Wednesday, December 3, 2025

MIDI Week Singles: "Snowflake Mountain" - Diddy Kong Racing (N64)

 


"Snowflake Mountain" from Diddy Kong Racing on the Nintendo 64 (1997)
Composer: David Wise
Album: Diddy Kong Racing Soundtrack CD
Label: Nintendo of America
Publisher: Rare
Developer: Rare


Let's start things off strong this December with a track from one of my favorite kart racing games that I was never able to beat because WizPig is a cheap asshat.

But what's interesting about "Snowflake Mountain" is that this song only plays when you are flying from the main world hub up to the door that leads to Snowflake Mountain.  While you're mid-flight, the music that plays in the hub world, "Main Lobby Area," will transition to "Snowflake Mountain," which is still a new theme, but the likelihood that you're going to fly around in circles just to hear this song is not very likely.  So in-game, you'll probably only hear the first couple of seconds, maybe five, before barreling into the door that actually takes you to Snowflake Mountain.

All of that context aside, "Snowflake Mountain" has a lot of the stereotypical characteristics that make a song appropriately wintry.  There are the glass-like chimes, there are the sleigh bells, and there is the happy and constantly moving bass.  It's just a good, solid snow-themed song to bring us into December.


~JWfW/JDub/The Faceplantman/Jaconian
We Were Ready for Adventures, and We Wanted Them All


Monday, December 1, 2025

Monthly Update: December, 2025

 


Two things.  First, how the hell is it already December!?  Second, how the hell is it already the end of 2025!?!?  Granted, the last 11 months have felt like a couple of years at this point, and while I would like a break from nearly daily embarrassments in the form of the entire Trump administration, I guess the one upside is: one down, three to go?  I dunno.  If I recapped every shit thing that the administration has done these last 11 months, we would have 11 long paragraphs before even getting to our usual discussion about video games.  Let's just say there'd be a lot to cover, and that's just one aspect of the current presidency.

In other news, I replaced my laptop as the one I had was just over five years old and started showing significant signs of wear.  Such as the charger not reliably connecting to the laptop, as in I could plug it in, but it required a bit of finagling to get it to actually begin to charge.  I also ran into an issue where the hard drive was experiencing errors, not related to its paltry size of 256 GB being at 95% capacity.  Then, in a moment of coincidental frustration, while in the process of transferring data (blog files, video clips from the last 5 years on the Switch, and the Steam Deck, 20+ years of music, PDFs of D&D modules and sourcebooks, and countless other documents/files I've had backed up) my external hard drive (which was also five years old) decided to wig out in ways that have caused me grief.  

I first noticed the external hard drive issue when iTunes was having problems pulling music from my two primary music folders, both located on the external hard drive (see above, the 256 GB storage on my previous laptop).  Essentially, something bad is happening with the external hard drive: both the prior and current laptops are having difficulty or are unable to read it.  Recently, my new computer semi-froze while trying to read the old external drive, and when it does connect (shows up in my File Explorer window, I will either not be able to see any of the folders, or I can see the folders, but I get an error when I try to open any folders or click on the parent folders.  Or what's been happening the last two days, is that the computer just doesn't recognize that there's another external drive connected, even though the light on it's flashing and receiving power.

I think the biggest gut punch is losing access to music that I've downloaded over the last five years, as I was able to pull music off my first external hard drive that I'd kept from when I first bought it 12 years ago.  That one's still working fine for the time being.  Thankfully, I still have access to (most) of the albums I've bought on Bandcamp over the years (the ones that didn't magically disappear when an artist released a new version of the album and the original album up and disappeared) and (most) of the albums I've bought through Amazon.  But a lot of it is a matter of remembering what I no longer have access to that's still on the prior external hard drive; I think a lot of the potentially lost music are video game soundtracks, but at least I still have all of the Draconian demo albums and the "Kefka's Domain" album.  Phew!

Oh, and to a significantly lesser degree, I also replaced my old Pixel 7A phone because, despite it having a USB-C charging port, I'm only able to use certain USB-C plugs because the port is beyond finicky.  I didn't have any of the same issues with file transfer when I booted up and connected the new phone (the economic Samsung Galaxy S25 Edge if you're wondering).

So that's kind of where my head is at the beginning of this new month, at the end of the year.

But hey!  I did finish a couple of video games last month, Final Fantasy II, and Mouthole so I don't feel too bad.  I've also made some progress in Fire Emblem: Awakening and in Romancing Saga: Minstrel Song Re-Mastered on the Switch, for which I'll have an article out, likely a First Impressions late in the month, or possibly in early January.

We'll return in January with my now annual List of Games from the previous year, because we all love lists, right?

Right?


~JWfW/JDub/The Faceplantman/Jaconian
I'll Keep Them Still


P.S.  My Downloads folder currently looks atrocious, clogged with zipped folders, but it's what I do to keep my brain just a little bit more sane.  And the music helps to keep the tinnitus at bay just a little bit.

P.P.S.  Oh, and I purchased a Mechanism gaming pillow because I was diagnosed with carpal tunnel, and I'll be damned if I'm going to let a debilitating long-term wrist problem affect my ability to work or play video games.  Except I am getting medical treatment, so no worries on that front.  Bouldering is still a bit painful, though, which we recently got back into, so it's Bs, 0s, 1s, and 2s for me for now.  Slopers suck extra hard now.

