Friday, June 13, 2025

Demo Time: Pestilence Demo (VSD)

[Disclaimer:  I received a review key for Pestilence through Keymailer, a third-party website/company that connects publishers and developers with content creators.  The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Release Date: TBD
Systems: Windows, Steam OS
Publisher: Kooky Studios
Developer: Kooky Studios
Time Spent: 33 Minutes

I have some thoughts about the Pestilence Demo, in part from a mechanics standpoint, but also from a story point of view, although the latter could be a moot point depending on the perspective of the playable character in-game once it's released.  The puzzles themselves, the setting, the jump scares, and even whatever you call scares that aren't jump scares but still make you not want to enter a room, were still effective.

I was at first a little confused when the game started.  I could hear a clock ticking, but the screen was black.  Maybe I made a mistake by increasing the graphics too high from the default low?  Was this another situation like Unreachable, where the opening cinematic stuttered so much that I couldn't always tell what was going on, except here I was just looking at a black screen?  Once the game started and you walked out into a hallway, I immediately got Silent Hills vibes, which proved true as the door you passed through sent you back to the same hallway, but from the opposite direction.  I get the idea of including something like this in your game, especially in the beginning, but for me, it kinda took me out of the experience, wondering if this was just going to be another hallway walking simulator where scary stuff happened around you.

Thankfully, this was not the case once your playable character blacked out, and then you woke up in a seemingly locked prison cell.  So not unlike Amnesia: Justine, kind of.  You then were able to explore a large garage structure, solving minor environmental puzzles like turning the power on by reconnecting disconnected wires, filling a generator with gas (after locating a gas tank), and remembering where the breaker box was located.  None of the puzzles were overly complex, although I did power my way through one code-based puzzle when I knew three of the four numbers.  My biggest gripe with the puzzles overall was that there were some parts that the game wouldn't let me solve out of order.  For instance, I came across some wires that were disconnected that were very obviously supposed to be connected, but because I hadn't connected the first set of wires located in another part of the room, I couldn't connect this second/third set first.

The story, I was a little less on board with.  Pretty early on in the game, it felt pretty obvious that the character I was playing was supposed to know the dingy garage with its empty liquor bottles, grungy couch, dirty sleeping bag, and blood-splattered footprints.  The voice-over narration that your character would interject with seemed more like the kind of person who would know this place than someone who was kidnapped by the owner of this garage.  And the violent and aggressive interrupting voice seemed too similar to the interior monologue to be a coincidence.  About three-fifths through the demo, a radio broadcast provided significant exposition, specifically directed at the player character, that cemented the theory that you were playing as someone who suffered from some type of schizophrenia-type disorder who had kidnapped and brutally murdered multiple people over an extended period.

I thought that I wasn't particularly okay with taking on the role of someone who violently kidnapped, murdered, and mutilated bodies because it was in his nature, but this isn't an entirely foreign concept in narrative storytelling.  Games like Amnesia: A Machine for Pigs involve kidnapping and mutilation.  In Layers of Fear, the Painter (the player) had previously physically and psychologically tortured his wife over decades while also being abusive towards their daughter.  If playing as those disdainful characters didn't bother me, why does this character in Pestilence?  The only thing I can initially think of is that, because Pestilence is a contemporary story, maybe even taking place as far back as the mid-late 1990s, based on the computer used, but maybe it's just a really old computer.  Maybe if GTA had the option to mutilate bodies in a bathtub after hours of torture, I might be more adverse to the series.

So this is where I lie with Pestilence.  The game ran perfectly fine on the Steam Deck without any modifications or compatibility settings needed.  I enjoyed the setting, the puzzles, the scares, but I'm somewhat iffy on playing as this particular character.  And I think that's really all I can say.  It will be interesting to see where the story goes in the full game and if there's an attempt to make the character either sympathetic or even somewhat redeemable.  Or it will just end with cops surrounding the guy's garage and being shot to death while spirits of all of his victims look on as the last drop of blood leaves his body, nodding in approval.

Roll credits.


