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StrucciPlays: Haunted PS1 Demo Disc Review

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    - [Shannon] The
    Haunted PS1 demo disc
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    not actually a
    physical demo disc,
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    is a collection of 17 games,
    some more polished and finite,
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    some more unfinished
    and clearly in-progress,
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    all in the style of
    PS1 horror games,
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    and all available for
    download for free.
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    - Hey, kid!
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    - Who, me?
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    - Yeah, you, dummy!
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    You wanna play some
    cool video games?
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    - Yeah.
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    I wanna play games.
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    - [Shannon] The itch.io
    page for the disc reads
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    "Roused by the
    crackle of static,
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    "a lingering sense of dread
    crawls across the floor.
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    "You sit alone in your room.
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    "A dimly lit memory
    repeats in your head.
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    "17 demos too horrible to
    describe keep you from your bed.
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    "Each one is a personally
    crafted nightmare.
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    "You've tried to tell
    others, no one understands.
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    "A CRT you don't remember
    owning flashes to life.
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    "Frozen in place you look
    upon the flickering screen
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    "to spy a dismal,
    bloodied scene.
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    "A cracked and faded jewel
    case sits close beside.
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    "A pale grey plastic
    box sits in front,
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    "emitting a low whirring noise.
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    "Will you take to the controller
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    "or let yourself be taken over?"
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    I'm going to talk about each
    of the 17 games individually,
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    including my feelings about
    both the original release games
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    and some of the games that
    were significantly altered
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    with a later update, but
    before I do any of that
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    I have to say that
    this is a triumph.
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    This is amazing.
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    This is so cool and so much fun,
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    and is such an exciting sampler
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    of what is available right now
    as far as weird and engaging
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    and independently
    produced horror games.
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    I initially saw that Bro-gone
    Hackett and Modus Interactive,
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    two of my favorite developers
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    of weird and beautiful
    short horror games,
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    were involved, which
    piqued my interest,
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    along with just the concept
    of a PS1-style demo disc
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    and how much people
    I follow on Twitter
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    were talking about it.
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    And I'm not as familiar
    with anyone else involved,
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    but I was pretty
    immediately converted
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    to being a fan of a
    lot of these developers
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    even after playing, just, like,
    a 10-minute demo they made.
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    I'll get to it
    later in the review,
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    but I loved Dread
    Delusion so much
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    that, as soon as I
    was done playing it,
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    I backed the creator's Patreon
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    to get updated
    versions of that game
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    and to be able to
    play it longer,
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    just as an example of how cool
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    the games on the demo disc are.
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    I also want to say that,
    while I am going to be honest
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    about how I felt about
    all of these games
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    and am pretty critical in
    some of my assessments,
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    please take into consideration
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    that every one of these
    games is cool as hell,
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    this whole project
    is cool as hell,
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    and I have so much respect for
    everyone that worked on this.
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    And if you play every
    game all the way through,
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    you are getting hours of
    completely free entertainment,
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    all of which was made with
    sincerity and a clear love
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    of classic experimental
    and horror games.
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    My criticisms are more comparing
    the games with each other
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    than to any big budget
    triple-A titles,
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    and I tried to be fair
    in my assessments.
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    And the fact that some
    games in the collection
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    are much more polished
    or more fun to play
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    or more emotionally
    affecting than others
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    does not mean that you
    shouldn't play all of them.
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    They're right there,
    and they're free,
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    and they're all
    weird and creative,
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    and you might as well play them.
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    I'm going to talk
    about the games
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    in the order they're
    listed on the disc.
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    I know there's a secret
    game somewhere on the disc,
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    but I haven't found
    it and played it yet,
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    and I didn't want
    to cheat to find it
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    or spoil it if I did, so
    I won't be covering it.
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    So ...
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    A Place, Forbidden
    has a very pronounced
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    and well-established atmosphere:
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    you can practically smell
    the old books and mold,
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    and it feels dusty.
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    It gives the sense of a place
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    that is actively
    degrading in front of you.
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    I wasn't a fan of
    the puzzles in it,
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    but I certainly admired how
    well its setting was conveyed,
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    and some of the images in
    it were shocking and creepy.