P.P.P.S.  I guess I should be thankful that I still have a good chunk of my music already backed up and that I, surprisingly enough, didn't buy any physical music from going to shows when I got my prior external hard drive in September 2020, because not a lot of people weren't going to shows in late 2020.

P.P.P.P.S.  I guess this article was also to let y'all know that if any of our high-class graphics and images change in the coming weeks, it's because I wasn't able to fully recover My Documents folder off of the external hard drive.

Wednesday, November 26, 2025

MIDI Week Singles: "Braving the Battle [Metal Zone Theme] - Terra Battle (And/iOS)

 


"Braving the Battle [Metal Zone Theme] from Terra Battle on Android and iOS (2014)
Composer: Nobuo Uematsu
Album: No Official Release*
Publisher: Mistwalker
Developer: Mistwalker


I had considered using a song from Rad Racer, but I didn't want to use two songs in a row from the same album, so I jumped ahead 27 years and picked a song from the mobile game Terra Battle.  This is a game that Conklederp and I played quite a bit when it was released 11 years ago.  We went through a shortish phase playing a couple of co-op games in the days before Pokémon GO, and I think Terra Battle was one of the last ones.

Deciding on a song was a little difficult, but it was a toss-up between several battle songs; this one, for me, hit the nostalgia buttons the hardest.  I apparently spent a lot of time doing the Metal Zone because it was the easiest and fastest way to level up newly acquired characters quickly, so that everyone was roughly in the same ballpark of the same level.  It's just a fun, high-energy song from Nobuo Uematsu in the years since he left Square and seemed to be doing his own thing, although going back to work with Hironobu Sakaguchi was nice.  

And I thought this would be a fun way to go out on our accidental month of featuring tracks form less popular games in Nobuo Uematsu's career.



~JWfW/JDub/The Faceplantman/Jaconian
Click-Clock


Friday, November 21, 2025

You Must Be A Poseur

With the announcement of the nominations for "Best Score and Music" from the Jeff Keighley Awards, sorry, The Game Awards, I had considered listening to and featuring a track from each game as an upcoming MIDI Week Single.  Then, while listening through the soundtrack to Hades II by Darren Korb, who we've featured in the past, I began to feel like a poseur.

I haven't played any of the games that were nominated, mainly because I haven't played a lot of games that were released this year (2025) that I didn't receive from developers/publishers through Keymailer.  Not because the games didn't interest me, just that I'm finding it hard to buy new games at new game prices.  So here I am listening to the soundtracks to Silksong and Hades II, and while there've been quite a few songs that have piqued my interest, I don't really know what to say about them because I have no context for the song itself.  I could go by the title, be it "Fourth Chorus" or "Moonlight Guide Us," and then look up a playthrough to see how the song fits contextually with the game, but that just doesn't feel quite right.

Yes, I have done this exact same thing with older games, like recently with Apple Town Story and Metal Masters, and I think the main difference is that those are significantly older games or games that I am less likely to get around to playing because they're difficult to find, or out of print, or they're just not compatible with modern hardware.

So then why do I feel a smidgen of shame featuring music from Silksong or Clair Obsure: Expedition 33 or Ghost of Yotei?"  As best as I can explain it, I think it's because it feels like each of these games (along with Death Stranding 2) have fervent fan bases that if I talk about the music in the games, I'll be asked what my three favorite tracks are from the game, and what my three favorite moments are from the game, and what's my least favorite element from the last third of the game, and how come I haven't played Hollow Knight yet if I'm talking about Silksong, and that I'm not a real fan because I haven't had to wait eight years between releases.  You know, shit that I went through in Jr. High because god forbid I wear a Grateful Dead or a Megadeth shirt without being grilled about what my five favorite Dave Mustain solos were and why can't I play them on guitar, and why "Countdown to Extinction" is an inferior album compared to "Rust in Peace"?  Because every album released after "Rust in Peace" is an inferior album is the easy answer.

The short answer is that it's easier to talk about music from older games that fewer people are likely to have played than music from modern games (games released in the last 15-20 years, apparently) without fear of online harassment.  I've also found that with some older games like Ace Combat Advance, Dragon Spirit, or Amida, that people are simply happy to hear from a nostalgic favorite than care deeply if I've played the game or not; and I'm always upfront in the articles on that point.  I am a moderately soft-spoken introvert after all, which is why I still write on the Internet.


~JWfW/JDub/The Faceplantman/Jaconian

P.S.  I kid you not, while listening to the Hades II soundtrack, specifically "Coral Crown", a coworker walked by my office and said something along the lines of, "Hades II, nice track!"  I sheepishly said, "Oh, yeah," as if I knew exactly the context of the song.  But then he continued walking to the bathroom, so that was the end of our conversation.


Wednesday, November 19, 2025

MIDI Week Singles: "Shall I Play With My FC: BGM 2" - Apple Town Story: Little Computer People (FDS)

 


"Shall I Play With My FC: BGM 2" from Apple Town Story: Little Computer People on the Famicom Disc System (1987)
Composer: Nobuo Uematsu
Publisher: Square
Developer: Square 


13 years before Maxis created The Sims, Square ported Activision's Little Computer People over to the Famicom Disk, and Nobuo Uematsu wrote some of his most minimalist music for a video game.  In Apple Town Story, the unnamed little girl goes about her daily life with little input from the player.  One of the activities that the player can suggest to the girl is to play on her Famicom, and from what I could tell from the playthrough I watched, she'll play one of three generic video games.  The only thing that differentiates the three games is the music that plays while our heroine aggressively button-mashes her way to defeat, and this song is the one that stuck out to me the most.