~JWfW/JDub/The Faceplantman/Jaconian
Lost in the Fire, the Fire of Hate

Wednesday, June 11, 2025

MIDI Week Singles: "Dragon Roost Island" - The Legend of Zelda: The Wind Waker (NGC)

 


"Dragon Roost Island" from The Legend of Zelda: The Wind Waker on the Nintendo GameCube (2002)
Composer: Kenta Nagata
Publisher: Nintendo
Developer: Nintendo EAD


I decided to use this theme for several reasons.  First and foremost, this is just a fun and upbeat song that I easily remember from the last time I played Wind Waker, probably 20+ years ago.  It's easily recognizable, it's hummable/whistleable, and therefore more likely to leave a lasting impression.  Lastly, it was featured on an episode of 8-Bit Music Theory two years ago.

What I enjoyed about that episode, and most of the videos on that channel, is that I can kind of follow along as the dive into music theory goes so much deeper than you might expect.  It also goes to show that music composed for video games is more than ones and zeros on a computer.  The videos also make me feel like every song I've written is just utter trash because I guarantee you that I've never put that much thought into the intricacies of chord progressions and what business do I have even being around a piano, let around a blank sheet of notation paper?  What business do I have even writing about video game music once a week in a way that doesn't do a deep analytical dive into the inner complexities of the song itself to say why I've included it beyond, "I like this song and thought it was good."

But then, after such an in-depth analysis, the question of why this is such a catchy at memorable melody for this particular location at this point in the game remains.  "It's kind of hard to say how this piece of music relates to the island as a whole, though. [...]  To me, it seems this is just a really solid piece of music written by someone who really knew what they were doing" (source).  And sometimes, that's just enough for me too.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Friday, June 6, 2025

Game EXP: ARKERO VR

[Disclaimer:  I received a review key for ARKERO VR 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.]



ARKERO VR
Systems: Meta Quest 2 & 3, Steam VR
Release Date: May 9, 2025
Publisher: Interco Industries LLC
Developer: Interco Industries LLC
Time Spent: 37 Minutes 45 Seconds
Playlist on YouTube

Well, I finally got ARKERO VR downloaded, and this review is coming out weeks later than I had originally planned; my experience with the Meta store in regards to download keys prior to a game being officially released did not impact my feelings at all about the game.  What did slightly impact my review was seeing that there is still an "Early Access" banner on the title in the game, which seems to mean one of two things.  One, ARKERO VR is currently incomplete, and there will be more planned content added throughout the year.  Or two, that the game is complete but the "Early Access" banner is still on the title screen, which doesn't give me great feelings about the state of the game.  The fact that the Settings button didn't seem to work or lead to anything also didn't bode well in regards to this game being "complete."  But maybe I'm just overreacting after the feelings of bait-and-switch that was the main campaign in Ashen Arrows.  

Before I started, I knew that ARKERO VR was a combined MOBA and single-player game, so I knew going into it that I wasn't going to be focusing on the MOBA aspect since I was going to be playing mostly at work where access to facebook/Meta websites is blocked, but also because I'm not a particularly prolific MOBA afficianado.  But I did play one round of "Conquest" with each of the available player slots filled with computer-controlled zombie knights, which did give me a bit of a feel for how a typical game is supposed to operate; although I somehow missed the cue that the ballista was ready or however you're supposed to unlock the ballista.  I probably also should have played through the trials to get a feel for each of the three character types rather than jumping right in and not fully understanding the mechanics, but that's me for you.  So I decided that I would be the ranger coming off of my time with Ashen Arrows.

The ranger was fine, but then again, the Conquest mode was also just fine.  The most exciting part was going up against the giant orc/troll/champion creature and figuring out how best to dance around it while it swung at me with its flail.  I wish that there was a button to press that would spin your character 180 degrees or to be able to move backwards.  For all I know, there was something in the settings that would allow free movement with the joystick and not just targeted movement, but again, I couldn't access the settings menu.  I also don't know anything about the ents/treants that were wandering back and forth on the map.  Were they actually enemies or just creatures to get in the way?  They never attacked, but they did have a health bar, so it was never really clear.  The match was essentially over once our team had access to the ballista, which the Red Team grunts never seemed to target, but I'm sure it would've received a lot of enemy fire if I had been going up against real people.

