Operation Backlog Completion 2026
Oct 222013
 

I just finished Scratches: The Director’s Cut, a point-and-click adventure game I’ve had my eye on for a while. I first discovered the game because of a Kickstarter I saw for a horror adventure game called Asylum. After I watched the videos and read about their ideas for the game, I was pretty interested. For one thing, the Kickstarter page described it as “a psychological horror adventure inspired by H. P. Lovecraft and set in a massive, decaying mental institute.” There are a lot of things in that description that caught my attention. “Psychological horror,” “mental institute”….okay, let’s be honest here. My interest skyrockets when I see the name “H. P. Lovecraft” associated with something. But another notable thing about the way the game was described was that the page made a point that it was “from the designer of Scratches.”

Scratches was the previous game designed by Agustín Cordes, so I checked it out and learned that it was another point-and-click horror adventure game inspired by Lovecraft. I marked it down as a game I wanted to try. I backed Asylum, one thing led to another, and I finally ended up with a copy of Scratches.

I started playing it on Sunday, October 13. That was nearly perfect timing–the story begins on Saturday, October 12. Better yet, the player character was a horror writer! I was tempted to try to play the game quickly enough that I would finish it on the same day the game ended, but as you can tell, I was busy with other things and couldn’t do that.

I wish I had a creepy old mansion to write in. Preferably one that isn't cursed, though.

I wish I had a creepy old mansion to write in.
Preferably one that isn’t cursed, though.

Anyway, in Scratches, you play as Michael Arthate, a horror writer who has moved to a Victorian mansion to relax and finish writing his next novel. However, instead of getting right to work on that novel, he does what anyone in his position would do–explore the mansion!

It turns out that the mansion holds many secrets. A murder… records of a strange, legendary tribe encountered in Africa… diary entries about boarding up a door to try to stop the whispers… all sorts of lovely things. So what do you do? You decide to solve the mystery, of course!

Since this is a point-and-click adventure, it is fairly slow-paced. You won’t be racing around or fighting anything. Instead, you’ll explore the house, gather items, and solve puzzles in your attempt to piece together the true story of what happened there. It can be frustrating at times. I needed to use a guide more often that I’d like to admit. Some of the puzzles are a bit obscure, and you may find yourself frustrated because you don’t know what to do next, but even if you need to use a guide, it is worth it.

The atmosphere goes from pleasant to creepy rather fast, aided by the music and the setting. The story is disturbing. And, despite being a game where nothing can chase you, there were a few scary moments that got my heart pounding. It is horror, and Lovecraft’s influence creeps through.

The Director’s Cut also comes with a short episode set after the main game called The Last Visit. It’s worth playing and has its share of creepy moments, although it also clears up a lot of the story ambiguity that Scratches will leave you with. Whether that’s a good thing or a bad thing is up to you.

And if you hear scratches in the night… well… dare you go into the basement?


Buy Scratches from Amazon

Oct 182013
 

2012 saw the release of a psychological horror game called Anna. Trailers displayed a creepy abandoned sawmill and threatened the player with the fact that Anna knows what you are afraid of and will adjust the game accordingly, a system somewhat reminiscent of that used in Silent Hill: Shattered Memories. However, when the game was released, it received dismal reviews.

At this point, it’s hard not to draw a parallel with another 2012 horror game, Amy. They were both horror games with similar titles that received generally negative reviews–and both were eventually updated in response to players’ complaints. But Anna went above and beyond fixing glitches and easing frustration, as Amy did. Instead of a patch, a massive update was released for free to everyone who already owned the game, and that was Anna: Extended Edition. This new version increased the game’s length, added a sanity system, updated puzzles to make them more intuitive and logical, provided a journal and other details to make the story more coherent, and expanded the game to include 8 possible endings. The resulting game received much better reviews.

I did not play the original game, as the Extended Edition was already out by the time I played it. Therefore, all of my comments apply to the Extended Edition.

The atmosphere is nice and creepy as you explore the abandoned sawmill and try to figure out why you were drawn there and what your connection to Anna is. The only thing that detracts from it is the music–while there are a few great pieces (with ominous chanting!), the main theme is a calm, soothing melody that really clashes with the horror. The story has been criticized for being vague, but I feel that it provides enough details to give you an idea of the truth, while still maintaining a supernatural air of mystery.

And there is some creepy stuff going on in that story…

There are even some nice little shout-outs, like an achievement called “Anna fhtagn.”

The gameplay is standard survival horror fare: you try to piece together the mystery while at the same time, you collect objects and solve puzzles in order to explore more of the sawmill. Since the area is under the influence of the supernatural, these are often more unusual than just finding keys or moving obstacles. Nevertheless, it’s the classic survival horror gameplay I want to see more of, so I loved it.

