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
Nem lész nyugovása lelkemnek e földön

Wednesday, October 22, 2025

MIDI Week Singles: "Castle Center ~ Main Theme" Akumajo Dracula Mokushiroku (N64)

 


"Castle Center ~ Main Theme" from Akumajo Dracula Mokushiroku (Castlevania 64) on the Nintendo 64 (1999)
Composer: Masahiko Kimura, Motoaki Furukawa, Mariko Egawa
Album: Akumajo Dracula Mokushiroku Original Game Soundtrack
Label: Konami Music Entertainment
Publisher: Konami
Developer: Konami

I know Castlevania on the N64 gets a lot of guff, and a lot of that guff is unfairly placed on a game that started out too big in concept and poorly executed by Konami (the company, not the developers), But not so much that you can't listen to the soundtrack and acknowledge that it is some great music, even if it's not from either Konami Kukeiha Club or Michiru Yamane.  Castlevania 64 was a different beast altogether, and the more traditional themes that play during classic side-scrolling adventuring might've sounded out of place in the slightly slower-paced world of 3D Wallachia.

That being said, the music does come across as rather heroic and is not particularly the best fit for Reinhardt Schneider or Carrie Fernandez traipsing through Dracula's castle.  Coming upon one of the motorcycle-riding skeletons (predating the invention of the original motorcycle, the Reitwagen, by 33 years) while this plays is a bit odd, and even fighting some of the vampires that populate the castle.  To say nothing about what you're actually doing in the castle center, as being notoriously difficult and apparently a lot worse than I remember from 24 years ago.

What I'm really trying to say is that "Castle Center ~ Main Theme" is a great piece of music, even if it's not the best music for a Castlevania game.  I am perfectly okay with that because 1:02 - 1:16 just goes so damn hard, I love it, and you can't convince me otherwise.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Friday, October 17, 2025

First Impressions: Cursed Dungeon Raider - Alpha (VSD)

[Disclaimer:  I received a review key for Cursed Dungeon Raider 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.] 

Cursed Dungeon Raider (Alpha)
Systems: Windows, Steam OS, mac OS, Linux
Release Date: 2026
Publisher: Hoi 4 ED
Developer: Clever AI
Time Spent: 3 Hours, 42 Minutes*
First Play Playlist on YouTube

I think I've come around to Cursed Dungeon Raider.  At first, after trying to play for almost three hours, I wasn't sure what it was I was supposed to be doing.  I would spawn in the same room with a robot-looking place-holder of a butler who outlined your first objective: Get to the local museum and talk to the administrator, who would then direct you to where you would go next.  The spawning room is only a small part of a massive mansion that feels needlessly massive.  My first time playing, I spent nearly 30 minutes wandering around cursing the game at not just starting me at the museum instead of this empty house inhabited by only myself and this motionless butler who apparently keeps more than half a dozen equally massive hearths burning at a full conflagration.  After a while, I understood that I was supposed to go to a museum, but for the life of me, I didn't realize that I was supposed to leave through a nondescript door in a darkened hallway.

It wasn't until after I had been killed (more on that later) that I understood that the mansion functioned more as a hub world than an actual functioning house.  It's a place to show off all of the treasures you find while out on your expeditions.  What was particularly funny about this was that it was only after I was killed and dropped everything that I had found up until that point, gear included.  Cursed Dungeon Raider is also a multiplayer game, although that multiplayer functionality isn't enabled yet in this alpha release of the game, so there really isn't a purpose to show off anything to anyone aside from the person sitting next to you, currently reading over your shoulder. Hello.  Presumably, the massiveness of the museum is another function of your treasure hunting expeditions and will function as another trophy case to show off when you're playing with other players.

Only after I found out how to leave the mansion and where the museum director was located, annoyingly hiding behind the front desk, was I finally somewhat able to go out on my first expedition.  But even that took some time to find the museum director, as I first spent a good 10-15 minutes walking around, admiring the views, comparing it to the Natural History Museum in London, and did I mention trying to locate the administrative offices so that I could talk to the museum director?  The other interesting thing about the two opening areas is that they are only populated by robotic-looking characters that, based on the opening disclaimer, are just placeholders for when assets are updated.  The thing, though, is that I had already created an in-game explanation for why everyone appears to be a robot, and I'm going to quickly share that with you now.

