"Stage Theme 1" from Ikari Warriors on the Nintendo Entertainment System (1987)
Composer: Unknown
Album: No Official Release
Publisher: Tradewest
Developer: SNK
Instrumental
"Stage Theme 1" from Ikari Warriors on the Nintendo Entertainment System (1987)
Composer: Unknown
Album: No Official Release
Publisher: Tradewest
Developer: SNK
When you start the game, you are given the choice between seven investigators to play throughout the scenarios. During the game, you do come across additional investigators who join your group. In between scenarios, you can select who you want to be in your group and you do not have to always have your initial investigator in the group. All of the characters are taken from games in the Arkham Horror Files universe and I was familiar with all of them except Sefina Rousseau and Zoey Samaras. Not knowing how the game was going to emphasize certain skills and attributes, I decided to go with the trumpet player Jim Culver, being a trumpet player myself did not factor into my decision-making process. I did take a bit of a meta-gaming approach though deciding on Jim in that he had strong mental resistance, was not weak in any of his combat skills, and was strong in both initiative and ranged attacks. Also having the passive ability to offer mental buffs to the other members of the party seemed like a great skill to have as well.
As I talked about in Part II regarding Traumas and the Mythos Clock becoming more annoying and an inconvenience rather than its intended threat, during the first two scenarios though, I was pretty terrified about the effects and how often I seemed to suffer attacks to the characters' sanity. I would be frequently on the lookout for cigarettes and more often than not, even in the late-game, I would use them immediately. By the third scenario, you have enough investigators to choose from that you cannot take everyone, which is when you can take advantage of being able to heal Trauma by leaving players back at your head office. Each investigator left behind during a scenario is able to heal one Trauma each scenario, although I could not tell you if the healed Trauma is chosen at random or if it selects the oldest Trauma to the most recent. By the end of the game, I had Jim in my party for a couple of scenarios and definitely going into the last one without an ounce of Trauma on him, partly because I had him stay back for a couple of missions, but also because I had him focus on ranged combat.
So let us talk a bit about combat. Compared to Mansions of Madness, there is a lot of combat in this game. Combat in AHME was all turn-based and semi-tactics based on a gridless area. Sometimes in MoM, you could go the entire game without fighting anything, and then in the final act, you might fight a couple of cultists and then a race to activate a portal that would pull a Star Spawn back in. In AHME, some levels would have body counts in the dozens, especially in the later levels. In the early game, this became worrisome and tiring all at the same time because I would often want to progress with the investigation and uncover clues related to the story but instead, I found myself attacking inmates in an asylum or cultists in any number of different locations and barely hanging on by single digits by the end of encounters. This is one area where I felt the game diverged from its cosmic horror roots where individual encounters felt emphasized over the dread of what could be; although getting that sense of overwhelming fear across in a video game is admittedly difficult to convey. That being said, combat overall felt pretty good, never feeling that the enemies were purposefully overpowered or that there were eight enemies against three investigators. In fact, some of the minibosses during the first couple rounds of combat came across as overpowered to the point where I would start panicking, but my team was such a well-oiled machine, that with the exception of one battle that I kept losing because I was taking on too many cultists too early in the scenario, we never lost a fight.
Speaking of weapons, I had not mentioned it in Part II, but the weapons all have a durability mechanic so that M&P Revolver you picked up two scenarios ago is likely going to break before the end of your current mission. Thankfully the game does a good job of giving you a general idea about when an item is weakening and going to break by changing the color or the text on the item, changing the durability description, and then the damage decreases as well. In the early game, this was a pretty frustrating mechanic, especially with guns because ranged combat was preferable to melee for obvious reasons; the further an enemy is the less likely they are to harm you unless they of course have guns too. As mentioned above, one of the reasons I chose Jim Culver was because he was strong with ranged weapons so it was at times frustrating to have a character who could not use one of their innate abilities because either a gun broke or you were just plain out of ammunition. By the last three chapters, however, there seemed to be both plenty of ammunition and guns so that I had even had one character carry additional guns in case someone else's wore out and I had almost stopped carrying healing items altogether.
You know, I feel like that sums up a lot of how I played the game as told through a few of the in-game mechanics. I am leaving a pretty big chunk of the story untold because there are pretty significant spoilers the further along in the game you go, even more so if you are familiar with gods that H.P. Lovecraft created (not just inspired by Lovecraftian mythos)*. The story itself was pretty interesting if not a bit predictable halfway through, but I still felt compelled to play through the scenarios through to the end of the game. There were not any escort missions or mini-games that made the game itself unbearable. The voice acting at times fell a little flat and emotionless especially considering the events unfolding around the investigators.
Because this is based on H.P. Lovecraft's writings, I feel I should also talk about how the blatant racism and anti-Semitism present in some of his works were not incorporated into the game. In terms of social commentary and awareness considering that the story takes place in various areas of the Southern United States in 1926 with a cast of characters who were not all white, I did not pick up on any racism towards the characters; which could also mean that it was there and I was oblivious or did not pick up on it at all, which I am of course open to admit if it was there. There were some scenarios, the one that took place in the asylum was a bit cringy in that 90% of the enemies you fought were patients of the asylum, all acting violent due to the proximity of certain events/creatures in the asylum. It genuinely did feel a bit strange having an admitting doctor join your group partway through the scenario then engage in murdering the patients, even if it was out of self-defense. This probably could have been handled a bit better, but that is just me and my 21st-century lens.
So where are we now at the end of this three-article series? I am 100% genuine that Asmodee Digital (and Luckyhammers) did a great job in making Arkham Horror: Mother's Embrace feel like a video game version of Mansions of Madness, they very much succeeded on that front. And, I could see that same reason being the biggest turn-off for people coming into this game cold. According to the trailer that was released in 2018, back when it was still titled Mansions of Madness, the video game kept the room tile system of the board game so that the rooms and maps in each location can be randomly generated allowing the game to be replayed multiple times with the layout being different each time. While this concept I do actually love, having played through the game once, I do not feel overly compelled to play through it again, at least for the time being. However, having the rooms and movable tiles potentially opens the game up to additional DLC that uses the same tileset for various locations which I would actually be pretty excited for, but due to the lukewarm responses I have read about AHME, I honestly would be pretty surprised if there were additional games that came out any time soon. But at least I would be interested, so at least there is one.
~JWfW/JDub/The Faceplantman/Jaconian
Instrumental
P.S.
SPOILERS
So it is mentioned, maybe by the fourth scenario (the cult mansion one) that the primary cosmic horror in this game is Shub-Niggurath who is also known as The Black Goat of the Wood with A Thousand Young. When this name was being dropped, first I was like, "Okay, I know which monster was connected to Shub-Niggurath in Mansions of Madness, so that is probably what we are going to be facing here and I am not at all looking forward to that encounter." Secondly, knowing Lovecraft's racist views, I always make sure to pronounce the name of Shub-Niggurath (even if he did modify the name from a mention in a story by Lord Dunsany) to sound the least racist possible so that it doesn't sound like that particular racial slur that it very much could sound like. And Lovecraft has said that a lot of the names that he came up with were written to be approximations of sounds created by creatures without human vocal cords so one pronunciation being different than someone else's is not necessarily wrong. So I was a little surprised that the pronunciation of Shub-Niggurath that went with was the one that I try to avoid; I won't type it out. Whenever this god comes up in games and I have to pronounce it, I stick to "Shub-Nih-goor-ah-th," with an emphasis on the "goor."
Anyway, just wanted to throw that out there.
"Echoes of the Deep" from Wizorb on the Xbox Live Indie Games, PC, Mac, & iOS (2011)
Composer: Jean Chan
Album: Wizorb Soundtrack
Label: Bandcamp
Publisher: Tribute Games Inc.
Developer: Tribute Games Inc.
I apparently grew up in an era where games like Breakout were somewhat commonplace and a game that harkens back to that era with a nostalgia trip that incorporates NES-era JRPG elements, even the music. And being a somewhat avid fan of JRPG music, it is probably no wonder that I very much enjoy the music to Wizorb, composed by Jean Chan.
It had been a while since I last played (nigh on 8+ years) and I had previously left off in World 3-6 with "Echoes of the Deep" being the music for those series of stages. This song reminds me a lot of cave/dungeon music from the Dragon Quest series, specifically the first two games, with hints of Shadowgate with the repeating bass line. It just really makes me want to play NES games that I grew up with, which is never a bad thing.
Arkham Horror: Mother's Embrace
Platform: Nintendo Switch, Xbox One, Xbox S/X, PC
Release Date: March 23, 2021
Publisher: Asmodee Digital
Developer: LuckyHammers, Asmodee Digital
I initially had some (a lot of) trouble writing the article for LuckyHammers (RIP 2019) and Asmodee Digital's Arkham Horror: Mother's Embrace as played on the Nintendo Switch when I started back in April. I decided to break the one article up into two because I felt that was how I was mentally breaking down the game when I thought about my experience playing it and how it might be perceived by unfamiliar audiences. I was also afraid of coming off as gatekeeping-like because there were a lot of times that this game felt like it was made for fans of Mansions of Madness and I could tell what the developers were trying to do, and other times that I felt that people who have not played the board game may not enjoy the video game. In the original draft of this article, I found that it was quickly getting out of hand, both in terms of its composition and the flow of information mixed with anecdotes, so splitting this up into separate and slightly more focused articles seemed like the best way to continue writing and remain sane; although I am still going to be jumping around a lot because I was unable to write this in any other way.
Conklederp and I are avid fans of the Mansions of Madness board game (both first and second editions by Fantasy Flight Games) and we have delved a few times into the card game Elder Sign. Both games exist in the shared Arkham Horror Files universe along with the original Arkham Horror board game, Eldritch Horror, and a slew of similarly themed card games. Arkham Horror: Mother's Embrace (AHME) was originally announced back in 2018 as Mansions of Madness: Mother's Embrace but later changed the name to Arkham Horror, I assume to keep the game under the primary umbrella of Arkham Horror Files rather than one of the side-games. You can read more about the game's delay and the changing of development companies over on Dicebreaker's article from November 2020. I bring this up because I feel that it plays into the expectations of a traditional mystery/adventure video game and the final product that was released.
AHME is based on the mechanics of a board game and a lot of the time it feels like you are playing a single-player board game within a video game setting. You take control of a primary character chosen at the start of the game and other pre-determined characters join your group as you play through the various scenarios. Each character has both health and sanity points with HP typically in the 15+ range while SP was between 6-8. This disparity tells you immediately that the odds are stacked against the characters suffering mental trauma than physical trauma, but more on that later. There is no dice rolling or the usual action limitations that you have in board games (number of actions you can perform each turn) because that would make the game cumbersome and instead, you move around the playable area as you would any other 3rd person exploration game. There are objects to interact with, some are merely just observing curios like paintings or a disemboweled corpse, while others you are able to interact with.
Thinking again about the board game, having Hit Points means that once you reach 0, you become injured and your HP resets, but if it reaches 0 again, you are killed. In AHME, your character only passes out for the duration of the fight unless you have an item to revive them mid-battle, although there are some sanity and status effects that can cause damage while you are exploring your location, but I never had a character "die" outside of a fight. Sanity Points in AHME operate differently than in the board game, where you become insane when you reach 0 and die if they reach 0 again after being reset. While bandages are used to heal HP, the only item I consistently came across to heal SP were cigarettes, which also caused 1 HP damage (because smoking is bad kids; no but really, it is), but my biggest problem was that there were far too few cigarettes to be found, which made acquiring trauma feel inevitable; maybe that was the point? Here, you acquire trauma, but that trauma is already built into your character and you are actually able to see ahead of time what that trauma will be when their SP reaches 0, because it will reach 0. Knowing ahead of time what trauma a character could experience allowing you to choose which character would have the least inconvenient traumas that would affect your chances of completing an upcoming scenario. Having this knowledge is not what this type of game should be about, and instead should have had the trauma be randomly picked from a collection of possible traumas to add a sense of fear and unknowing. This was another major critique I had. Having trauma should have felt more impactful than it really was and more often than not, it just felt more like an inconvenience than anything else.
Another game mechanic that dealt with going insane and acquiring trauma that felt like it should have been more feared was the Mythos Clock. This was a five-pointed pentagram clock displayed in the upper right of the screen that advances if you fail a skill check (see below) and the clock reaches five. During the first scenario, I was actually pretty concerned every time the Mythos Clock inched closer to five as I was unsure what type of horror the game would unleash on my characters. By the time I reached the third scenario, the Mythos Clock became an inconvenience similar to trauma, that I sighed at and little else. Similar to traumas, having your initiative taking a slight hit or requiring everyone to make a sanity check or just straight up taking -2 to your SP is something that I can live with. There was an item you could use to reset the Mythos Clock, but for whatever reason, you were only allowed to use it while you were actively engaged in combat.
Speaking of items, (and better transitions), inventory management was actually a nice part of the game, something you never have to worry about in Mansions of Madness. In AHME, each character only has four inventory slots which you could fill with equipment at the beginning of each scenario. Here you chose from all of the items you gathered in previous scenarios that were now open to all characters; re-equipping everyone was not bad at all and I would have actually hated having to unequip and then re-equipping everyone. Having a limited inventory does make sense to a certain extent if you think of this being a realistic game with characters who are not pack mules, but then again you are investigating a cult obsessed with cosmic horror resurrections in 1926, so realism is not a requirement. Most of the time, I would have characters armed with a ranged weapon, a melee weapon, an item that granted a buff to one of their skills, and either a healing item or empty to make room for items found during a scenario.
Coming from the board game which does have sliding block and codebreaking puzzles (think Mastermind), I was pretty disappointed to find out that puzzles as a mechanic were completely removed and replaced by contextual clues and the pressing of a single button in order to solve the puzzle. Each character is proficient in a particular skill (Search, Manual, Willpower, Social, Logical, Physical) that can assist with them solving a puzzle, otherwise you have to essentially guess what the appropriate action to take would be or you suffer another advancement on the Mythos Clock. A few scenarios into the game, you come across the reporter Rex Murphy who has a unique attribute that gives him an additional skill that can help to determine an additional clue when solving a puzzle, making them very useful to have in your party since the investigating character pulls information from everyone in the group, not just the individual who is interacting with the object. Often times this would lead me to include Rex in the party when given the option, but I would also choose characters that seemed to make sense for them to be going to specific locations, but that is just me roleplaying instead of thinking strategically.
The biggest frustrating thing about the game is the load times. Oh, bloody hell the load times! I do not know if this is an issue on the Nintendo Switch and if it primarily happens in handheld mode, but these were easily the worst loading times I have experienced for any game on the Switch.
Thankfully the game would only need to load when you started a scenario and when you finished. Moving between floors in locations or cutting between gameplay and cinematics would typically only take a few seconds. The load times starting the game would easily take over a minute, oftentimes upwards of 1m30s on average. One time in particular it went as long as 1m48s. What is kind of ridiculous about this is that there is music playing in the background while the game is loading, but there apparently was nothing in the game's code to tell it to repeat because the song would end before the game finished loading and there would just be dead air.
As long as we are now discussing things that bothered me about the game, there was a stage that took place in a swamp, which in and of itself was fine, but the game itself looked off. First and foremost, this area felt more like a physical board game than any other stage. When you had your character walk through swamp-like areas, there was zero interaction with the ground, as in areas that the characters should have been up to their knees, they were standing on like it was hardpacked dirt. There were some textures to plants and rocks and the trees were not exactly two-dimensional panels that rotated with the characters, but the swamp water, which you could walk on like a painted garage floor, made it feel like the characters were not a part of their environment, just placed there as an afterthought.
Another issue I had was commentary by a character throughout the entire game who was never in your group. Without giving too much away, it does kind of make sense by the end of the game, sort of and in the loosest way, but it still seemed strange. You would be exploring a room or engaging an abomination that had been trying to kill you, and this character would give you advice or analysis of a scene. From a narrative standpoint, it seemed like it might be more fitting if you were reading a book, but within the game and the game world itself, there would have been no way for your playable characters to have any of this information. Not that the information was integral to completing a scenario or giving hints on how to solve puzzles, just commentary akin to sports commentators being broadcast into a football player's helmet between plays. Like in the scene here, the investigators were questioning the origin of the sigils and runes written on the floor, and the character interjects that creature may spring back to life and kill you if you do not leave.
My last gripe with the game was the end. In Mansions of Madness, there is always an epilogue that is very Lovecraftian in nature if you succeed or fail. When you successfully complete a scenario the wording can still fill you with dread and oftentimes, successfully completing a game simply means that you escaped alive to tell your tale, but the cosmic horror is still likely to strike again, possibly through influencing another cult to try to bring its consciousness into the world. You do not so much save the world as prevented this one event from coming to fruition but likely have suffered physically and mentally because of the events. There is an open-ended-ness to a number of Lovecraft's stories and to the epilogues in Mansions of Madness, but this one felt only half-written. Maybe I was just hoping for too much, but once the credits started rolling, I felt kind of ". . . huh. . . Okay."
You know what, I think I am going to leave this article at that, which I realize is kind of a downer with you have come this far and only finding out now that this is not the end, but the middle. I promise you that Part III will be a shorter article and full of a lot of the fun that I did actually have playing. And I did have fun, otherwise, I probably would not have completed the game or even set out to write this series of articles, and also being the main reason why it has been so difficult for me to write about. So feel free to visit us again on Friday for the final article in this (now) three-part series looking at Arkham Horror: Mother's Embrace.
~JWfW/JDub/The Faceplantman/Jaconian
Such Attitudes
BEWARE: MAJOR SPOILERS BELOW
Arkham Horror: Mother's Embrace
Platform: Nintendo Switch, Xbox One, Xbox S/X, PC
Release Date: March 23, 2021
Publisher: Asmodee Digital
Developer: LuckyHammers, Asmodee Digital
The article for Arkham Horror: Mother's Embrace originally developed by LuckyHammer Games and completed by Asmodee Digital from the IP by Fantasy Flight Games nearly did not happen. I mean, it happened in that I started the article a number of times but found myself doubling back, deleting, editing, stopping, starting over, and just staring at a page for hours at a time with what might have been words or just strings or random letters. And probably browsing Reddit.
I am very close to this game, but only in terms of loving Mansions of Madness, the board game that Arkham Horror: Mother's Embrace was originally based off on and that fact is very important to how I ended up approaching this article; not this article specifically, but Part II.
I kept going back and forth about how best to approach the Game EXP in terms of the video game and the board game. Arkham Horror: Mother's Embrace (AHME) is not a strict translation of Mansions of Madness, but there are a lot of elements that were taken from that board game to help create the video game. There were times in the article where I found myself explaining how the board game played that came across like a poorly written instruction booklet, and the instruction booklet for Mansions of Madness 2nd Edition is only 20 pages long; it includes a lot of pictures so it is not just 20 pages of block text. This was not what I wanted when I set out to write about the video game.
So then I began writing without talking about the board game, but then I felt that a lot of my personal experience playing the video game was left out because I had so much background going into the game. To me, it would be like, well, talking about a story inspired by another story that I had read 20+ times and not mentioning anything about the original story, or only bringing it up tangentially. The point is, I found it nearly impossible to write about the video game without talking about the board game, and trying to find that balance is where I would often hit mental roadblocks and 37 minutes later, close down the three Reddit, two YouTube, and four Wikipedia tabs I had opened in the meantime.
I had even contemplated writing a version of this article stating how I would not be able to write a Game EXP article about AHME because I could not mentally separate the video game from my experience and expectations from Mansions of Madness. But then I saw what I had already written, did some editing, rearranging paragraphs, modified an existing outline for what I wanted to discuss, and wrote some more to come up with something that somewhat resembled an article. So that is what I aim to go with on Monday, June 14th, but only if I can get all of my other talking points covered.
I want to talk about this game. I was excited about it when it was first announced in 2018 as Mansions of Madness: Mother's Embrace and I even pre-ordered it a few weeks before it was released on the Switch (rather than on PC because I knew that I was going to be playing it at night in bed before going to sleep) which I do not regularly do for either digital or physical games. I have just found it difficult to talk about for all of the reasons above, and once I came to the conclusion that I should preface that article with this article, I felt a lot better about the article and myself.
So thank you for sticking with me through my self-therapy (it's not really self-therapy, seek out a board-certified therapist in your area for that) and rambling for a bit, have a good weekend, and I will be back here on Monday, June 14th with a Game EXP article for Arkham Horror: Mother's Embrace on the Nintendo Switch.
"A Proper Story" from Bastion on the PC, OSX, Linux, Xbox 360, Xbox One, iOS, PlayStation 4, PlayStation Vita, Nintendo Switch (2011)
Composer: Darren Korb
Album: Bastion Original Soundtrack
Label: Supergiant Games
Publisher: Warner Bros. Interactive Entertainment & SuperGiant Games
Developer: Supergiant Games
Bastion is one of those (many, many) games that I picked up through an early Humble Bundle that for whatever reason I never got around to playing before the Great PC Gaming Die-Off of 2017, and by all accounts, this should have been a game that, by this point in time, would have already played through at least twice on PC and once on the Switch. But, it is not a game that I have played, but I have listened to the soundtrack since around 2013 with semi-regular frequency.
Because I have not played Bastion, I am going to assume that based on where it falls in the soundtrack that it is the title track or the one that happens right as the game starts. Hold on.
Okay, that does not seem to be the case, or the track is edited in a way that I cannot immediately tell. Maybe it starts after the opening or at least after you apparently swan dive out of the window of The Sole Regret (because I apparently thought I was going to just look out of a window and then talk to whomever the barkeep was)? I should learn to not be so eager to press "E" when standing near windows.
Anyway, the point is, now at least, that I really like this song and would be a great introduction to the world of Bastion after whatever The Calamity was. So until I figure out where this song occurs in the game, I am going to enjoy it as is.
~JWfW/JDub/The Faceplantman/Jaconian
The Days Are Bright And Filled With Pain
I had had my eye on Bad Dream: Coma for some time and like most games that I have purchased over the last three months, I purchased this on the Nintendo Switch during a sale and after playing Donut County, I knew that I wanted to play a game that could be played at a slower pace and one that I could dive into frequently before falling asleep. Bad Dream: Coma seemed like the perfect title for that very purpose, and I was also interested to see if I would indeed have bad dreams. Sorry, I had to say that at least once. I am currently writing this article after only having gotten to the third chapter*, but I feel that I am well versed enough to put down my first impressions.
First off, like a lot of games from varying genres, Bad Dream: Coma has multiple endings, or at least the promise of them as when you start out the game, on the pause screen, you are shown the available ending you have: Good Ending, Neutral Ending, and Bad Ending. I bring this up early in the article because it was not something that I assumed I could have an effect on during the first chapter, completely altering how a significant portion of the game would unfold. In a lot of point-and-click games, I am of the mind that if I can interact with it, I am going to click on it. BD:C is the first point-and-click game of recent memory that has consequences not only for clicking on certain things but how you click on them. I discovered this on my first playthrough when I clicked on a crow, it died, and shortly after I pressed paused and found out that I had caused the Good Ending to be scribbled out.
Realizing that clicking on the crows killed them, I decided that I would restart the game and avoid the crows entirely; not that avoiding a stationary object is difficult, but when you reach a point in a point-and-click game when you feel like you have clicked on everything, clicking on those crows starts to look real friendly. This further comes down to two things, at least for me. The first is point-and-click games in general creating puzzles that are somewhat difficult to decifer, especially when you combine multiple screens and an inventory system that does not require you to use all of your items before the end of a particular chapter. The second is the visual aesthetic in BD:C, which is all in a hand-drawn style, which I do actually really like. In games like Goetia, there is the option to press a single button that essentially highlights objects that you can interact with, which helps when there is ambient lighting or just difficult to tell when a knife on a table can be picked up or is just there to add flavor to a dining room scene. In BD:C, because everything has a hand-drawn look to it and there not being the option to highlight what can be clicked on, at least on the Switch, I found myself passing over objects like a key that was on the counter that I needed to pick up to access a door back down a previous hallway. You know, maybe that is a fault of playing on the Switch, with a 4 inch by 9.4-inch screen, it can be kind of easy to miss details. Thankfully though, there is a question mark over important objects that you can interact with and the game does tell you immediately if an object like the car keys cannot be used to cross a gap in the middle of an overpass. I have also found that frequently you have to notice minor changes in screens to know that you can interact with an object, like that snail that was previously not there on the path through the swamp the last time you passed by the screen before you had picked up the shaker of salt.
So on I trudge through this bad dream, trying to figure out how to wake up, I assume from a coma the main character finds themselves in.
~JWfW/JDub/The Faceplantman/Jaconian
The Vision of that Massacre Still Haunts Me to this Day
* P.S. By the time I finished this article, I had just finished Chapter 4, so I am steadily making my way through. I just did not want to give the impression that I was giving up or not wanting to play.
**P.P.S. After the first stage on my second time starting the game, I still had access to all three endings, but during the second stage, I killed some spiders at the request of one of the characters and that put me down the path of only the Bad Ending. I guess I did not need to start a new game with one of my other accounts for the purpose of experiencing the Bad Ending. I may actually go back after beating the game and going through trying not to kill anything and remember that I have a pair of gloves whenever I need to pick prickly flowers. Maybe. We will see.