I like the somewhat high-energy drive of the music, and it even reminds me a little bit of "Pushing Onwards" from VVVVVV, but on a much smaller but no less grand a scale.  The song only plays for 53ish seconds after all, as you're not actually playing the game, you're just watching the girl play the game, albeit not very well, apparently.  Whatever game Nobuo Uematsu had in mind may not have extended beyond "exciting generic video game music," but it works here, and that's all that matters.


~JWfW/JDub/The Faceplantman/Jaconian
And Sound the Anthem

Monday, November 17, 2025

First Impressions: The Escape (Itch.io)

[Disclaimer:  I received a review key for The Escpae 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
Release Date: September 16, 2025
Publisher: Space Race
Developer: Space Race
Time Spent: ~38 Minutes

Not taking into account that I was unable to record any usable videos while playing The Escape, I have several things to say about this game.  Some of my lack of enjoyment might be related to how the game ran on my computer, but I don't think all of the blame for the general poor performance lies with my laptop. But I cannot wholly rule out that possibility either, as I believe my laptop is on its way out; I did buy it five years ago, if I haven't already mentioned it.  And while some of my issues with the game lie with its performance, the majority of my criticisms lie with the game itself.

From what I was able to play, The Escape is a series of medium-sized, sparsely decorated interlocking escape rooms.  You start off in one room with a door, and after solving how to operate the lever next to the door, you're able to leave.  You then find yourself in a hallway with two large shutter-style doors on either end of the hallway, and another regular unlocked door.  All that I was able to discover during my time playing were the four rooms and two hallways.  Oftentimes, the puzzles required you to backrack to previous rooms after flipping the lever in any given room you're exploring

My issue with the game is that it feels like a lot of it was either made up of existing assets, or assets were created and just reused haphazardly.  For instance, you can move the lever in one room, but it's locked in another, and the game prompts you to find a crowbar.  But the crowbar and all of the other items I found were all single-use items.  For another lever, you're prompted to find an axe or a key.  I've done plenty of in-person escape rooms, so I know that you're often unlocking one puzzle to acquire an item to unlock another puzzle.  That's all that I felt I was doing here, except I didn't always know where the next puzzle was or where the "key" I had discovered was to be used.

The other issue is that the game switches back and forth between Italian and English, sometimes within the same sentence, without rhyme or reason.  I get that the developer, based on the Itch.io page for The Escape, is likely Italian, so the in-game text is also in Italian, and I managed to use the screen recording feature of Google Translate on my phone to get the gist of what I was supposed to find.  I could understand if the player is not supposed to understand Italian, like they're a person who only speaks English and they find themselves in an Italian prison/escape room, but that doesn't seem to be the case here.

Lastly, the movement started getting really messed up after about 15 minutes.  I genuinely don't know what was going on, and I'm sad that OBS wasn't able to record it, because describing it is going to be difficult.  For most of the game, I was holding down the Left Shift key to run because there was a lot of space between rooms, the hallways were long, and I wasn't always sure if a switch in one room did something in the room I was in or a different room.  I was starting to notice that my movement was slowing, not in a reduced frames per second way, but that my character was moving slower while I could still turn at a regular and constant speed.  The 'bounce' of the camera, too, was becoming a lot more noticeable while trying to run.  And I think that's where a lot of my nauseating feelings originated.  A combination of the progressively slower and slower movement, the disconnect between what I was doing (pressing W to move and Left Shift to run), possibly the fact that you can't invert the y-axis, and the increased bouncing is ultimately what did me in.

And this was just from my first play attempt.

On several follow-up attempts, I had identical issues, although the slow-moving glitch/bug happened earlier than the 15-minute point, and I think my brain recognized what I was doing because I became nauseous in fewer than five minutes.  I tried playing the game three more times, and the uninspired puzzles coupled with the nausea meant that I've yet to escape from the starting four rooms and two hallways.  The Escape simply needs a lot more work for it to be fun and playable, but also feel like you're playing a finished product.



~JWfW/JDub/The Faceplantman/Jaconian
I've Searched the Eye

Wednesday, November 12, 2025

MIDI Week Singles: "Prologue" - Final Fantasy Adventure (DMG)

 


"Prologue" from The Final Fantasy Legend (Makai Toushi Sa・Ga) on the Game Boy (1989)
Composer: Nobuo Uematsu
Publisher: Square
Developer: Square


I do actually have a copy of The Final Fantasy Legend for the Game Boy at home, but I couldn't tell you where I acquired it.  I might have bought it, and I might have also been gifted it years/decades ago.  I don't think that I borrowed it and never returned it, although that is, enemas forbid, possible.  All of that to say, I have played a little bit of The Final Fantasy Adventure, but only long enough to not really understand or grasp the levelling, and fully appreciate the mechanics of leveling and nuances behind the mutant and monster classes.  So my experience with the SaGa series has been pretty limited to say the least.

