Operation Backlog Completion 2026
Oct 032018
 

I loved Amnesia: The Dark Descent.

It was terrifying, atmospheric, and Lovecraftian, and it told a delightfully disturbing story.

Despite loving it so much, it took me until this year to finally get around to playing its sequel, Amnesia: A Machine for Pigs. This is mainly because A Machine for Pigs was made by the developers of Dear Esther, which I didn’t enjoy at all.

But this year, I decided to kick off the Halloween season by finally playing A Machine for Pigs.

A Machine for Pigs is very different from The Dark Descent. The Dark Descent focused a lot on survival, with the constant danger of darkness and your limited supply of light, the sanity effects, and the general sense that a monster could force you to flee at any moment.

Its sequel is more linear and focused on storytelling. You still play a character with amnesia exploring a mysterious location, but the exploration is more of a straightforward journey from one area to the next as the story unfolds through notes and flashbacks.

I felt like I’d played this style of game before, which unfortunately made some of the story elements predictable.

Click for A Machine for Pigs spoilers
The protagonist wakes up wondering where his children are, while their ghostly voices beckon him into the depths. I would have considered it a surprise twist if they weren’t dead.

And the nature of the machine / the protagonist doing terrible things in the past felt pretty routine for this sort of story.

However, the storytelling itself was pretty solid. It built up a grim, disturbing atmosphere and it didn’t shy away from the gruesome details. And while some aspects were predictable, other parts went in unusual directions. I enjoyed the slight links to The Dark Descent.

I also liked the industrial, steampunk-esque setting. It worked well for the game’s story.

The weakest part of the narrative was probably the children. You start the game looking for your missing children, and the reason the protagonist keeps pressing on into the depths of the facility despite all the horror is to find them. But they’re barely featured in the flashbacks, so I didn’t feel the compelling emotional pull to search for them.

Click for A Machine for Pigs spoilers
Them being obviously dead didn’t help. It just made it sadder to read every journal update from Mandus about how he had to keep moving forward to find them.

But I did enjoy the horror as it unfolded.

In terms of gameplay, A Machine for Pigs wasn’t as scary as its predecessor, although it did have a few good scares and some intense moments. I also missed the level of interactivity the original had. Everything fits together into this game’s more linear focus on telling its story.

I’m glad I finally played Amnesia: A Machine for Pigs, but I don’t think it will leave the same lasting impression on me that The Dark Descent did.

Oct 012018
 

Welcome to the sixth year of Celebrating All Things Spooky! Last year’s celebration went well, so let’s continue the tradition with more horror game reviews and another video game giveaway.

But first…

If you enjoy horror stories inspired by the works of H.P. Lovecraft, be sure to check out my novella The Book at Dernier, which follows a scholar digging into dark secrets that should have remained hidden, and my novelette It Came Back, which is about a young woman who uncovers a deadly secret in her family’s past.

But if you like your spookiness to be a bit more lighthearted, my novella The Zombie Mishap is a comedy about the misadventures of two scientists after they accidentally create a zombie.

In addition to these, I also have a few short horror stories available as well: “Rokurokubi” in Wicked Words Quarterly, “Sand” (another Lovecraftian one) in The Mad Scientist Journal, and “The Artist” in Final Masquerade.

While I’ve included the Amazon links here, information on all the ways to read my fiction can be found here.

And now let’s move on to the free games.

Another Horror Game Contest

After taking a look at the way things worked out last year, I’ve increased the range of potential prizes:

  • Yomawari: Night Alone
  • Detention
  • Dead Age
  • Lakeview Cabin Collection
  • Five Nights at Freddy’s: Sister Location
  • $15 sent through PayPal
  • You pick a game for me to review!

These copies will all be Steam codes.

If you choose the review option, your chosen game must be something I either own or is easily obtainable, which you can discuss with me beforehand. I will start playing it in November.

Now, as with the previous two contests, your participation in discussions on my blog posts throughout the month of October will determine your score.

Rules

  • No purchase is necessary.
  • Only comments made between October 1, 2018 at 12:00 PM EST and October 31, 2018 at 11:59 PM EST will be counted.
  • 1 non-spam, non-anonymous comment on any blog post here = 1 point.
  • 1 non-spam, non-anonymous comment on a Celebrating All Things Spooky blog post = 2 points.
  • You must use an email address or website URL (or include another way of contacting you) in your comment so I can contact you if you win.
  • You must have at least 10 points at the end of the month to win.
  • The person with the most points will get their first pick of the prizes. The person with the second most points will pick second, and so on, until all prizes have been given out.
  • The winner will be contacted on November 2, 2018.

If you have any questions, please let me know. And now, let the celebration begin!

Sep 282018
 

After all this time, I’ve finally finished Pokémon Moon.

It took me well over a year to finish Pokémon Moon, despite being among the mainline Pokémon games I’ve put the least amount of time into. The way people raved about Sun and Moon, I couldn’t wait to play it, and yet I had trouble sticking with it.

Ever since Pokémon Black and White, I’ve been eager for more story-driven Pokémon games, but the numerous cutscenes and dialogue in Pokémon Moon drove me crazy. The problem here isn’t the story, though. It’s the pacing of these scenes and how they’re used.