The trials were a bit of a mixed bag.  For the mage, I really liked the different spells and how to select them by rotating your hand.  That being said, I didn't see a point for the lightning spell, which took a while to figure out, and even then, I'm not 100% how it was supposed to be beneficial.  It felt like it was an area of attack spell, where you selected the area, then triggered the spell, and then watched as dark clouds formed over the area before piercing down lightning bolts on the selected area.  Compared to the ice spell, which instantaneously cast out a line of ice that culminated in a burst of ice shards from the ground, which seemed to kill anything it touched, this spell seemed very overpowered.  The fire spell was more like a basic attack spell that shot out a small ball of fire with very little recharge time between shots.  But since you could duel-wield spells, you could essentially just cast an ice spell with one hand, wait a second, and cast another one towards any enemies that were out of range, then cast another with the other hand, and by that time, your first hand would've recharged.  The level itself was a basic dungeon/cave crawl and ended upon reaching a wooden door.  That was it.

The Arbalist trial was by far the most interesting in that it culminated in a boss fight and required destroying an object to complete the level.  Like the Mage, the Arbalist had three different bolts to choose from: a basic bolt, a poison bolt that does damage over time, and a fire bolt that does fire damage and explodes upon impact, possibly damaging other enemies in the vicinity.  I assume that the recharge time varies depending on the bolt, but I never noticed any significant delay between the bolt types.  Maybe in different trials or in Conquest, the poison bolt could be beneficial if there are enemies that have a resistance towards fire or the regular bolt, but I found that I was mostly drawn to the fire bolt since they seemed to do the most damage and even if I missed my shot, I still had the second crossbow to fire.  The boss fight at the end was pretty fun, even though I found that I didn't need to move around much, and from what I could tell, the only attack the enemy had was summoning more grunts on the ground to attack me.

The last trial for the Ranger was easily the weakest for several reasons.  First, the biggest draw for the Ranger class is that your arrows have an extended range compared to the attacks from the Arbalist and the Mage.  But when you're playing in a cave setting with frequent turns and cave walls that jut out, having a significant range advantage doesn't really feel like an advantage.  Second, after playing two characters that each had three different types of attacks, coming to a character class that had a basic attack and a charged variation of the same attack felt like a downgrade.  The stage didn't really feel like it took advantage of the Ranger class, and not coincidentally, was the fastest of the three trials.

As it stands right now, ARKERO VR feels more like a demo than a fully fledged game.  Maybe it's that there's still "Early Access" on the title screen, or that the Settings button doesn't work, or that there's only one stage in each of the trials, which each last for fewer than 10 minutes; or that what looked like a 10 minute timer to beat the trial never worked.  Maybe the meat of the game really is the MOBA, but it feels like asking a lot to have 11 other friends who also have the same type of VR headset as you (I couldn't tell if this is available cross-platform).  And unlike the wording in the description, I did not find or see any power-ups in Conquest mode, no PVE gameplay apart from the trials, no survival mode, and no swords or melee weapons.  As an early access game or even a demo, it has potential, but as a fully released game, there's just not enough here to keep me interested after playing for 45 minutes.


~JWfW/JDub/The Faceplantman/Jaconian
They've Already Died


P.S.  I I D P I D I Th?

Wednesday, June 4, 2025

MIDI Week Singles: "Staff Roll" - Bust-A-Move (SGG)

 


"Staff Roll" from Bust-A-Move on the SEGA Game Gear (1995)
Composer: Tamayo Kawamoto with themes by Tadashi Kimijima
Album: No Official Release


I'm not a particularly big Bubble Bobble fan, and adjacent, I'm not a big Puzzle Bobble, or Bust-A-Move fan either.  I get the concept of the games, and I'll play them, especially in two-player/co-op mode, but it's not a franchise that I'll seek out.  That being said, I like how Tamayo Kawamoto used the music from the first stage of the first Bubble Bobble as the closing music for this game.  As assumed, I can't quite tell if other themes from the original game were used or sprinkled throughout the rest of the music in this game.  To me, it comes across as a nice nod and send off for people who completed the game and are watching/enjoying the credits.  Sort of like a musical "Thanks for Playing" after nearly two hours.