But as of yesterday, having received a copy of Romancing SaGa -Minstrel Song- Remastered, I figured I should reacquaint myself with the origins of the SaGa series and play the games from the beginning.  What I love about "Prologue" by Final Fantasy composer Nobuo Uematsu is that it doesn't sound derivative of the "Prologue" theme from the Final Fantasy series.  This opening title track is its own thing, and I am thankful for listening to this song with stereo speakers instead of the single speaker on the Game Boy because there is some fantastic left/right speaker action going on within the first couple of seconds.  What I love about "Prologue" is that, while a heartfelt piece that plays during the opening titles and while you create your playable character, it could also double as a callback in the late game during some Final Fantasy IV-level revelation about the Tower to Paradise, or any other NPC you meet along the way with this kicking in as a reprise; I've only just restarted the game, so we'll have about 20 hours to wait and see on that prediction.  

I also love that, despite having to learn a new music input language from the NES and SNES, Nobuo Uematsu doesn't feel like he's let the 8-bit Game Boy music chip hold him back from creating something beautiful, soulful, and powerful.  Once again.


~JWfW/JDub/The Faceplantman/Jaconian
Who Could Hang A Name On You

Friday, November 7, 2025

First Impressions: MOUTHOLE (NS1 & NS2)

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

MOUTHOLE
Release Date: April 1, 2024
Systems: Windows, Steam OS, PlayStation 4 & 5, Nintendo Switch 1 & 2
Publisher: Sometimes You
Developer: Anything Nose
Time Spent: 3+ Hours
Highlights Playlist on YouTube

First off, I recently discovered that the developers, Anything Nose, are no longer in business as of May 2025.  The game was delisted on Steam shortly after the studio closed, although it's still being released on consoles, so Sometimes You is now receiving the money for their work on their ports.

Anyway.

MOUTHOLE is a bit of a strange game.  It's kind of a 3D walking-sim, point-and-click adventure game with some light puzzles, time management, and a touch of not-quite-a-rogue-lite since there is a New Game mode that retains some progressions from previous playthroughs.  I had originally thought that I was going to write a Game EXP article, but then I noticed that there are 11 possible endings, and while I was putting together videos, I was again noticing all of the things that I had either missed or just altogether skipped on my first playthrough.

The premise of MOUTHOLE is that you go to see a dentist who tells you that your teeth are in horrid condition and that you likely have only five days before they completely rot out of your head.  You're asked a couple of questions that may or may not have some impact on your particular playthrough.  You wake up each morning in wonderful Majora's Mask style, with the game telling you how many days you have left before your teeth all fall out.  Your day is then filled with activities that often take an absurd amount of time, such as an hour to brush your teeth, drinking beer for two hours, or taking six hours to build a door.  You only have so many hours in a day, and once you reach 21:00 or later (you can start a task before 21:00), then the game tells you you're too tired to do whatever it is you're trying to do and gives you the option to sleep on the floor.  Or you can just continue to wander and then go to sleep in your bed.  Very respectable.

You can also crawl inside your mouth to access environmentally different areas to find items to use in the real world that can help you progress through the story and puzzles.  Did I not mention that you can crawl inside your mouth?  That's a thing you can do here, and it's just as weird as it sounds.  You stand in front of the mirror in your recently cleaned bathroom and crawl into your mouth.  Once inside, there are four, possibly five portals to other areas accessible by different parts of your body.  I think.  One portal takes you to a desert mesa with a sentient worm (RFK Jr. be jealous) while another takes you to the space where two eyes look at each other, while black mushroom-like polyp-things can sprout while green fluid gushes down from one eye to the other.  I don't quite know what to make of it all.

And then there are things that I don't have an answer for, like what the red glove behind the white caution fence on the mesa is all about.  Or what 17:00 has to do with the sundial in the room just off of the kitchen; yes, I visited there specifically at 17:00, and nothing happened and I couldn't trigger anything.  Or what happens if you drink all of the beer?  Or if you only brush your teeth.  Or what that little platform with the church-like-building in your stomach (was that area your stomach?) was about?  Or the eight other possible things that could have led to eight of the other endings I didn't see.  The end of your run, be it from your teeth decomposing in your mouth, collapsing on the ground, or dying in a car crash, the end game text gives some hints as to what you're capable of completing during your five days in your house before you see the dentist at the end-end of the game.

I have no doubt that there are overly complex endings that will require a detailed walkthrough, while others can be triggered simply by falling off the stairs; I found that one at least, testing to see if fall damage was a thing.  MOUTHOLE is a bizarre and surreal experimental game that likely won't land with everyone, and its weirdness was just enough to be mildly gross, but still entertaining.  I was entertained at least.  So mission accomplished?


Now to figure out how to lead a balanced life where your teeth don't fall out in the end.


~JWfW/JDub/The Faceplantman/Jaconian
Rejoice the Dreams

Wednesday, November 5, 2025

MIDI Week Singles: "Rebel Army Theme" - Final Fantasy II (FAM)

 


"Rebel Army Theme" from Final Fantasy II on nearly everything at this point (1988 - 2024)
Composer: Nobuo Uematsu
Album: All sounds of Final Fantasy I - II (and several others)
Label: DATAM, POLYSTAR
Publisher: Nintendo
Developer: Square

I remember first hearing this theme as Scene VII on the album, "Symphonic Suite Final Fantasy," that I bought online (with my parents' credit card) sometime in 1997.  I had never played Final Fantasy II, although I had recently only become aware of its existence.  It easily became one of my favorite tracks on the album, even with all the other orchestrated tracks from the game I already knew —the original Final Fantasy.  It's not many 30-second songs that can be elongated into nearly five and a half minutes of heart-wrenching majesty.