After speaking with the museum director, you're given a new location on your map that's accessible upon leaving the museum.  What I found out on a subsequent run was that you need to absolutely make sure that you are equipped with gear before leaving.  The game passively holds your hand in this regard in that "stocking up on equipment" is an optional task and the director mentions where the storeroom is, but if you're moving too quickly and eager to get your expedition underway, you can end up at the entrance to a dungeon without a ladder, any chalk, a compass, any torches, or even a lighter.  That being said, during my first excursion, I really only used the flashlight until I figured out how to equip the torch, and then I used that until I found a lantern, and then I used that until I was killed.  I understood the purpose of the chalk, to mark where you are in the ruins so as to not get lost, but I had planned on following the doors on my way out, but again, I was killed.

The arrival on the Nordic Island and the subsequent exploration, and following the wooden signposts all felt really good.  I later found out that the entire island is explorable and that there were features that were not along the trail from the boat to the intended ruins.  The second visit to the island, the one where I forgot to load up on equipment, actually turned me around from my initial negative feelings about the game that stemmed from being killed when I was on my way out of the ruins.  But the island itself felt really good in a way that's hard to explain if you don't like combatless walking sims.  It felt like that.

And then there was the exploration of the ruins.

If you watch my video up on YouTube, you're going to think that I couldn't see for most of the time I was underground, and you're only partly correct.  I could not see very well, and that was initially due to not having the torch out because I couldn't figure out how to equip it and was relying on the flashlight, which doesn't give off as much light as you'd expect it to.  The other issue is that the Steam Deck has an issue with compressing recorded videos to look a lot darker than they actually are.  At 12:26 in my Part 2 video, you can hear me pause and bring up the screen brightness settings, cranking them all the way up to 100 with practically no change in the video, but I promise you that it helped a bit from my perspective.  I was also playing in a darkened room, so that helped quite a bit, but the dungeon itself was just really dark to begin with, and for the most part, I was okay with that.  The torches I lit only gave off so much light within a small area.

The tricky part about navigating the dungeon was that there were floor traps laid throughout the entire complex, which I knew about because of the optional quest, "Defuse as many traps as possible."  I was honestly expecting something similar to Skyrim, where tripwires would be visible if you were looking, or one obviously discolored stone amongst a grouping of cobbles.  What I was not expecting, and therefore probably should have expected, were groupings of stones, and the only indication that there was a floor trap was if the text "Defuse" came up on your reticle when you passed over a stone that was trapped.  I had also hoped that the damage from traps was a little more forgiving than taking rougly 60% damage from the two traps that I accidentally triggered.  Combined with the exceedingly low light meant that I spent a good portion of my exploration looking down at the ground any time there were stones about.  Since there didn't seem to be an experience system, I wasn't entirely sure about the wording "...as many traps as possible," unless, in the full release of the game, there will be achievements for disarming a percentage or all of the traps in each location.

The objective for the dungeon, and presumably every other dungeon after, is to plunder it for the riches it holds.  The majority of the items I found were conveniently located in closed chests, although most were just a smattering of coins, possibly hinting that these were just by-the-wayside forgotten leftovers.  I did find a couple of treasures on the ground, and all of the extra and upgraded pieces of equipment I found were outside of chests, which was a nice touch.  Thankfully, the "Main Artifact" was located in a tomb, so it felt more important than being placed inside an identical chest I had already looted five minutes earlier in another room.

Now, I'm sure that the museum director would have been exceedingly pleased with all of the coins, plates, and the Bronze Tortoise Brooch I had found, except he'll never know because I was killed.  Not by a trap, mind you, but by some rock-golem-type monstrosity that came out of the darkness to one-shot no-scope me while I was in the process of making my escape.  I know that the director had warned about other dangers in the dungeon, but everything up to being killed had led me to believe that there weren't going to be any traditional monsters.  And maybe had I full health and/or not fallen prey to two traps, leaving me with about 30% health, I might have survived a single hit.  But hit I was, and died I did.  I was pretty annoyed and respawning back in the mansion, with everything I had collected gone.  I really didn't want to trudge back out to the island to go back to the dungeon to only hope that recovering your loot at the site of your death was a mechanic that existed in this game.

So instead, I did what any self-respecting, recently resurrected archeologist would have done.  I turned the game off. 

When I came back, I decided to revisit the island and was surprised to find that the time of day had cycled from day to dusk.  It was then that I remembered that I didn't have any of the gear I thought I had, and rather than try and brave the dungeon again with only the weak flashlight, I decided to explore the island instead.  Walking over the island, I had time to think about the game, and my feelings changed from one of frustration and having died from what felt like a cheap shot after nearly completing my first run to being "okay" with the game.  Something about being on a deserted snowy island with only the rustling trees and the snow crunching under my feet gave me time to think about what I wanted from this game.

