Composer: sparsevector
Album: Music from and Inspired by the Video Game Super Amazing Wagon Adventure
Label: Self-Released
Publisher: sparsevector
Developer: sparsevector
I'll jump to the quick on this one.
I enjoyed some aspects of The Backrooms by Morgan Solis, but there was a lot that I didn't like about it.
I want this article to focus on this novel, and it's surprisingly difficult not to go down the rabbit hole of the history of the concept of "The Backrooms" as well as popular and influential interpretations of what the backrooms are since their inception as the barest of ideas from 2019. But that's kind of the brilliance, that a single image can invoke an entire pseudo-folklore about something that was just the day before, nonexistent. There's a pretty good distilled history of the backrooms on CreepyPasta that you're welcome to read rather than have me regurgitate it back here.
The first thing I didn't like about the book was not that it was written in the present tense, but the writing itself. I'm obviously not claiming to be a literary critic or someone who could actually sit down and write something that wouldn't be panned for being poorly written. To me, I felt that the writing just wasn't good. Maybe it does have something to do with the present tense as it does take a while to get used to, but I've read several books in present tense, American Psycho, The Hate U Give, One Flew Over the Cuckcoo's Nest, and sections of Jane Eyre so it's not an entirely foreign concept for me. I feel like the text comes across as amateurish, as if I'm not an amateur myself.
"Monday rolls around and the weather resembles a scene straight out of a dark film. Gray skies and swirly dark clouds roll into town, creating the perfect setting for a cozy ambiance." (pg 11)
~
"The friends start compiling paperwork and resume editing, cracking jokes throughout the night about work and co-workers, exes, and their favorite TV shows.
Nancy tries on various potential work outfits and the apartment soon becomes a cheesy montage scene from a romantic comedy, minus the romance." (pg 12)
~
"They meet at the park that is located near Nancy's upcoming interview, she brings Leroy along." (pg 16)
~
"She notices that there are no windows in the entire lobby, yet the room is spacious enough to help one not feel confined. The room also appears to be remarkably well-lit for having no windows or natural lighting." (pg 22)
"She shoots Nina another text venting a bit, it lags sending, but eventually sends." (pg 47)
Something I realized while pulling these lines of text was that most of my critique about the writing is from the first third of the book, mostly before Nancy makes her way to the office building for her interview, and only the last two quotes are from when she is starting to become lost and disoriented when her interviewer doesn't show up. While Nancy's story about getting lost in the backrooms differs from the formula of no-clipping through walls, I actually prefer Moran Solis' approach here because I find the concept of "no-clipping" to be too video gamey for it to be believable in a psychological-horror story taking place in the real world. If it's handled as a matter of perspective, as in Labyrinth, compared to a literal wall that you can walk through, like in the Harry Potter series, then I'll be happy. Nancy being walked through a confusing series of turns through seemingly identical hallways and getting turned around is what I would imagine the transition to the backrooms to actually be like.
That being said, I was disappointed when, after waiting longer than she felt comfortable in an interview room, when no interviewer showed up, she effortlessly found her way back to the lobby where she started.
Nancy follows Fera down a long hall with office rooms on both sides, each marked with numbers but no names or titles...
She leads Nancy down a long stuffy hallway, appearing to be much more dated than the sleek lobby. Every door is identical, which Nancy notices is peculiar.
Fera takes Nancy down the hall, then to the left, then another left, then right, then another left. Soon, Nancy loses track of how many turns they have taken. She wonders how all those other office spaces could be busy at the moment...
After walking for several more minutes and taking countless left and right turns, Fera comes to a slow and unsure stop. (pg 34)
~
Finally, she gathers up her belongings and heads back toward the lobby, she trips while leaving the room, stubbing her toe rather violently.
Cursing under her breath and slightly flustered, she limps back to the lobby.
She walks for about a minute, then pauses. "Am I, lost?"
She then hears the music coming from the lobby, she speeds up her pace.