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    Dread Delusion is, to me, the
    most technically impressive
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    game on the demo disc.
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    It's an open-feeling
    world full of grain,
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    garish neon colors that I loved
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    and that were used very
    effectively, ghosts, skeletons,
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    cruel gods, death, paranoia,
    oppression, and fear.
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    It has such a sense of scale
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    and so many stunning,
    gorgeous views.
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    It's not like a ripoff
    of any Zelda games
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    or of Zelda gameplay mechanics,
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    but it reminds me
    of a Zelda game
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    in the rush I get
    when playing it,
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    that feeling of adventure,
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    of exploring and uncovering
    weird small mysteries,
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    only in a darker
    and more cynical and
    more upsetting world.
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    It's brilliant, and I am so
    excited to eventually play
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    the full version of the game.
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    It's delightful, and I
    would highly recommend it.
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    I wanted to like Dead
    Heat, and I certainly liked
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    some of its basic conceits.
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    It's some kind of
    noir-style detective game
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    where one of the detectives
    is a zombie, maybe?
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    But it was really glitchy
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    and had some basic design
    and accessibility problems.
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    The way the text populates
    on the screen is distracting,
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    and the plain color text blends
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    into the background
    way too much.
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    I also found the text
    sound kind of grating.
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    I had trouble with the controls
    and with even understanding
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    how I was supposed to
    interact with the game.
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    The updated version had
    some kind of issue on launch
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    where I couldn't select anything
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    that I was only able
    to fix by launching
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    the older version of the
    game in a windowed mode,
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    which carried over
    and fixed the issue.
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    The updated version is
    definitely less glitchy
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    and seems to have
    more content to it,
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    but it still felt
    unpolished and confusing
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    and like a lot of ideas were
    just kind of thrown together.
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    There are filters you
    can switch between
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    to give the feel
    of different eras
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    to the visuals of the
    game, which is neat,
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    but, like a lot of this game,
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    it just seems to have been added
    in because it sounded cool,
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    not as part of any kind of
    cohesive or polished idea.
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    But, of course, this is a demo.
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    I bet the finished
    version of this game,
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    if they pull off everything
    they're going for,
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    will be really cool, and the
    developers seem aware of,
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    and apologetic about, the
    fact that it's unpolished,
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    and it's entirely possible
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    that I just didn't
    understand the controls
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    and missed out on what I
    was supposed to be doing.
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    It could still be on me, and
    you should still check it out,
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    but the bad AI and
    hard-to-read text
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    and other glitches and issues
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    definitely hampered my
    experience with this game,
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    and I would have preferred
    something simpler
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    and less ambitious that
    better accomplished its goals.
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    Effigy did remind me of
    old school FPS games,
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    and it has a well-established
    sense of wide scale
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    and a unique setting.
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    The only aspects of
    it I found frustrating
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    were imprecise controls
    getting in the way
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    of me completing
    time-based puzzles
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    and the fact that I spent
    a lot of time on this game
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    for the ending to just
    kind of trail off.
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    Again, yes of
    course, it's a demo.
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    I'm not expecting a
    grand, polished narrative.
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    But a lot of games on the disc
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    have a pretty clear arc to them,
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    and while I liked Effigy,
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    I wouldn't have spent as
    much time on it as I did
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    if I had known it would
    just trail off at the end.
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    Erasure is one of the
    more experimental games
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    on the demo disc.
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    It has a unique sense of humor
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    and it's a weird,
    abstract, eerie twist
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    on standard sci-fi
    themes around simulations
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    and maybe the morality
    of manipulating them.
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    I liked it a lot.
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    Fatum Betula--
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    I'm not even gonna look
    up how to pronounce that.
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    Is beautiful and frightful.
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    It's a game of grief and
    dreams and imagination.
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    And with many games on the disc,
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    but especially with this one,
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    there are none of the
    constraints of commercialism
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    or needing to market to
    or appease an audience.
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    It made me wonder what
    old games could have been
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    if they'd been approached
    in the same way.
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    Not that there weren't
    weird experimental
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    dreamscape nightmare
    games on the PS1,
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    just that there could
    have been more of them.