Pokémon has traditionally had a “rival,” another character who becomes a Pokémon trainer around the same time as you and routinely shows up to challenge you. Later generations have leaned more toward a mix of rivals and friends. X and Y in particular had a whole group of friends, all of whom have their own goals.

Sun and Moon gave us Lillie and Hau.

Lillie isn’t a trainer. Having a friend who isn’t a trainer at all was an interesting choice, and she’s actually a central character to the story. In fact, I felt at times like Lillie was actually the story’s main character; I just happened to be a Pokémon trainer along for the ride.

Hau is a trainer, but not a particularly good one. I’ll admit, he really got on my nerves by the end. Before the games came out, I thought Hau seemed like a fun character. But he barely had a character arc (he went roughly from “I want to be stronger” to “I’m not strong enough” to “I’ll try to get stronger”), and his carefree, fun-loving attitude got really annoying when it was constantly interrupting my gameplay.

And that’s what I meant about a problem with the pacing. At some point, the writers must have realized that if a group of kids sets out on a journey from the same town to the same places, they should arrive more or less at the same time. The result? Nearly every single time you reach a new location, you’re interrupted by unskippable cutscenes involving Hau, Lillie, or both.

(Also, having a friend who isn’t a trainer and a friend who isn’t a good trainer are both interesting directions to take, but did we really need both in the same game?)

Now, I like having lots of story and dialogue. But most of the time, these scenes didn’t advance the story in any way! They’d just be Lillie being excited about a new town or Hau looking for a place to eat.

If they really want to go this direction with Pokémon, they need to find a better way to do it. Add an optional conversation feature, like Tales skits, when you reach a new town… or just have the friend characters waiting in-town or on the routes as NPCs that you can talk to if you want to.

But aside from the egregious pacing and pointless forced dialogue scenes, Sun and Moon’s story is actually pretty good.

I still think Black and White had the best story implementation of all the mainline games. That story used the Pokémon structure to its advantage, whereas Sun and Moon’s story felt like it was fighting the structure instead.

The pacing did drag it down, but the actual story moments and cutscenes were enjoyable. The villain was leagues above Lysandre (admittedly that’s not a high bar to pass) and arguably one of the most realistic antagonists we’ve had.

Click for Sun/Moon spoilers
While Lusamine came across as a bit over-the-top crazy in some ways, her relationship with Lillie (and to a lesser extent Gladion) felt realistic, particularly in how Lillie still loved her mother despite recognizing that she was abusive, and how she slowly learned to stand up for herself. They could have easily made Lusamine more of a Ghetsis-like character, but instead they let her character and her relationship with Lillie have shades of gray.

Speaking of which, if the Poké Pelago guy is Lillie and Gladion’s father, shouldn’t the player tell them?

On the other hand, it was disappointing that the world didn’t really show the consequences of the antagonist’s plan. Past Pokémon games typically have had a noticeable effect in the world when the villains act, with the most extreme probably being the Ruby/Sapphire/Emerald generation.

Here, it felt more like if I hadn’t been Lillie’s friend, I might have only had the vaguest idea that something happened. It’s fine to tell a more personal story, but we’re dealing with portals being opened to another dimension. They saved the visible consequences for the post-game, which we’ll get to later.

Sun and Moon’s story is one of the main reasons I’d recommend playing the game, but I wish it felt like more of a journey. It isn’t just the constant interruptions, but the way the world is structured. Pokémon games normally feel like a grand journey across the region, but since Alola is split across multiple islands – and you don’t travel between islands manually – it doesn’t have that same sense of freedom.

And everything seems so small. There are a handful of larger areas, but I often found myself asking, “Is that it?” after going through an area.

Click for Sun/Moon spoilers
Ultra Space was especially disappointing. When the portal opened up, I expected something like the Distortion World in Platinum, something that would be weird and surreal to explore and really emphasize that this is another dimension.

Instead it was basically just a pretty cave consisting of a hallway with Guzma and a room to fight Lusamine in. Really? That’s all we get for Ultra Space?

This also contributed to the weird pacing. After the painfully slow beginning, some of the parts later on feel rushed (such as a couple trials where you… don’t really do a trial…), and it just kind of throws you at the Pokémon League after the story’s climax.

The gameplay did some good things, too. Getting rid of HMs in favor of special Pokémon you can summon was a great decision, I found the Poké Pelago to be enjoyable, and I actually like Z-Move better than other additions they’ve tried. (On the other hand, the Festival Plaza is a major step down and the Rotom Pokédex is somewhere between annoying and pointless.)

Now, there are two main reasons I finished Moon instead of skipping to Ultra Sun/Moon. The first is that people say the story in Sun/Moon is stronger. The second is that Sun/Moon has a post-game story involving Looker.

In Pokémon X and Y, the post-game Looker quest managed to be more interesting than the entire main plot, so I was looking forward to this one a lot. Unfortunately, it was just okay.

Looker is still a fun character and the cutscenes were good, but the quest basically served no purpose except to show that yes, opening those wormholes really did have an effect on the world, and to increase the lore regarding wormholes, Ultra Space, and possibly the parallel universes. The story itself didn’t really do much, and gameplay-wise it just involved a lot of running back and forth between locations and trying to trigger battles with Ultra Beasts.

In the end, my feelings toward Pokémon Sun and Moon are pretty mixed. I tentatively recommend them for the sake of the main story… as long as you can endure the flaws along the way.