Fera's name tag is no longer on the front desk... (pg 35)
I realize that this is still early on in the story, and having Nancy lost in the backrooms after only 35 pages wouldn't leave a lot of room for the story to develop in the real world. However, events like the one above happen several more times in the story. Nancy leaves the lobby to look for the interview room, finds it, then finds her way back to the lobby, and even eventually back downstairs to the front entrance, but the entrance is locked, and as she later finds out, people outside cannot see her inside the building. Granted, finding yourself locked inside a large building as people walk by unbeknownst to your predicament would be terrifying, but it doesn't always come across that way through Morgan's writing.
Another thing that bothered me was the battery life on Nancy's phone. We're told early on in Chapter 6 (page 43), after returning to the interview room, and sometime after noon, that Nancy is confused upon finding out that "...her battery is already depleted" when she opens her flip phone to play some games. My reading of that line was that her battery level was probably around 100% when she left for her interview, and now, several hours later, is below 25%, maybe less. I know from personal experience with a flip phone that if you had your WiFi on, but in a location where you couldn't get either a WiFi or phone signal, your battery would drain faster as the phone was actively looking for a WiFi signal. I don't know if that was supposed to be the case here. In Chapter 8, we're told that Nancy "...realizes the battery is shockingly low." For me, this would be at or below 10% battery life. In Chapter 9, "...her phone is near the end of its battery life..." Less than 5%, maybe even as low as 2%? Four pages later, Nancy closes her phone after checking the battery life so that she can "preserve energy." Six chapters, 39 pages, and over 12 hours later, "Its battery is nearly dead, she turns its volume and brightness down to preserve energy." At this point, I just couldn't with Nancy's phone anymore. Maybe the battery level isn't really as low as Nancy thinks it is, but there didn't seem to be any indication that this was a hallucination; otherwise, the battery level might've been fluctuating and not just decreasing.
Luckily for my sanity, in Chapter 16, Nancy comes across a drawer full of phones seemingly from different eras, including ones that sound like smartphones with a touch display, which seem like they hadn't been invented yet. This revelation I really liked as it places Morgan's backrooms outside of normal time and space. That maybe Nancy is from 2003 and is questioning a phone from 2023 in a drawer along with phones from 1993 and 1973. But because of dehydration, not having eaten for hours, fatigue, stress, and blood loss, Nancy's mental state begins fracturing as she cycles between being scared, angry, upset, frightened, annoyed, and complacent. Her frequently changing states of being don't come across as poor writing, but more as someone who is unable to adequately cope with their situation. And during a lot of these scenes, Nancy was not always lost in what we think of as the backrooms, those monotonous yellow walls and damp brown carpets with blinking overhead fluorescent lighting.
It feels kind of wrong to say that I thought that Morgan's writing fit better when Nancy wasn't doing well. When Nancy begins questioning her own reality about why she was even in the building in the first place, and how the music from the lobby of the 14th floor metamorphoses from being just, "...an old dreamy song that Nancy guessed is from the 1940s era" (pg 32) to "...the only sound she hears...is a familiar tune, not quite familiar enough to sing along, but familiar enough to wonder" (pg174).
I was satisfied with the end of the story as it felt appropriate. The image of a woman having gone through the ordeal that Nancy went through, wondering if she should call to reschedule her interview as she walks down a hallway, fits well with the concept and execution of the backrooms. Sure, if she had escaped and reported her events to any kind of authority, her sanity would be questioned, but it's not like the building and the business weren't already confirmed by her friend Nina, who walked with her when they scoped out the building at the beginning of the book. And honestly, I would probably read a sequel about Nina becoming lost in the backrooms as she searches for her lost friend*.
*This made me think of the first Resident Evil movie. I was pretty disappointed with a lot of the decisions that Paul W.S. Anderson made, especially coming off the brilliant Event Horizon. Then Resident Evil ends with Alice draped in lab coat, armed with a shotgun taken from an abandoned cop car as the camera pulls back revealing an empty city in the midst of a massive zombie outbreak, and then there's a pair of bloody hand smears outside of a window 5+ stories up, and I want to know more about that particular incident. What happened to that person that they thought climbing up and out of their window was the best option? What did they think was going to happen? What happened to them? And with that one shot, I knew that I wanted to see whatever the sequel was going to be. With The Backrooms by Morgan Solis, Nina is those bloody handprints on the side of the building.