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    This game made me
    retroactively reassess my view
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    of the entire retro
    PS1 aesthetic.
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    In games as artful as this one,
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    the aesthetic and use of
    tropes from those old games
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    all become tools to reclaim
    a chance to make art
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    that could have existed
    if commercial interests
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    didn't influence console
    games so heavily.
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    It's that engaging and weird
    and haunting and beautiful.
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    My only complaint is
    some of the writing
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    seemed a little bit pretentious.
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    Small complaint though.
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    I think it is my favorite
    game on the disc.
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    I don't expect it to
    be everyone's favorite;
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    there are certainly more complex
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    and technically robust games
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    that are just as beautiful
    here, like Dread Delusion,
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    but weird, small-scale, creepy,
    charming, grief dreamscapes
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    definitely appeal
    to me in particular.
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    Filthbreed is one of the
    few games on the disc
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    that doesn't fit
    the PS1 aesthetic.
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    Not that the
    aesthetic is lacking.
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    The game is creepy, and the
    filthy lens effect is cool.
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    The game has a sense
    of humor to it,
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    and I liked occasional reminder
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    that there's a world outside
    of this gross, dingy setting,
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    given by beams of daylight
    coming in through windows.
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    And the cult narrative
    and cow skulls
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    and gross dingy feel gave the
    game a True Detective vibe.
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    I absolutely hated the jumpscare
    death animation, though.
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    It was not scary;
    it was annoying.
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    Also I thought it was funny
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    that the game's
    icon is just a gun.
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    Heartworm's description is a
    very overt Silent Hill homage,
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    and the main
    character looks like
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    a Resident Evil character
    or a Laura Croft type.
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    The game's credits
    are really creepy,
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    and some of the shots and
    scenes in it are creepy as well.
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    The game definitely
    has potential,
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    but the fixed camera angles
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    and the style of controls
    it used were frustrating,
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    and the mental illness angle
    in horror games like this,
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    to me, it gets old super fast,
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    and it's just kind of
    cliched and boring.
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    I really don't like that
    approach or that angle,
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    especially when it's
    used in kind of like
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    a very basic, standard way.
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    In Somnio is described
    as an attempt
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    to recreate the developer's
    dreams as games.
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    I loved some of the
    choices the developer made
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    in portraying these dream-games,
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    like the way that the ground
    movies in the second game.
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    The surreal succession
    of vignettes
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    reminded me of the old
    browser-based game 99 Rooms.
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    This whole game was
    scary and felt haunted,
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    like it was instilled
    with pure dread.
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    (dripping)
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    (screeching)
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    - [Garbled Voice] Somebody
    was murdered in this room.
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    It's fuckin' haunted, all right.
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    - [Shannon] And really did
    resemble what it feels like
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    to dream and to
    have a nightmare.
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    One of the strengths of a lot
    of the games on the demo disc
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    isn't that they're scary,
    though some of them are,
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    but rather that
    they're really unique,
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    surreal little explorations
    of dreams and feelings.
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    In Somnio was really cool.
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    That's definitely one of
    the ones I would recommend.
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    Here's my first set of notes
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    on the first release of
    Killer Bees, verbatim:
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    Hardcore filter.
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    VHS mode can't see shit.
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    Reminds me of PT.
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    Didn't get super far.
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    Kept getting killed by bees.
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    Can't tell if gun does much.
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    And I have to say out
    of all the games on here
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    that got updates, this was
    the biggest improvement.
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    I went from being
    frustrated and confused
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    to really loving the
    updated version of the game.
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    It's a unique concept
    executed very well
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    and with unique gameplay that
    is never spelled out for you
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    but is still intuitive.
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    I'd rather not
    describe any of it
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    because I found the act of
    discovery fun in and of itself,
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    but I will say you're
    exploring a weird building,
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    and there are, of
    course, killer bees.
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    The game operates with its own
    weird logic that is original
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    but easy to follow, and there
    are a lot of flashes of images
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    with really disturbing
    implications.
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    The sound design is also
    great and very realistic.
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    Some of the aspects of this
    game are very stylized,
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    but the soundscape you're
    walking through feels very real.
