Operation Backlog Completion 2024
Oct 232024
 

We’ve got another short horror game to discuss today, this time Hollow Head: Director’s Cut.

You wake up to a horrible smell in your apartment and decide to take care of the problem, but things quickly start getting weird.

Hollow Head uses graphics reminiscent of the PS1 era and has a fairly simple gameplay setup where you can walk, run, and interact with things.

A few notes and occasional interactions with other characters help to guide you along the way, but for the most part it’s just you, your flashlight, and the thing lurking in the dark as you make your way through the maze-like corridors the apartment building has become.

Yes, it’s the sort of game that makes use of a maze of identical hallways, but fortunately it’s not such a vast area that you can get completely lost like in some games we discussed earlier this month.

It also makes excellent use of its atmosphere – paired with a couple of well-timed jumpscares, the game had me on edge the entire time even when nothing was going on.

The story, on the other hand, is a bit too ambiguous for my tastes. While there are some curious hints, I’d say it’s definitely the sort of game you want to play for the horror gameplay rather than for the story. I’d be hard-pressed to explain what’s actually going on here.

Hollow Head is fairly short and should take under an hour to complete. If you’re in the mood for a short, atmospheric horror game, it’s worth checking out.

Oct 212024
 

Four years ago, we talked about Spirit Hunter: Death Mark.

Two years ago, we discussed its sequel, Spirit Hunter: NG.

So it’s fitting that one of this year’s games is the third entry in the series (despite any confusion that might come from its English title), Spirit Hunter: Death Mark II.

Death Mark II follows the protagonist of the first game, who has been called in to a high school because of his experience dealing with supernatural occurrences. The school has seen several disappearances at the hands of malevolent spirits, all announced in advance by a spirit called The Departed.

Other returning characters from the first game show up as well to assist with the investigation, which was a nice touch, even though new characters take central stage for the story.

Gameplay has a few major changes compared to the previous games, the biggest of which is that exploration is handled in a side-scrolling format. Certain areas still shift into the first-person adventure game view, but for the most part you’ll be walking across each area. As you move through an area, key points to investigate will be highlighted for you to find the clues you need, as well as a type of collectible that you can trade for items that make spirit encounters easier.

Encounters with spirits are more RPG-like than ever. You and your partner each have a stat that decreases as you take damage – and as you choose actions. On each turn, you’ll need to select an item and an action you want to use it for, with a percentage chance of success.

To be honest, the percentage system feels like a waste of time. Choosing the wrong item/action causes you to take damage from the spirit’s attack, but the few times I actually had my action fail, that didn’t happen, so a failure only costs you the health you expended to attempt it. Between that and how rare failures actually are, it just feels like a completely pointless system.

It was probably added to balance out how these encounters have been simplified. Picking the wrong item won’t put you on track for a bad ending like in Death Mark or lead to a game over like in NG, although the threat posed by the spirits still makes encounters tense. It definitely gives it more of an RPG-like feel.

The biggest focus here is on the story, and I’d say that’s where Death Mark II shines. I think I enjoyed the story of the first Death Mark the best still, but this one comes in second. It’s a dark story with some interesting twists, the individual spirits’ stories are also good, and it highlights everything with some truly unsettling deaths. They went all out on the body horror for the victims.

Unfortunately, it’s not very scary. I know I said that about NG, but Death Mark II is even less scary than that. Despite the game having a warning about jumpscares and the option to turn them off, the jumpscares pretty much always happen when you load a new area and become sadly predictable. I miss the scares of Death Mark and NG, and I can’t help but think the switch to side-scrolling contributed to their loss the most.

One more gripe before I move on – the title. From the moment it was announced as Death Mark II, I criticized the name for being confusing since it’s the third game in the series. Now I think I understand why they went with that title, first because it stars the same protagonist as Death Mark, and second because it’s set before NG. Chronologically, it’s the second game. But it bugs me that the term Death Mark referred to something in the first game’s plot but doesn’t really have anything to do with this game’s plot at all. I wish they had gone with a different title. (During one of the voice acted parts, I’m pretty sure I heard a character say “shibito” at one point, which got me thinking about its Japanese title Shibito Magire and how different its English title is.)

Anyway, it is what it is. Death Mark II. I devolved into complaining near the end here, so I want to repeat that I enjoyed this game. Investigating and finding the hidden collectibles was fun, I enjoyed the story and seeing the old cast again, and I appreciated how getting the good ending was a lot more straightforward this time. I even went through the final couple of chapters a second time to get the true ending as well.

If you liked the first two Spirit Hunter games, it’s worth playing Spirit Hunter: Death Mark II. It’s probably the weakest of the three, but it’s still an enjoyable, spooky adventure – and a perfect one for Halloween.

Now, the real question is if we’ll have a fourth Spirit Hunter game to to review two years from now. One can only hope.

Oct 182024
 

After all this time, I’ve finally finished Control.

If you’ve been following my blog for a while, you might remember my Control tale of woe. I started the game shortly after it came out but encountered a game-breaking bug that made it impossible for me to continue. My only choice was to start the game over from the beginning, and the thought demoralized me.

They eventually patched the bug, but it was too late for someone who had already triggered it. So I let Control sit until last October, when enough time had passed that it felt fresh enough for me to restart.

I actually played most of Control last year, though not in time for Celebrating All Things Spooky 2023, and then followed it with the AWE expansion. Then I took a break. A few days ago, I realized I still hadn’t played Foundation, so I played that for this October and finally brought Control to a close.

Control is not a horror game, but it undeniably has a creepy and sometimes unsettling atmosphere. It’s set at the Federal Bureau of Control, a secret government agency that monitors and contains supernatural phenomena. When Jesse Faden arrives at the Bureau while searching for her brother, she is unexpectedly chosen as the new Director and finds herself fighting mysterious entities known as the Hiss who have attacked and possessed most of the people in the building.

It’s an action-adventure game, with third-person shooter combat that also makes use of special abilities you learn as you play, such as using telekinesis to throw objects in the room at enemies.

It’s fun, challenging at times, and has a great atmosphere that blends eerie creepiness with an off-beat sense of humor. When you pick up a document (of which there are many, along with audio logs and other pieces of media), you never know if it’s going to be a disturbing tale of people falling prey to powers beyond their comprehension or a letter from someone who thinks their potted plants are giving them coded messages.

Most of these supernatural incidents and objects you learn about just as part of the background lore, although you interact with some directly (sometimes to get new powers). Of course, as a big Alan Wake fan, I was delighted that the Bright Falls incident was among that lore.

So I really love the lore, background details, and the general tone of the game.

The story… is confusing. By the end, I understood it better, but there are still a lot of cryptic and unclear points. Intentionally so. It’s a surreal experience.

Now, the AWE DLC takes a step further in tying Control directly to Alan Wake. As you might imagine, this means it’s even more confusing. It’s a great DLC, and I loved how it tied the two games together, although the final boss fight was unfortunately frustrating. Story-wise, it left me quite confused.

Foundation is a bit more straightforward in terms of story and serves as an epilogue, so I’m glad I played it last. It also seems to set the stage for a sequel, and we know Control 2 is in development.

Overall, Control is a game filled with creepy, disturbing, and sometimes surprisingly humorous supernatural elements. It’s not quite like any other game, and it’s definitely worth playing, even though I’d struggle to explain parts of it. And if you love finding little pieces of lore as you play, you’ll probably love Control.