another similar game, either in a similar fashion or another game from Vladimir Cholokyan because from what I can find, this is his first game, and it definitely left a very positive impression on me.


~JWfW/JDub/The Faceplantman/Jaconian


*I don't have the actual time on how long my initial run was because of Nintendo Switch reasons, but I apparently have 4+ hours clocked in which includes playing several times after completing the game to get additional gameplay footage and to check on further details for the article.

**P.S. Oops.  That was actually a parody song that I and one of my neighbors came up with circa 1989 to the tune of Neil Diamond's "Coming to America" and we called it "Coming to Russia."











Friday, June 14, 2024

Steam Summer 2024 NextFest

 


Well, Steam's Next Fest of Summer 2024 is wholly upon us and I don't really have recommendations for you in the way that other sites will tell you that these are the top 25 demos you cannot miss this time around.  The thing is, yes, there are a lot of games that will release/activate their demo during June 10th - June 17th because everyone else is doing it.  But since last big "Next Fest" there have been smaller showcases of games that all fit a particular profile.  Polish Games!  Women Made Games!  Sim Life Games!  You get the idea.  And during those often week-long periods, demos will often become available.  The downside though, is that because it's Steam developers/publishers can have their games automatically updated and any short-term demos will become unplayable.  I had this happen with the demo for What the Car? a week or two back, but now it's back, so you can play the demo at least until Monday, June 17th.

All of this is to say that I have in fact downloaded several demos that we will cover next month.  But, if you're at all interested in playing along with us (really just on your own...along with us) we have the following demos with the intention of playing them:

There'll probably be other games that I try out before Monday (or not) and currently, I have played four of the games, but not to the level of completion that I tried to complete games during the last NextFest.  We'll see how many I can get to before then how many are taken offline and how many are connected to additional promotions and may last a little bit longer.



~JWfW/JDub/The Faceplantman/Jaconian
Grass Below You, Sky Above