I wanted a semi-low-key exploration game that wasn't going to ask me to kill hordes of undead guardians.  I wasn't looking for complex lock-picking mechanics.  I wasn't looking to fight anything that could be described as a bullet sponge.  Cursed Dungeon Raider really delivered a lot of what I wanted in terms of delving into a dungeon on my own with only ambient in-world sounds, and by the second tripped trap, I knew what to look for.  I also now knew that after finding the "Main Artifact," I would need to book it out of there and likely just escape the dungeon before I could be caught.  I can live with that type of game.

And maybe when I head back to the island, I'll have a slightly better outlook.  After all, the game is still in alpha, so there's plenty of time to fix pacing and any other mechanics that need tweaking.  And maybe make the lights just a little bit brighter.


~JWfW/JDub/The Faceplantman/Jaconian
I Wanna Tell The World About It


*Despite the relative shortness of my playthrough videos, I did manage to spend over three hours playing.  A lot of that time was spent in the mansion and museum, as the game would frequently crash whenever I travelled.  Sometimes the game would crash trying to go to the museum, and other times when trying to travel to the Nordic Island.  Or, the game would crash right after arriving on the island.  And then there was at least one update, and I had to create a new save file, but that wasn't too bad, as I had only just figured out where the museum director was located.  I was also afraid that the game was going to make me start a new game every time I tried to play.

Wednesday, October 15, 2025

MIDI Week Singles: "Cross Your Heart (Graveyard BGM)" - Haunted Castle (ARC)

 


"Cross Your Heart (Graveyard BGM)" from the Haunted Castle arcade game (1988)
Publisher: Konami
Developer: Konami


Yeah, it's true that I'm again using not only a song that happens early in a Castlevania game, but this is the opening stage theme.  And as you probably guessed, it's because I've only made it to the second stage a few times, so I've ended up hearing this particular theme a lot.

I have a couple of thoughts about this song.  First, I really like it.  Like "Ruined Castle Corridor" last week, it feels appropriate within other Castlevania themes.  It sounds minor key dominant throughout, but it could be moving into a major chord here and there.  Also, being fairly fast-paced fits in well with early music from the Castlevania games of the NES era, which is where I find it mildly amusing, since Simon Belmont moves at such a sluggish pace.  Perhaps the uptempo-ness of the music is supposed to be a direct counter to how slow and stiff Simon moves, but that might also amplify the feeling of wading through a quagmire; both in terms of the walking speed and the game itself.

I fear that until I play the remake, Haunted Castle Revisited, I might end up hearing this song a lot.  Like, a lot-a lot.


~JWfW/JDub/The Faceplantman/Jaconian
There's Something Wrong Here

Friday, October 10, 2025

Game EXP: Necrophosis (VSD)

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

Systems: Windows, Linux, Steam OS
Release Date: April 25, 2025
Publisher: Dragonis Games
Time Spent: 4 Hours 6 Minutes


[I'm going to be honest with y'all.  I'm having a hard time with this article.  There are a lot of layers to take into account, and I don't fully grasp all of them, which I'll get to in one paragraph down.  So rather than talking so much out of my ass that get everything wrong, I'm going to talk about aspects of the game and pepper the article with screenshots I took (when I remembered).  The game is absolutely beautiful if you're already one to look at a Hieronymous Bosch painting and can see the beauty in semi-graphic depictions of the afterlife.  They may not make a whole lot of sense, but that's okay because there were times when I was playing that I wasn't sure what was going on either.  So we're all a bit even.]

If Dragonis Games's first game, The Shore, used up their entire palette of blue, then certainly Necrophosis has exhausted their palette of reds and oranges.  Necrophosis is a purposefully obtuse and vague walking sim and light-puzzle game that takes visual inspiration from Polish surealist painter ZdzisÅ‚aw BeksiÅ„ski, with hints of HR Giger, and cosmic deity influence from H.P. Lovecraft that had a romantic fling with John Carpenter's brain.  The one thing that held me back from absolutely loving this game was that it wasn't until I read the smallest of blurbs on the Necrophosis Steam page that everything clicked.  

"Billions of years after the universe met its demise, you awaken in a realm..."

That's really all I would've needed at the beginning of the game to help get a grasp on what was going on.  But I get that that's part of the game.  You awaken (more like are birthed) and are pushed into this orange and red world full of grotesque imagery, doing little tasks to access another area.  What are these humanoid husks shambling through this decaying wasteland, praying at seemingly random intervals?  Why does nearly everything need a brain from something else to act like a key opening a door?  Why is the Space Jockey's device now a laser canon?  That last one I get is purely just an easter egg.