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    And even when the game is
    not actively threatening
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    your character, it's
    still menacing and creepy.
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    This went from being one of
    the most frustrating games
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    on the disc, to me,
    to one of my favorites
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    and is a great example of
    a simple but unique concept
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    executed flawlessly, and it's
    really fun and unsettling.
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    You can also choose between
    PS1 mode and VHS mode
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    for visuals, and
    while I liked both,
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    I did like VHS mode more,
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    especially after
    alterations with the update
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    that made the game
    easier to see and play.
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    Neko Yume, or cat dream,
    is, as I understand it,
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    an homage to the game LSD
    Dream Emulator, but with cats?
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    And maybe referencing
    Yume Nikki?
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    I haven ot played either of
    those games, so I don't know.
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    But I love the work Modus
    has done in the past,
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    Sanguine Sanctum especially,
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    so I was excited about
    playing this one.
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    I was a little frustrated
    when I started this game,
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    because I wasn't sure
    of what I should do
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    or of how I was
    expected to interact
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    with the world it presented,
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    but then I had a lot
    more fun when I realized
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    I should just goof off and
    see what I came across.
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    The game overall is
    very charming and funny,
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    and, I know I keep
    using this word
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    to describe games on the disc,
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    but, yes, it's also very weird.
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    I laughed a lot at this segment,
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    which gets the game's
    tone across pretty well.
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    (quirky music)
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    (meowing)
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    (rocket rumbling)
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    (meowing)
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    Ode to a Moon has a
    very cool title screen
  • 12:06 - 12:07
    and a striking color palette,
  • 12:07 - 12:11
    and I liked how it shifted its
    atmosphere with VHS effects.
  • 12:11 - 12:13
    It's a spooky game
    that uses sound well,
  • 12:13 - 12:16
    and I liked the way its
    4:3 aspect ratio was used.
  • 12:16 - 12:18
    It has some lovely
    landscapes as well.
  • 12:18 - 12:19
    One problem I had was that
  • 12:19 - 12:21
    it was kind of easy to
    get lost in the game,
  • 12:21 - 12:23
    and I had trouble
    being able to tell
  • 12:23 - 12:25
    where I was going
    a couple of times,
  • 12:25 - 12:27
    like in different
    segments of the game.
  • 12:27 - 12:28
    I still really
    enjoyed it, though.
  • 12:28 - 12:31
    Orange County is a horror game
    where you're on a skateboard,
  • 12:31 - 12:35
    and I found the controls kind
    of confusing and unintuitive.
  • 12:35 - 12:37
    Dying in this game
    is scary, though.
  • 12:37 - 12:39
    As far as I could tell,
  • 12:39 - 12:40
    the objective is to ride around
    getting different drinks,
  • 12:40 - 12:42
    trying to not get hit by cars?
  • 12:42 - 12:45
    There's a lot of creativity in
    the concept and presentation,
  • 12:45 - 12:47
    and it's worth playing
    just for how unique it is,
  • 12:47 - 12:50
    but I found it kind
    of frustrating and
    never really got it.
  • 12:50 - 12:51
    It never really clicked with me
  • 12:51 - 12:53
    what I was supposed to be doing.
  • 12:53 - 12:55
    At least, my experience
    trying to play
  • 12:55 - 12:57
    all these games all
    the way through,
  • 12:57 - 12:59
    or close to all the way
    through, to review them,
  • 12:59 - 13:01
    the more difficult to
    understand what was happening
  • 13:01 - 13:03
    or what was expected
    of me, the less time
  • 13:03 - 13:05
    I wanted to spend on a game
  • 13:05 - 13:08
    trying to just figure out
    how to interact with it
  • 13:08 - 13:09
    before moving on.
  • 13:09 - 13:11
    When a game is in a big
    demo disc like this,
  • 13:11 - 13:15
    I think focusing on something
    that someone can get into,
  • 13:15 - 13:16
    play, and then move on,
  • 13:16 - 13:18
    not that you should make
    your game disposable,
  • 13:18 - 13:20
    but just like, it's
    one of 17 games.