[Disclaimer: I received a review key for Elise 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.]
ELISE
Systems: Windows, Steam OS
Release Date: December 12, 2024
Publisher: Stuart White
Developer: Stuart White
Time Spent: 2 Hours 54 Minutes
First Play Playlist on YouTube
~JWfW/JDub/The Faceplantman/Jaconian
When the Stars Lose Their Life
"Song C" from Gauntlet on the Nintendo Entertainment System (1988)
Composer: Hal Canon
Album: No Official Release
Publisher: Tengen
Developer: Tengen
Memory and the passage of time are a fickle thing. I could have sworn that I wrote the MIDI Week Single article for "Treasure Room" a year or two back, thinking that I didn't need to feature another song from Gauntlet so close to the previous article. But that article was from five years ago. Surely the previous article for "Song A" was more recent than no, that was 11 god damn years ago! So maybe we're doing Gauntlet music every five-ish years at this point?
Maybe it's also some kind of commentary on the music itself, and at this point, I don't need to go into my personal history with Gauntlet. Something that did surprise me while researching this article was that it appears that the music in the game is random, as a couple of the longplays I watched had different songs play for different levels. In my mind, this is the music that I would hear in Room 2. Maybe it's something about the layout of the room or the color palette, but something about this music harkens back to that, and I can't fully figure out why if the music is indeed random. Maybe my memory is faulty as it has been over 30 years since I last played Gauntlet on the NES, but I'll be damned that this game had some great music.
[Disclaimer: I received a review key for ROBMEMBOR 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.]
ROBMEMBOR
Systems: Meta Quest 2/3/Pro
Release Date: September 29, 2023
Publisher: Palindrome VR
Developer: Palindrome VR
Time Spent: 39 Minutes 41 Seconds
First Play Playlist on YouTube
I feel like I should have enjoyed ROBMEMBOR more than I did, and I'm disappointed to say that I didn't enjoy it for several reasons. Although, let's start off with how the game advertises itself.
Navigate the labyrinthine corridors of an elderly woman's mind, whose memories have been broken by Alzheimer's. As the chosen mind-repairer, you will solve puzzles, guided by a witty robot, to piece together the tapestry of her life. Merge technology with empathy to revive beautiful memories from oblivion.
Now, I'll be the first to admit that in my first time playing, I missed part of the text from the robot about using its head, which I realized while thinking about the game between my first and second time playing. I can't explain, though, is why the game didn't seem to want to accept my solution the first time (in Part 2), but after exiting and redoing the puzzle (again), it did seem to work. I also don't know why the game wouldn't let me place the head back on the pedestal after thinking that one head wasn't where it was supposed to be. That led me to think that there was some kind of glitch, and I needed to either reset the puzzle or just exit out completely.
I know. That's bad journalism to stop playing a game after fewer than 60 minutes and only just past the tutorial stage, but I felt like I was playing a game that was buggy and making me physically ill due to a design choice. I also wasn't having fun due to the aforementioned issues, something that I felt that I should've been experiencing by this point, especially in a VR game that wasn't in the horror genre. I love the concept of approaching memory loss and Alzheimer's in a video game, and VR does offer the unique experience of the medium, but I just wish that ROBMEMBOR had been a better game than the one I experienced.
~JWfW/JDub/The Faceplantman/Jaconian
In Four Moons the Antlered One Will Go To Rest
"Sand Fabrics" from Racing Battle: C1 Grand Prix on the PlayStation 2 (2005)
Composer: Akihiko Hirama
Album: Racing Battle C1 Grand Prix Original Soundtrack
Label: TEAM Entertainment
Publisher: Genki
Developer: Genki
I don't really have much to say about "Sand Fabrics" apart from that I really dig it. I haven't played Racing Battle: C1 Grand Prix, so I don't know if the title is related to anything in-game or if it's just a title that Akihiko Hirama came up with on his own. "Sand Frabrics" is just a fun, high-energy (trance?) song from a game that I'll likely never play, although a new English translation was released last year.