While researching and writing this article, I read and saw a lot of comparisons to Scorn, released in 2022 from Ebb Software, and while both games pull visually from H.R. Giger, the biggest difference that I could tell was that Scorn has varying levels of combat, whereas Necrophosis is 97% walking-sim and 3% stealth-running away from things that will one-shot you.  I very much appreciated being able to take my time to look at everything, since so much of the game took visual inspiration from Giger and BeksiÅ„ski, I wanted to fully take in what I was looking at and appreciate it.  Not that I really wanted to spend 13 minutes trying to figure out a puzzle while fleshy bird-like creatures kept bursting and popping out of dozens of holes in the back of a creature embedded in a boulder.  If I didn't have any kind of trypophobia before, I have the seedlings of it now.

The point is, I really enjoyed just looking around the overall world and the different locations in their saturated color palettes.  Thankfully, as the game progressed, you moved away from the yellows and oranges to deep reds, and even calming shades of green and blue, so the entire game didn't wear on your eyes in shades of warmer hues.  It was often difficult not to be able to find something to look at off in the distance and just stare for longer than is recommended for a YouTube playthrough video series.  Although some of those videos became corrupted, as I've previously discussed, sadly, there is no video where I stare at a blackhole for over a minute.

I tried to look up the etymology of Necrophosis because it just screams etymology.  I know "necro" means dead because I've been playing Dungeons & Dragons for the last 32 years, and I've been listening to various sub-genres of death metal for almost a quarter decade, but "phosis" was throwing me.  I thought maybe it was related to the Greek "physis," which would then make sense, being "The Nature of Death," or something to that effect.  Except everything I've looked up tells me that "phosis" isn't a real word.  I genuinely could lose myself trying to figure out the meaning of Necrophosis, but then this article would never be finished, so let's leave this unsatisfyingly unfinished here.

I had a feeling that I was going to really enjoy Necrophosis, and I definitely liked that Ares Dragonis didn't include any of the frustrating chase sequences that were in his first game, The Shore.  Necrophosis was nearly pure and unadulterated walking-sim with some light puzzle elements set amongst a horridly beautiful backdrop.  And that's perfectly enough.






~JWfW/JDub/The Faceplantman/Jaconian
We Are the Journeymen


P.S.  I wanted to put this at the end of the article because: 1. I don't know if it's a correct interpretation, but it's what I was thinking while playing, especially by the end of the game, and 2: I couldn't figure out how to sucessfully place it within the body of the article.  I think what the game is about is that you're a physical manifestation of the concept of consciousness of all things that have ever existed, and it is your decision (although I don't think the game actually gives you the choice to make or not), whether or not to start a new universe/life cycle and to start existence all over again.  That's my theory, just me and Columbo.





Wednesday, October 8, 2025

MIDI Week Singles: "Ruined Castle Corridor" - Castlevania: Aria of Sorrow (NDS)

 


"Ruined Castle Corridor" from Castlevania: Aria of Sorrow on the Nintendo DS (2003)
Composer: Michiru Yamane
Publisher: Konami
Developer: Konami


First off, "Ruined Castle Corridor" has that distinctive sound that comes from games developed for Nintendo's Game Boy Advance system.  Something about the semi-low-fi and staticky under-noise (or whatever the actual term is called).  Sadly, when I read reactions to the music from Aria of Sorrow, it feels like it gets lumped in with the music from the previous game, Harmony of Dissonance, which had notably less developed music to utilize processing power/memory/whatnots for the graphics.  A lot of the reactions are not positive, but to me, it sounds like what we now hear as classic Castlevania music through a system that doesn't have the greatest sound.  It's probably too late for Konami or even Michiru Yamane to release a lossless version of her music from the Game Boy Advance platforms (.... actually, let me check.... ehh, likely not.)

"Ruined Castle Corridor" does have its own charm, though, one that screams 2003 Game Boy Advance music.  It's a product of its time, and I'm here to say that I'm okay with that.  The track still sounds very much in line with other songs in the later Castlevania titles, like "Awake" and "Invitation of a Crazed Moon," a feeling of exploration and adventure.  And to me, that's what half of all Castlevania games are all about.


~JWfW/JDub/The Faceplantman/Jaconian
Terror Grips Your Dying Heart


And 100%ing the map.