Thirty seconds!  That's how long this original song lasts before it loops back in on itself.  I don't have the knowledge to break down something that lasts for that short of time because you know that every single note is so purposeful and deliberate.  There's a melody that somehow is able to convey both emotional feeling and a drive to make the world a better place while still having some semblance of a cobbled-together amateur militaristic resistance to a growing oppressive power.

I decided to use the original Famicom version while playing the Pixel Remaster version mainly because the newly orchestrated soundtrack clashes with me while playing an NES/Famicom-era game.  Even with the enhanced visuals and presentation, hearing this theme in 8-bit stereo feels a lot more natural to me.

That's all I've got.  I love this song, and replaying Final Fantasy II has only made me appreciate the game a lot more than just being a sequel to the Final Fantasy that I played over and over again on the original NES.


~JWfW/JDub/The Faceplantman/Jaconian
Think of Your Destination Number

Monday, November 3, 2025

Monthly Update: November, 2025

 


I don't really know where to start with November.  

We're fortunate enough to make enough to not have to worry about cancelled SNAP benefits, and I feel it's definitely coming from a place of privilege to be okay with the US Senate Democrats not voting for the one-sided Republican budget that doesn't do anything to address rising healthcare costs (that they already cut with Trump's first and likely only legislation for his entire four-year term).  And we all know that their position of, "Well, let's pass our bill first and then when we all come back and when the government is funded, we can talk about the Affordable Health Care subsidies that expire January 1st, 2026."  It's very much in the Republican playbook to claim one thing one day, then back down on it the next.  Look at their position of not voting for a Supreme Court Justice until after the 2016 election, but then voting in a new Justice in 2020, one week before the 2020 election.  Or the Republicans' position to not want to hold hearings/voting on federal and district court judges during Obama's presidency (yes, there were appointments, but there was a lot of stonewalling by the Republican Senate as well).  The point is, the Republicans in the Senate and House won't do anything without Drumpf's approval, and the only thing he cares about right now is his ostentatious ballroom, the marble in a renovated bathroom, and being pandered to in foreign countries.

Where was I?

Oh, right.  Vidya gambinos.

I know I didn't post as much as I had wanted to last month, but I kinda fell into a rhythm of posting about games I received through Keymailer on Friday while still maintaining our usual MIDI Week Singles.  I have a couple of additional Keymailer games coming up this month with Mouthole, The Escape, and [Herror] Gas Station Case, plus I will also have a slough of articles for Resident Evil 6 now that I've finished that game.  Although "finished" is relative because I only went through each campaign once, even though with the first three, there are two playable characters with ever so slightly different routes when characters split up.  It would be interesting to play through Chris' campaign with Piers' arc, but that campaign was also the one I was least interested in gameplay-wise overall, and I don't really want to replay the 47 stages of the Simmons fight in Leon's campaign.  So it's not very likely that I'll be replaying any of Resident Evil 6.  My plan is to have an article for each campaign and then one for the game as a whole, if I get around to having everything done on time. We'll save Resident Evil 6 for December. But if you want, I have selected videos from my entire playthrough up on YouTube in a handy and convenient playlist.

I've also jumped back into Fire Emblem: Awakening while at work.  It's nice because the battles don't feel like they take as much time as a typical tactics game, or even Fire Emblem: The Blazing Blade.  The no-feet thing is still exceedingly distracting.  I also feel that, in typical Fire Emblem sense, with the weapon degradation mechanic, there isn't much of an incentive to engage in non-story battles since there aren't typical JRPG gold drops to build up gold stores to buy weapons after they've broken or repaired them.  At least Chrom's sword is unbreakable, so that incentivises the player to actually use them in battle instead of keeping them in the back to avoid them dying and the battle automatically ending (although there is still that fear).

I know back in January, I said that I was going to play through games that I had received through crowdfunding campaigns, so now that we're firmly in Quarter 4 of 2025, let's get a brief rundown of where we're at with that list:

  • Hatch Tales: Still playing, but not as frequently.
  • Sherlock Holmes: The Awakened: Unplayed.
  • 9 Years of Shadow: Hit a skill wall about 75% of the way through.
  • Lords of Exile: Only played the first level.
  • Chrono Sword: Unplayed.
  • Meifumado: Have played about an hour.
  • Mashina: Have played just over an hour.
  • The Sinking City 2: Not released yet.
  • Mariachi Legends: Not released yet.
So, not great, not terrible.  I mean, pretty terrible if you consider how many of those games I've finished, but at least there are more games I've played than ones I haven't played.  But I have high hopes that we'll make it through at least half by the end of the year.

That's what I say anyway.



~JWfW/JDub/The Faceplantman/Jaconian
Baby, All You Do Is Ride

Friday, October 31, 2025

Game EXP: The Mildew Children (NS & NS2)

[Disclaimer:  I received a review key for The Mildew Children 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, Steam OS, Nintendo Switch 1 & 2, Linux, & PlayStation 4
Release Date: September 22, 2023
Time Spent: 10+ Hours

There are a lot of different directions I could go with this article, but the one I'm going to go with will be the simplest one.

I really, really liked The Mildew Children.