One additional gameplay element is the “intuition” system. When certain events happen or when you examine specific objects/areas, the protagonist gains a new insight into the truth. The resulting “intuitions” are listed on the inventory screen and can be combined with items or one another to create further intuitions. Finding all of the intuitions is required for the best ending.

There is one thing that really frustrated me about the game: I kept missing items. I like games that make items stand out, whether the item shines, the protagonist looks towards it, whatever. This game did not do that. If you find yourself stuck, your best bet is to very carefully comb over every inch of the sawmill, because it’s most likely that you missed something–be it an item or a book that will give you the clue you need to solve a puzzle.

NOPE!

Now, with 8 possible endings, one would expect that Anna: Extended Edition has an abundance of replay value. This is not exactly the case. Several of the endings can be achieved in a single playthrough, as long as you save before making the choice in question. That’s not necessarily a bad thing. This handles a certain video game predicament in an interesting way (mild spoilers to follow): while many video games leave some gamers with questions like, “Why can’t James just leave the way he came?” and “Why is that dog outside enough to prevent Jill from leaving the mansion filled with zombies, Hunters, and worse horrors?” Anna will give you an epilogue and consider it an ending if at any point you throw your hands up and say, “Nope! I’m getting out of here!” and bolt through the nearest door to the outside. Even a “game over” gets such treatment.

Ah, the words have been said. “Game over”? Is there, then, combat? The answer is no. You don’t have a standard health bar. You get a game over if your sanity meter is entirely depleted. And this is where we reach one of the most interesting mechanics Anna employed. (The following section is in spoiler tags, because for the purest experience in Anna, you don’t want to know this. Understanding the system significantly reduces its impact.)

Click for spoilers
Throughout the game, random supernatural events occur around the sawmill. Knowing that they were linked to the sanity system, I initially made the mistake of assuming that this worked the same as the system in Amnesia. That is, I believed witnessing supernatural events would deplete my sanity, and I made haste to get away from them. However, that does not seem to be the case. The sanity mechanic goes back to the trailer’s claim that the game would play on your fears. As long as I calmly went about my business, I was usually fine. If I spun around and zipped across the room, my sanity decreased.
Unfortunately, while I love this idea in concept, it eventually became more of an annoyance. If a health system was used in conjunction with the sanity system, it might have had great potential and set up a horrific fight-or-flight choice, but as it is, it seems too easy to overcome once you understand it.

Anna: Extended Edition left me with mixed feelings. On one hand, I loved some of the things it did, but on the other hand, there were unnecessary frustrations that dampened my enthusiasm. Overall, I highly recommend it.


Buy Anna from Amazon
Buy Anna from Play-Asia
Buy Anna from Steam

Oct 132013
 

I like October, largely because the weather gets cooler and it’s not absurd to hope for snow, but also because the month ends with Halloween, and that’s great news for horror fans! It’s the perfect time to celebrate all things spooky, so why not enjoy October with some fitting blog posts?

With the appearance of “The Shape in the Sky” at The Word Wood, today is a great time to kick off this celebration with a special post to highlight my horror stories. “The Shape in the Sky” is the shortest of these stories, as it is flash fiction–under 500 words. I wrote it for The Word Wood, based on their monthly prompt, which was to write a flash horror story that incorporates the noun “spots” and the verb “dream.” It was fun to write, and it features UFOs and insanity.

Slightly longer is “White Lady.” If you want to read a short story inspired by a true ghost story, take a look. It’s not a horror story, though. Sarah is a benevolent ghost. Not everything rumored to lurk in the library is, though…maybe I’ll write about them someday.

There is no cover, but I made this.

There is no cover, but I made this.

There will always be a special place in my heart for Sacreya’s Legacy, which I consider to be my first true published story. When I got that acceptance email, I thought for sure I’d somehow misunderstood. But no, it was real! I was on top of the world. Sacreya’s Legacy stars a zombie detective whose new case takes him into the heart of a zombie outbreak.  But don’t be fooled by the premise. This isn’t really a mystery. Every now and then I sit down and say, “I’m going to write a mystery!” Once I get into it, I remember I don’t like writing mysteries. In this case, it became zombie horror with very light mystery elements. Also, note the title. It is not named after Ben, the main character, but his creator, Dr. Sacreya. Yes, there is a touch of mad science in this story.

And speaking of mad science, if you want a more lighthearted dose of zombie fiction, you can try The Accidental Zombie (now available as The Zombie Mishap), the story of two definitely-not-mad scientists who, well, accidentally create a zombie. It’s meant to be a comedy, so the sense of impending doom caused by the rampaging zombie is mitigated by the layers of absurdity. It was a lot of fun to write.

There should be another horror story on this list. There really should. However, due to unforeseen troubles, The Book at Dernier is still on the “upcoming” list. So you’ll have to wait a little longer before learning the dark secrets of Dernier… but don’t worry. It will come.

Stay tuned as we continue to celebrate October, Halloween, and all things spooky!