~JWfW/JDub/The Faceplantman/Jaconian
Instrumental
Everybody's Gone to the Rapture
Systems: PlayStation 4, Windows, Steam OS
Release Date: August 11, 2015 & April 16, 2015
Publisher: Sony Computer Entertainment
Developer: The Chinese Room
Time Spent: 10 Hours 42 Minutes
"BGM 3" from Mario's Picross on the Nintendo Game Boy (1995)
Composer: Unknown
Album: No Official Release
Publisher: Nintendo
Developer: Jupiter, & Ape Inc.
I've been playing a lot of Mario's Picross from the Game Boy Nintendo Switch Online app-thing a lot since it was released last month (March, 2025) close to around 18 hours and I'm almost 2/3rds of the way through. During the game there are five possible songs to either choose from manually or let the game cycle through them and for whatever reason, I seem to hear "BGM 3" more frequently than the rest. Or, more likely, I enjoy this one the most out of the others so I just happen to notice it more regularly.
I don't have a good reason for liking this song as much as I do. Maybe because sections are more easily hummable than others or that I almost don't even recognize this song during the first 35 seconds so when 0:35 does crop up, my brain is like, "Yeah, this song!" I guess that's just music for ya.
~JWfW/JDub/The Faceplantman/Jaconian
[Disclaimer: I received a review key for Same Room Same Day 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.]
Same Room Same Day
Systems: Windows, macOS, SteamOS, Android
Release Date: September 17, 2024
Publisher: Bugi Games
Developer: Bugi Games
Time Spent: 49 Minutes
First Play Videos on YouTube
I knew that as difficult as the game was at that point, I was not likely to join the other 16.3% of players who had beaten the game to uncover the full story behind Rosaline's trauma and her path to healing. I enjoyed some aspects of Same Room Same Day, like the lack of importance in the background, the focus on the enemies, and the combat. I guess you could say I liked the art direction, but the difficulty curve, coupled with specific enemy design and placement, has halted my progression.
~JWfW/JDub/The Faceplantman/Jaconian
Instrumental
I know there's a lot of online hate for music in Fallout 4 that will crop up when you get into battles (or battles fall upon you while you're trying to peacefully explore a desolate wasteland. I haven't found out if there's a specific time when a specific song will play, say when you're being attacked by raiders versus gunners versus super mutants versus the Children of Atom, et cetera. Maybe there isn't some cue that the game puts out and just randomly picks one of the tracks labeled fo4music_battle-05, but when "Rise and Prevail" starts playing, it will always bring a smile to my heart.
Granted, at this point, there aren't a lot of combat encounters in the game that make me anxious, except for maybe a Legendary Assaultron in close quarters. Or maybe if I'm surrounded by a lot of the Children of Atom and they're pummeling me with their gamma guns and energy guns, although I am building up my radiation resistance after completing most of the quests in Far Harbor; canonically it makes sense after how much RadAway I had Jacqueline consume throughout that DLC. But anyway, I really do love how heroic and uplifting "Rise and Prevail" gets at 0:32, and that carries me through the battle.
Unless I accidentally backpedal off the top of a building in downtown Boston or forget to check my health before running headlong into a room filled with lasers.
My original idea was to take notes during the Switch 2 Direct and then write it down into some semblance of an article, but that would really just be adding more words to what was already here, and let's be honest. This is just a more distilled form of what the article could have been, and really that's all that we need. There were a lot more games announced during this Direct, but the ones I listed were the ones that either caught my attention, or ones that I felt I was excited to eventually play, so please don't be (too) upset if I didn't list something that you yourself thought was more interesting than the Project 007 name-drop barest hint of a teaser.
Switch 2 Direct