The Mildew Children is part point-and-click adventure game, part visual novel, part deep dive into Russian/Baltic occultism (that we're not going to do a deep dive into in this article, but maybe a future one), part multi-tasking, and part walking-simulator.  I don't think there is one legitimate way to fit The Mildew Children into traditional video game boxes, and that's one of the many things I love about the game.

You play the game as the young witch Kyrphel, who is a member of a small circle of four witches living just outside of a small village.  The village is populated only by children, and the fact that there's no explanation as to why this is, I find fascinating.  Were all of the adults killed?  Did the adults all succumb to an illness?  There is an outlying area outside of the village filled with graves, so people have been buried there for years before our story begins.  Kryphel even talks about her mother, who died years ago, but as we later learn through the story, the exact definition of a mother and a daughter can become murky.

The game is played by having Kyrphel walk through the village and interact with specific villagers, often rebuking their sneers and side-long glances, but at the same time requesting her to perform simple rituals for them, often out of selfish need or desperation.  Everyone hating on the witches until they actually need their help.  Along with the other witches in her circle, Kyrphel is also close with the priestess Littlegrave, who walks around with a scythe and looks to be about 10 years old, and she has a brother who lives in the village who is a hunter, but her interactions with him in my playthrough were limited.

Depending on the difficulty level (yes, there are difficulty levels for this walking-sim of a visual adventure novel) determines how the mini-games are played.  The three mini-games often happen either during conversations, when Kyrphel is casting a spell, or fighting off ailments, often while in conversation or while trying to focus on spellcraft.  There are times when you are button-mashing, other times when you are trying to center a slider that is being pulled either up or down, and a rhythm-ish-type game where you have to press the A-button at specific times to utter the correct words to a spell.  I played on "normal" difficulty to get the experience that the developers intended, although there were two instances after dying more than five times that I highly considered lowering the difficulty, even as the game was asking me if I wanted to lower the difficulty; is it bad when you feel the game is taking pity on you?

There are also several times over the course of the game where you have to select the correct conversation options, or you're likely to die.  In one of these that became the bane of my playthrough, I ended up having to consult a walkthrough because I could not for the life of me figure out the correct combination of speech options to actually make it out alive.  As it turned out, I needed to select 10 correct speech options to make it out when I found I was usually dying after only five, with no real indication that I could tell if how I was directing the conversation was correct at all.  I honestly don't know if I could have gotten through this section without the assistance of the walkthrough.

Just a heads up, that the next section is going to contain spoilers for the story and parts of the gameplay, so if you want to remain spoiler-free, I recommend skipping the next section and then coming back and joining us towards the end.  I feel like I'd be remiss to not mention this, though, so y'all've been warned.

~SPOILERS~

For the first handful of chapters, I couldn't quite tell where the story was going.  There was Kyrphel and Littlegrave, and then one of the witches in the circle was found dead, leading up to the ritual that needed to be performed on the shortest night of the year, the Dormition.  This ritual can/should only be performed with a circle of four witches, and Kyrphel takes it upon herself to seek out a woman to become the fourth member of their circle.  For the sake of not revealing everything in the story, I'm going to gloss over who specifically Kyrphel decides upon to join their circle and instead jump to the chapters dedicated to Kyrphel teaching Iva.  During these sections of the game, Kyrphel imparts a lot of seemingly occult lore upon Iva, and you're often given the option to let Iva whisper to herself what was just said, ask her to repeat it back to Kyrphel to show retention, or just blow on through to the next topic.  These lessons span multiple chapters and cover various topics, including recipes for witch dust, the purpose and symbolism of old coins, the differences between different types of red berries, and their significance in witchcraft.  There is a lot of information, and had this not been a video game, I probably would have taken notes. Instead, I did the next best thing and took a lot of screenshots and videos.

All of these lessons come back hard when the game makes the absolutely brilliant decision and, through a mildly unsettling screen flicker following a ritual that would ultimately decide if Iva is capable of being a witch, you now take control of Iva and follow Kyrphel back to her hut.  Here, you are quizzed on all of the lessons you learned from previous chapters.  I love it!  Absolutely love it because while you were playing as Kyrphel, there are multiple times that she chastises Iva for either not paying attention or not being able to retain the ingredients and specific order for concocting spell components.  Some of the level of severity in how hard you had had Kyrphel scold Iva was left up to the player, and thankfully, I don't think I was too hard on her.

In my first time casting a spell as Iva, I know that I forgot one aspect, placing a coin on a window, because I was told, as Iva, not to open a window because it would let evil spirits in.  My brain registered the part about the window, so I ended up not doing anything with the coin.  Looking over the walkthrough after the fact, I rediscovered steps that I didn't do or forgot about completely.  And I may not have made the circle of witch dust in a counterclockwise direction, but I know for certain I ate two pale tears and gave Lyrida five to eat herself.  Soon after, the night of the Dormition takes place, and I know that I must have messed something up before because Iva died soooooo many times.  While in the process of writing this article, I discovered that Kyrphel can interact with more spirits in the days before the Dormition, which can make the challenges/mini-games more manageable, but I only inadvertently found one, which could also explain why I had such a hard time.