~JWfW/JDub/The Faceplantman/Jaconian
I Lived Way At The Top

Monday, June 2, 2025

Monthly Update: June 2025

 


Holy damn it's June already.  How did that happen?  Where did the time go?  When did The Squire level up again!?  

I almost feel like I could copy/paste May for June and it would probably work.

I'm still playing through Fallout 4, although I've started fast traveling between locations, mainly because I maxed out the Strong Back perk that now allows you to fast travel when overencumbered, and I'm overencumbered around 80% of the time.  I've also started the Underground Railroad quest line, which I think I was supposed to have started before doing most of what I've already done because there's a lot of character dialogue about your character, the Sole Survivor, not having met a synth before and talking about Dr. Amari in Good Neighbor as if I hadn't already spliced into Nick Valentine's brain.  There was one bit of dialogue from P.A.M. that hinted that I had done a lot more than previously thought.  I might be nearing the end of the main campaign, too, as I'm delaying "transporting" into The Institute, which feels like one of those points of no return I've been hearing so much about.

I'm also definitely coming to the end of the Morrowind DLC in The Elder Scrolls Online because stuff is now falling from the sky, but only around Vivec city, so it's probably nothing to worry about.  Also, RIP Chodala, since we all know the real Nerevarine is Valgrin of Markarth.

There were a couple of games I acquired from Keymailer, Silverpine Creek and Goblin Slayer -Another Adventurer- Nightmare Feast, and I think something I gleened is that is a helluva lot easier to get long-form video footage from the Steam Deck even with all of the video exporting and uploading and downloading compared to the 30 second clips from the Switch.  I guess I just have used OBS and the Steam Deck dock to record long-form Switch footage after running into so many issues with OBS.

Speaking of the Switch, still no Switch 2 pre-order yet.  I'm still kinda hoping that  I'll get a delayed email from Nintendo locking in that sweet-sweet-pre-Trump-Tariff cost of $499 because I'm not below paying $20 fewer dollars for a digital-only copy of Mario Kart World; and I don't need to have the Switch 2 on launch day.  Maybe just a couple of months after would be nice; kinda like when we picked up the Switch around July 2017.

I've also decided to go through my backlog of Switch games, and I'm handling this the easiest way I know how.  I'll sort the games by date of acquisition, and starting from the oldest, I'll look through the games and determine if it's something I can actually play and beat.  So now I'm jumping back into Car Quest that I picked up oh so many years ago.  So far, it's a low-stress puzzle game with an emphasis on exploration in a low-poly environment where you don't actually have to pick up everything on the screen, but you do have to pick up enough to unlock the next area.  Although I would still like to finish Triangle Strategy and that other queue I said I would work on.

I think right now we're TV show-less after finishing the second season of Andor.  My general, short-form thoughts are that knowing that each 3-episode arc this season was originally planned to be its own season (but then scrapped once Tony Gilroy realized how long it would take and how much specifically Diego Luna would age in an additional 8-10 years), that I wish that there was a little more meat in these story-condensed episodes.  Or at least, some storylines felt like they were condensed to get the important bits into each arc.  I also wasn't as excited about the acquisition of K-2SO, and not because I knew anything about the one-off comic, but because I felt like we were never shown Cassian to be interested in Imperial droids or his specific reasoning for lugging this one on his getaway ship when haste seemed more of a priority.  Even a quick, "What are you doing!?" "Its memory banks could have some useful intel!"  Simple as that, and I personally would've felt a little better.  But yeah, in the censored words of Marva from the first season, "Fuck the Empire!"


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental