CAYNE

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Developer: The Brotherhood | Released: 2017 | Genre: Adventure, Isometric

This was a free expansion to STASIS, or a standalone DLC if you like. It took place in the same universe and had much of the same gameplay, graphics, atmosphere and mechanics. It too had static isometric screens that flipped to the next by the exits. A lot of PDA diaries, a quantum inventory, mostly on my own…

A lot of it was indeed more of the same.

This time I was in control of Hadley, a young woman pregnant in her ninth month, as she woke up in a sinister laboratory. Like in STASIS, I had to find my way around the dilapidated facility with almost no one around. This time I did meet a couple of humans on my way, but mostly I was on my own – except for a dark voice in my head. It didn’t take much pondering to figure out where that voice came from.

While the atmosphere and the story was still good and most of the puzzles were logical, I must say that I didn’t enjoy this one nearly as much as STASIS. It had a big font that looked uninspired, as if it had merely been slapped on in a hurry. A few puzzles also crossed logical boundaries that STASIS for the most part honored. Especially a blueprint puzzle by a locked door was quite the stretch.

STASIS

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Developer: The Brotherhood | Released: 2015 | Genre: Adventure, Isometric

This game had the most excellent sinister atmosphere with a great background soundtrack to go along with it. It reminded me of both SOMA and the old In Cold Blood – both great games to be associated with.

It also felt quite oldskool, like it belonged in the same time period as that latter game. The lovingly detailed isometric screens were static and flipped to the next by the exits. A quantum inventory could be brought up from the bottom left corner, and it even had manual save games. Pointing and clicking was as simple as doing just that. Sometimes I could view a PDA, or a console with a few commands (or a puzzle).

The story took place on a dilapidated spaceship, almost abandoned, with skinned corpses to be found and bloodstains everywhere. You probably know the drill. As the flappable protagonist John, I woke up when a stasis tube broke. I was slow and prone to a cardiac arrest. After getting fixed at a medical bay close by, I could run when double-clicking the exits. John had a wife and a kid. Where were they?

Time to go searching for them.

Lili: Child of Geos

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Developer: BitMonster | Released: 2014 | Genre: RPG, Third Person

This was learning towards being both a kids game as well as tablet first, both of which normally doesn’t sit well with me, but it was so damn cute and charming that I couldn’t help myself completing it anyway.

It also felt very much like a spiritual successor to Zanzarah.

I was in control of a girl with glasses in third person, running around in four areas collecting flowers, kicking vases or chests for coins, unlocking doors with keys bought with flowers, and solving quests. There was also a shop for better equipment and even simple level-up stats. Sometimes a mailman flew down from above and offered a letter for me to read – usually from her dad.

Wolfenstein: The New Order

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Developer: MachineGames | Released: 2014 | Genre: FPS

Late to the party as I pretty much always am these days, I was pleasantly surprised by the “oldskoolness” of this FPS from 2014. It didn’t have the modern nuisances such as only carrying two weapons at a time and no HUD. It leaned more towards the style of yesteryear regarding those things, and I liked that a lot.

There was a prologue in 1946 that lasted more than an hour. Hardcore action hero Blazkowicz was on a war plane dashing for objectives such as putting out fires, dumping cargo, turret shooting, even jumping to another plane in mid-flight. Soon I was on foot dual-wielding rifles against Nazis, mostly on my own but sometimes in a group – like rope climbing a wall with Nazis shooting out of windows.

I never saw a timed task or a dependency, and the Nazis were easy to kill – so far so good.

Never Alone

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Developer: Upper One Games | Released: 2014 | Genre: Platform, Puzzle

This was a cute puzzle platform game with a small Eskimo girl and a white fox. It sometimes felt like it was inspired by both ICO and Limbo. It could be played either as a true co-operation game, or single player by alternating the two characters. The latter worked well enough on its own.

The game itself was a side-scrolling puzzle platform in very convincing icy landscapes with a cold blizzard sometimes delivering gusts of wind that made it necessary to crouch down. Jumping and climbing was very easy for a while, in fact so much that it felt like it almost belonged in the facile adventure genre.

It didn’t last – it became plenty challenging.

Without spoiling too much, I was fleeing an ice bear on several occasions, a bad guy throwing fireballs, there were cooperation puzzles, even swimming through tunnels. The girl soon got hold of a bola to throw at targets – like ice to break it down or fragile wooden boards – which was also the only use of the mouse to aim her arm in the direction she wanted to hit. Everything else were keys only.

Layers of Fear

Developer: Bloober Team | Released: 2015 | Genre: Adventure, Horror

This game was a mixed bag. It had a lot of clichés and was really too repetitive, but it was also pretty and atmospheric. It had enough of the latter to see my through to the end – about 3½ hours later.

It was a horror adventure that took place in a dark and of course haunted mansion. There were enough opening doors to mock it as being a door opening simulator, and it was also not very original. It reminded me of other horror adventures such as e.g. Outlast and even used the popular interactive gimmick of dragging the mouse to open doors and drawers.

It was quite linear and frequently used the trick of changing the rooms and hallways. There were too many jump scares and ghostly transformations, while actual puzzles were easy and far apart. This, together with the linear nature of the game with no real dying, made it feel like a haunted funfair attraction.

And it had an abundance of almost pitch black rooms.

What I did like about it was the idea of having to find six objects, each time returning to a small atelier to continue a painting with this object. The protagonist, which was a man barely visible in blurry mirrors, had a limp and walked to the rhythm of a heartbeat. After a stretch of uninspired hallways I also found a set piece in the office that suddenly turned into a vertical challenge hunting down ringing telephones.

This part even gave me vertigo – it was unexpected and made it worth persevering.

7/10

Event[0]

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Developer: Ocelot Society | Released: 2016 | Genre: Adventure, First Person

That was a really cool game. Sure, it was pretty short – I completed it in about 2½ hours – but it was also very atmospheric and often fascinating. And to think I’ve postponed playing it for the longest time because I heard rumors about having to deal with a psychopathic computer AI. It made it sound like an excruciating experience. Like masochism – or sadism – however which way you want to look at it.

But it wasn’t like that at all.

Instead it was a sweet first person adventure where I sometimes had to talk to the computer AI, Kaizen-85, using oldskool terminals, in order to make it open doors, show logs, or move an elevator for me. It could get a little stubborn a few times, but it was friendly and usually approved of my request. That being said, I did decide to roleplay a very friendly and forthcoming attitude. Lots of asking using the magic word.

Gemini: Heroes Reborn

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Developer: Phosphor Games | Released: 2016 | Genre: FPS, Adventure

Time for something I haven’t played in a while – an FPS. The ironic part is the third letter in the abbreviation as there wasn’t much shooter about it on my part. Sure, I had powers, but I still missed a rifle like crazy.

The game took place in the Heroes universe but was its own story. I played Cassandra, a young girl entering an abandoned structure together with a male friend. Soon they discovered it wasn’t that abandoned after all. Her friend was kidnapped by a couple of soldiers, Cassandra discovered she had time shifting powers, and off I went searching for her friend – as well as some information about her past.

It was one of those game with powers getting more diversified and powerful as the 15 levels went by. In the beginning I could only shift between two time periods – the past (2008) where the facility was new and undamaged, and now (2014) where it was in ruins. Think Soul Reaver, only without any color filtering. Also, time shifting was not possible if the location was inside solid stone in the other time period.

What Remains of Edith Finch

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Developer: Giant Sparrow | Released: 2017 | Genre: Adventure, Facile

This is probably the best walking simulator facile adventure game I have played so far. The variation of the minigames told through the stories of the family members was out of this world, as was the detail of the abundance of small prefabs inside the house. A lot of love went into this game.

The game told the story of the Finch family, as the protagonist moves through the many rooms of a house with strange protruding expansions on top. At first it felt a lot in the vein of Gone Home, which also moves you through various rooms of a house, telling a story. But this one was superior because of the individual stories of the Finch family. It turns out all of the family members are deceased, and most of their stories explain how their death came about. It was often weird or dramatic.

The Old City: Leviathan

Developer: PostMod Softworks | Released: 2014 | Genre: Adventure, Facile

Time for another short one that took me approximately two hours to complete. It was a thoroughbred walking simulator facile adventure where all I could do was explore by walking – or light running that was actually just faster walking – open doors, read typewritten letters mostly glued on walls, and sometimes listen to a sentence or two by… myself? A friend?

That was sometimes hard to tell, but his audible acting was excellent.

Most of the time it was borderline pretentious nonsense, but there were exceptions where he aired a philosophical opinion that was actually interesting for once. Like the stuff about depression and suicide, for example. And then it was back to “truth having to be compatible with itself” and blah blah blah.

Fortunately the surroundings were often detailed and pretty, although also infected with reusable prefabs such as conspicuously dead rats and an abundance of littered soda cans. It did start out with samey rooms, corridors, pipes and factory stuff that perhaps overstayed its welcome, but it soon meandered into surreal crypts, medieval architecture, a beach with flooded trains, a subway, and the return of an enormous Minotaur statue. And several of the total of 11 chapters ended by me leaping into nothingness.

Sometimes it felt like sort of a surreal version of INFRA.

Apart from just walking around, I sometimes found and unlocked a cube. I found a total of seven of these. I don’t think they served any other purpose than as a collection to see if I explored thoroughly. Most of the levels had multiple paths around the facility. Having to accept missing out on a hallway or two was not uncommon. Later I learned to postpone opening doors clearly marked as the exit.

7/10