There was another extended sequence after the night of the ritual that I'm going to gloss over, but it included an area where I again needed to look at the walkthrough; otherwise, I still might have been lost in that dense, unmappable forest; think The Lost Woods, but less obvious.  That being said, either I skipped something during my playthrough that wasn't in the walkthrough, or I somehow ended up along a different path, one that didn't involve stabbing an entity, but it's one that I am ultimately happy with.  I got one of the two possible endings (based on an AMA the developer did on Reddit) to the game, but it still felt appropriate based on the choices I made, both successful and unsuccessful.  The story I played led to a bittersweet ending, but I'm okay with that.  Kyrphel died, protecting Iva, whom she believed contained the spirit of her mother, possibly challenging the fate that had deemed Iva to die (again).  Iva nearly died trying to find a way to help Kyrphel, bringing herself to the brink due to exhaustion, all through the choices I made, which I felt that Iva would also have made.  I could see this being either a bad or a good ending, all depending on the player's feelings towards both Kyrphel and Iva, but I interpreted it as a good ending.

~END OF SPOILERS~

Welcome back, people who took the shortcut down to here from paragraph six.  I guess the only other thing I want to mention is that I did have to turn down the difficulty one last time during a scene at the end.  For whatever reason, the frame rate tanked, and the game became so laggy that I couldn't actually do the final mini-game, the one where you have to keep the slider as close to the middle while various elements related to the text push it hard either up or down.  This specific game required the player to almost anticipate how hard the slider would jump, so you had to keep it hovering towards the opposite end you felt it was going to swing.

My only other criticism, if you even want to call it that, is that I feel like I missed a bit due to either localization or, more likely, not understanding finer aspects of how a culture works.  And by that, I mean understanding what it means to be forcefully encouraging or being firm with them.  In one of the teaching sessons between Kyrphel and Iva, I was supposed to not go easy with Iva and to drill home how important her lessons were, but the whole time I felt that I was missing something in my responses, and Kyrphel was coming across as either too harsh or too lienent and my meter that was tracking how well I was doing kept tanking into the red.  While I had read some people on the Steam forums talking about having trouble with some of the dialogue trees related to cultural references, I didn't find that to be the case for me.

I do have plenty of questions related to the world and how in-depth the lore goes, but the fact that I'm putting so much thought into the characters and the world almost two weeks after finishing the game just goes to show how well the characters were realized and how well the writing and voice acting were for all the characters.  Did I not mention the voice acting?  I don't speak Russian, so while I can't comment on the authenticity of the English translation, I don't feel like I lost anything, but I could be wrong.  But as I said all the way up there, I really, really enjoyed The Mildew Children.  I could see Dr. Potts and Jane really digging this game/story.


~JWfW/JDub/The Faceplantman/Jaconian


P.S.  I just wanted to add here in the post script that while I was playing The Mildew Children, I broke out several of my Arkona CDs to listen to on my commutes to work.  Arkona is a Russian folk metal band from 23 years ago that performs pagan Russian folk metal with amazing vocals by Masha Scream.  Hearing her go back and forth between traditional Russian folk singing and intense growling is amazing.  Hearing her do it live is something else.  If you're going to look into them, I'd recommend both albums "Goi Rode Goi"* and "Slovo", or if you're looking for more Russian Folk-Black Metal, either "Kob' " or "Khram" will be your thing.

*Yes, I know I could've linked to the actual song "Goi Rode Goi," but I actually think that the video does the song a little dirty because it cuts out almost half the song, and you'd be better off listening to the whole song before watching the music video.

Wednesday, October 29, 2025

MIDI Week Singles: "Dracula Castle" - Castlevania: Symphony of the Night (PSX)

 


"Dracula Castle" from Castlevania: Symphony of the Night on the PlayStation, SEGA Saturn, Xbox 360, PlayStation Portable, PlayStation 4, iOS, & Android (1997 - 2020)
Composer: Michiru Yamane
Album: Akumajo Dracula X ~Gekka no Nocturne~ Original Game SoundtrackCastlevania: Symphony Of The Night (Original Video Game Soundtrack)
Label: KONAMI, Mondo
Publisher: Konami
Developer: Konami Computer Entertainment Tokyo


I've always known this as the opening stage music to Symphony of the Night once you take control of Alucard, but I never thought of it as Alucard's Theme until reading up on the song to make sure that this game was the first instance.  It turned out that, as of the 2008 release of Castlevania: Judgement on the Wii, Konami had officially recognized "Dracula Castle" as also being Alucard's Theme.

Anyway!

I have no real or significant music analysis of this or thoughts on the instrumentation.  No real thoughts about the subtle disconnect between the heavy electronic synths throughout the song and the late 18th-century setting.  It's actually quite remarkable to think that the United States was 21 years old at this point, with John Adams as its President.  Napoleon would begin his Napoleonic Wars in only five years time.  It's brought up as a point of building Richter Belmont's backstory in the Castlevania: Nocturne animated series, but the Belmonts using whips as their main weapon for centuries has always made this series feel like it's stuck in the mid-late 15th century.

The point is, "Dracula Castle" is a great song, albeit a lackluster name from a franchise that seems to pride itself on nearly half of all the song titles sounding like cryptic gothic riddles ("Wicked Child," "Sapphire Elegy," and "Don't Wait Until Night" to name only a few out of hundreds).  It's got ample amounts of energy and gusto to push you through to the next area and just enough newborn nostalgia baked in to make coming back to the entrance of the castle just as exciting as Alucard clearing the drawbridge right as it closes.



~JWfW/JDub/The Faceplantman/Jaconian
Well into Madness, With Each Setting Sun

Friday, October 24, 2025

Game EXP: The Nameless City (NS/NS2)

[Disclaimer:  I received a review key for The Nameless City 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.]

