Impression: Aquaria

Aquaria: game scene
A picture of a pretty game I do not like.

‘Aquaria’ clearly is a labor of love. It’s just that love doesn’t write good video games, love doesn’t prevent my game collection from getting cluttered up by games I don’t care for and love doesn’t stop me from writing about said games.

After a short confusing intro, we play as fish girl ‘Naija’ in a metrovanian style underwater world called ‘Aquaria’ – yeah I know. The graphics of the underwater caves are nice and full of details, the controls are solid and it even has innovative features like that impractical song mechanic which lets you play short tunes to active special abilities or solve icon/note based riddles. I am sure that there is an audience out there who loves this game and I will gladly tell you why I can’t join them and stopped playing after less than an hour.

The writing is so stiff and corny, full of ‘philosophical’ babble which gets boosted further by the very serious and serene, this-is-my-thoughtful-timbre voice acting. I don’t mind games taking a philosophical excursion. ‘Amnesia: A Machine for Pigs‘ basically poses the question wether mankind doesn’t deserve extinction by pigmen. ‘What Remains of Edith Finch‘ makes a good point about life being shortened by death, but both games do it with a knowing twinkle in their eyes.

Then there’s the music, which at it’s better moments copies chord progressions directly from ‘The Lord of the Rings’ movie soundtrack, but for the most part is so corny, that even the Elves were embarrassed. It goes perfectly with the writing.

Aquaria: a red crystal
Why would you need save points? I didn’t.

In combination with those flaws there’s no chance for a game in a genre that didn’t interested me much in the first place, to keep me entertained.

It is my impression that the game is solidly made and it’s different parts fit well together, even in their corniness. For a ten year old indie game the production values are surprisingly high. It’s simply bad luck for ‘Aquaria’ to have made it’s way into my collection, as my heart is as cold as the frozen water of a wintry lake and bereft of the warming but fragile love it once held.

Info: ‘Aquaria’ was developed by Bit Blot and released in 2007. You can get it at GOG and Steam.

 

 

Review: What Remains of Edith Finch

What Remains of Edith Finch: a view through a round window into a dark forest
So much atmosphere!

After deciding to not really talk about a game, I am now talking about a new (yes, new as in ‘just released a few weeks ago’) game, and it doesn’t start with an ‘A’. ‘What’s going on?’ you moan. ‘I don’t like change!’ you lament, and I understand. Bear with me, because change, as scary as it might seem to us, can also bring new light into our lives – or at least give us great games like ‘What Remains of Edith Finch’.

What do you say if you really like a game? I don’t know because my collection is made entirely of horror and puzzle games I never asked for. I am a bit at loss for words, because ‘What Remains of Edith Finch’ is more of a visual and emotional experience and can’t be described by the usual “very good multi-death killing mechanics, but the subpar severed limb physics left me disappointed”. Surprisingly enough, this pure walking simulator contains more death, than your average shooter tutorial.

What Remains of Edith Finch: a kite pulling chairs in it's wake
Also crazy stuff is happening.

Maybe it’s not even a good idea to describe the game in detail. It’s one of those games you will probably enjoy most if you know least about it. I certainly was grateful for that hint. If you like walking simulators, stop reading and buy the game, now! Yes, full price. If you like well written stories about tragic deaths with a streak of the darkest of humor, buy the game!  At first it reminded me a lot of ‘Gone Home’ my much appreciated introduction to the genre. A girl returns to the empty family house and explores, but apart from the basic premise the similarities end. ‘What Remains of Edith Finch’ shows how far walking simulators have developed in the last few years. The game tells multiple neatly strung together stories in a unique and creative way and everything looks and sounds fantastic. You will get more atmosphere than from your average early 90ies Black Metal record.

I finished the game in about two hours, which might not sound like much for a 20€ game, but it’s worth it. Like I said about the pig game, I prefer a short and tight game over whatever Ubisoft does these days. It’s great to not be bored for a second, start to finish. The game left me in a state of melancholic pondering and I’m grateful for such rare video game moments.  I also laughed more than I probably should have.

What Remains of Edith Finch: a view of a basement
Even the basement is crammed full with atmosphere!

Info: ‘What Remains of Edith Finch’ was developed by Giant Sparrow and was released in April 2017. You should head over to Steam or a less evil alternative and buy it full price, so that the developers may provide me with more quality games.

 

Review: Amnesia: A Machine for Pigs

Amnesia: A Machine for Pigs: a church altar draped with dead pigs
Before you start being offended, think of how the pigs must have felt!

Those days – when you wake up without a memory and then are stalked by a pig-man, who tries to kill you in a vast labyrinthian underground meat processing plant at the turn of the last century.

‘Amnesia: A Machine for Pigs’ was a fantastic, creepy ride. It took all that stopped me from finishing its predecessor and threw it over board or at least reduced it to a minimum. While ‘The Dark Descent‘ was closer to a classic adventure game, with more elaborate (and annoying) puzzles, an inventory and a lot of backtracking, ‘A Machine For Pigs’ is closer to a walking simulator and therefore a much tighter experience. Freed from boring gameplay mechanics like going-insane-because-I-can’t-find-a-match, and cleverly guided through the levels, I was able to concentrate exclusively on the things I enjoyed about the game. The writing is absolutely great, as is the voice acting. I really enjoyed discovering the gruesome story, which, while pretty over-the-top, stayed mostly interesting throughout the entire game and even managed to give a satisfying ending – a thing that is seldom witnessed in video games or life in general.

Amnesia: A Machine for Pigs: a dimly lit corridor
Sometimes it’s like walking in a painting.

It’s not just the inner values that count. ‘A Machine for Pigs’ is beautiful. Regardless wether you wade knee deep in blood or fecal matter or both, I often paused just to take a look at the scenery. Sometimes the art design reminded me of the Bio Shocks, but I prefer that it has a more realistic feel to it. The sound design also is great. The developers made a better use of agonized pig squeals than most Death Metal bands. I also appreciated the restrained use of the very good music (no Death Metal, though).

Yes, there were still things, that I could have done without. Too much running away from pig-men for example, or that short part in the middle, where the story lost me for a moment, but those are minor complaints.

I really enjoyed my three and a half hours with ‘Amnesia: A Machine for Pigs’. That may sound like a rather short experience, but I prefer a tight compact game, that keeps me excited end-to-end, to a artificially drawn out Alan Wake-like experience – at least as far as story driven games are concerned. What have I learned? There are horror games out there that I can actually enjoy and kids are great for cleaning clogged up steam vents, when they manage to get out in time.

Amnesia: A Machine for Pigs: a view from inside a box
Yes, I had to restart the game because I got myself stuck in a box permanently.

Impression: Amnesia: The Dark Descent

Amnesia: The Dark Descent: dark figure in darkness
Er… ‘ello?

No five minutes into the game I am told to kill someone. What’s this? Another Alpha Protocol? Sadly no, Amnesia: The Dark Descent is a survival horror game, where you do the dying (if you decide to walk up to and hug the monster). It’s 1839, you’re Daniel and you awake in the East Prussian Castle of Brennenburg and, surprise, you memory is gone. You try to scrape it back together as you explore the badly lit castle, always making sure to pack enough oil and tinder so that you may not succumb to the darkness, which slowly drives you insane. Apart from East Prussia not being New England, it all feels very Lovecraftian, which is a good thing. It’s another of those games where, if it wasn’t me playing them, the person playing it might actually have great fun doing so. It still looks good (enough), it’s got a creepy, classic horror atmosphere and good sound design and it doesn’t annoy you with over-complex puzzles. It still does annoy you with puzzles though, that seem to be a notch above insulting Alan Wake-‘There are three buttons, please use the ones that got a green light above them’-level. For me, while not being nearly as exhausting as being hunted by a fantastic looking Alien, it’s just not fun hiding behind my oil lamp and running away from dark shadows. Over the years I’ve brought so much death and destruction to my virtual enemies, that now, being old and tired, I am too set in my ways to enjoy experiencing the other end of the stick. I wonder wether its sequel (the next game in line) might change my mind, and why the first steps of the mountain seem to be predominantly made from horror games.

Amnesia: The Dark Descent: entrace hall castle brennenburg
You will soon wish for a roof in even worse repair.

Info: Amnesia: The Dark Descent, was developed by Frictional Games and released in 2010. You can get your uplifting horror adventure on Steam.