Release Date: July 13, 2024 & September 3, 2025
Systems: Windows, macOS, Xbox Series S/X, PlayStation 4 & 5, Nintendo Switch 1 & 2
Publisher: Sometimes You
Time Spent: 1 Hour 11 Minutes

The Nameless City is primarily a walking-sim with some light puzzle elements and is an adaptation of the short story by H.P. Lovecraft.  In the original story, the narrator wanders through the Arabian Desert and comes upon mysterious subterranean ruins, and explores them.  He/they/she/it then discovers dwellings within a cliff face, followed by some more ruins, then a descending staircase under the sand, some sarcophagi and murals, and finally a tight-fitting tunnel, after which he becomes trapped.  The story can be read in just over 30 minutes, while the game took me just over an hour, although some of that time was spent plummeting to my death while forgetting that there is a "duck" button, but for the most part, the original story is here and rightly expanded upon to make a playable video game.

First off, I have no issues with how Paradnight Studio expanded upon the existing story.  There is a lot more in terms of exploration, there's the introduction of spellcasting of ancient runes, there are features that will blow you off a cliff if you don't duck, there are visual references to Lovecraft's original design for the Elder Sign, and Elder Things.  Unfortunately, if you're fond of camels in literature, the camel was omitted from the game, likely because it was something that didn't really contribute to the story and would have been something else that required animation. 

My experience playing on the Switch 2 was mostly positive, although there were a couple hang ups, both of which are likely Switch-specific.  First, and you can see this happen multiple times during my playthrough, the game would fade to black in a specific area and essentially freeze.  In the first instance, I could repeat the bug every time, and even after contacting the developer and publisher (who ported the game to the Switch), my only solution ended up being to restart the game.  Thankfully, I was fewer than 20 minutes into the game.  The second instance of the game crashing, thankfully, only happened once so I didn't have to restart the whole game 21 minutes in; not that 21 minutes is a long time to have to replay, but doing so in the hope that the bug wouldn't happen again after many attempts during the first occurance was not something that I would look forward to.  But again, thankfully, that didn't happen.

The last issue with the Switch port I wouldn't have noticed had I not watched a playthrough to see if I was missing something back during bug #1, I wouldn't have thought anything was missing.  As it turned out, every time the player/narrator interacted with and picked up a new rune, or when your sanity dropped to zero (we'll get to the sanity meter next), you were witness to a short animation of non-descript Elder-things.  The visuals in the Switch port felt very shaky and moved only a little bit, but in the PS5 version, they're almost shimmering.  I honestly have no idea what would cause this to happen, and it's not like it took anything away from the game.  Again, I only noticed because I looked at another port of the game, but it did feel like something was a little off during these animations.

This is the perfect time to bring up AI, since the above animations felt like they were created with a similar kind of AI that was used for the opening sequence to Secret InvasionIt just looks very much like a product of 2023 when every company was crawling over themselves to find ways to integrate AI animation and make it look edgy and just a little off.  How it's used here, I just feel like something better could have been used instead, as it takes away from the visual aesthetic created by the pixelated graphics.  Maybe that's what Paradnight was going for, but the look of it takes away a bit from the rest of the game.

As for the sanity meter, I guess all I have to say is that there was a meter drawn like a brain stem, and if that meter reached all the way to your brain, you lost consciousness and essentially died, but only in video-game terms.  You would respawn at your last checkpoint.  There were some visual cues, apart from your brain stem shrinking, such as purply veins creeping in from the outside of the screen towards the middle.  I don't know if it only happens outside or in this one particular instance, but at one point, there were what looked like purple raindrops rising up from the ground into the sky, right before I fell unconscious.  The effect never felt like it was trying to achieve something like Eternal Darkness, but more like Amnesia: The Dark Descent, which also used a brain as a visual indicator of mental well-being, where the screen would take on a slight distortion.  Later in the game, once I figured out what I was supposed to be doing, I did enjoy the sanity meter being used as a timer between safe zones, being a nice use of an otherwise background mechanic.

Lastly, I wanted to touch on the music and voice acting, both of which I very much enjoyed.  The narrator, who cropped up during important sequences and the voice-overs, never felt melodramatic or overdone, something that could easily happen with either Lovecraft's text alone or an overly dramatic reading of it.  The music, composed by Andrea Baroni, is appropriate for the setting, creating an atmosphere of mystery and dread, fitting in well with the Lovecraftian themes.  It's more than your standard ambient music that plays during a horror video game, as there feel like there are elements of melodies hidden within the music, but they never quite develop in a traditional sense.  I don't know how else to describe it, but fitting for when your ears perk up and notice the music during the game.

For a retro-styled lo-fi walking-sim inspired by a story written by H.P. Lovecraft, Paradnight really does a great job of straddling the line between accurate adaptation and engaging video game.  It's a tricky needle to thread, partly because it's Lovecraft, but also because it's a lesser-known story that doesn't have your traditional cosmic horror entities like Cthulhu or Nyarlathotep, and even when they veer from the ending, it still feels fitting to the original story.  There is no satisfying conclusion, no happy escape from the nameless city, no joyous return to reality.  It's all ambiguous, and you're left feeling like there should be more, which is a great way to end this type of story.


~JWfW/JDub/The Faceplantman/Jaconian
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