  • 13:20 - 13:22
    If I'm trying to play
    the whole demo disc,
  • 13:22 - 13:24
    I don't have time to
    sit here and learn
  • 13:24 - 13:27
    some kind of really, really
    complicated control scheme
  • 13:27 - 13:30
    for a game that I'm gonna
    play for like 15 minutes.
  • 13:30 - 13:32
    I just preferred games
    like Fatum Betula
  • 13:32 - 13:34
    which were weird and
    mystifying in content
  • 13:34 - 13:36
    and in how to progress the story
  • 13:36 - 13:39
    but super easy to
    understand how to play,
  • 13:39 - 13:42
    or games like Killer Bees that
    are more challenging to play
  • 13:42 - 13:44
    but still pretty
    quickly clicked for me,
  • 13:44 - 13:46
    to games like Orange
    County or Dead Heat
  • 13:46 - 13:49
    that I had trouble
    even understanding
    in the first place.
  • 13:49 - 13:51
    Sauna 2000 is wild.
  • 13:51 - 13:54
    My biggest complaint is that
    it was super glitchy for me,
  • 13:54 - 13:56
    with subtitles
    lagging behind audio
  • 13:56 - 13:58
    and glitches actually preventing
    me from beating the game
  • 13:58 - 13:59
    or seeing what was going on
  • 13:59 - 14:01
    while some really wild
    stuff was happening,
  • 14:01 - 14:03
    so I had to keep
    replaying the game,
  • 14:03 - 14:05
    trying to avoid the glitches,
  • 14:05 - 14:07
    to actually be able
    to complete it,
  • 14:07 - 14:09
    which kind of broke some
    of the atmosphere for me.
  • 14:09 - 14:11
    But even though it was one
    of the most problematic games
  • 14:11 - 14:13
    on the disc for
    me gameplay-wise,
  • 14:13 - 14:14
    it was still one
    of my favorites.
  • 14:14 - 14:16
    From the music to the
    game's sense of humor
  • 14:16 - 14:18
    to the mounting sense of dread,
  • 14:18 - 14:21
    I loved the concept
    and I loved playing it.
  • 14:21 - 14:24
    And regardless of technical
    problems, it ruled.
  • 14:24 - 14:26
    The basic conceit is that
    you have to start up a sauna
  • 14:26 - 14:29
    by chopping wood and
    collecting water and so on,
  • 14:29 - 14:31
    and then something
    weird starts happening.
  • 14:31 - 14:34
    It's surprising and
    funny and creepy,
  • 14:34 - 14:35
    and I really enjoyed it.
  • 14:35 - 14:37
    Snowy Castle was the
    only game on the disc
  • 14:37 - 14:38
    where the proportions
    felt a little off.
  • 14:38 - 14:40
    I don't know if it
    was intentional,
  • 14:40 - 14:41
    but my character
    felt a little short
  • 14:41 - 14:43
    or like the scale of
    the environment was off.
  • 14:43 - 14:45
    The game was
    somewhat atmospheric,
  • 14:45 - 14:48
    and I did like the little
    weird mysterious story it had,
  • 14:48 - 14:50
    especially how it ended:
  • 14:50 - 14:52
    you walk around an old castle
    in the snow lighting candles.
  • 14:52 - 14:54
    But especially for
    the outside candles,
  • 14:54 - 14:56
    some of them felt like
    I was just mentally
  • 14:56 - 14:59
    criss-crossing the map, like
    going through the scenery
  • 14:59 - 15:01
    to light candles
    out of obligation
  • 15:01 - 15:03
    versus the sense of
    exploration you feel
  • 15:03 - 15:04
    while inside the castle.
  • 15:04 - 15:06
    But even then, it's
    definitely a fun game
  • 15:06 - 15:08
    that executes a
    simple concept well.
  • 15:08 - 15:10
    I liked Tasty
    Ramen's title screen
  • 15:10 - 15:11
    and I thought the color palette,
  • 15:11 - 15:13
    out of all of the
    games on the disc,
  • 15:13 - 15:15
    felt the most accurate
    to PS1-era kids games,
  • 15:15 - 15:17
    like the aesthetic was
    a very accurate homage
  • 15:17 - 15:19
    not necessarily to
    old horror games
  • 15:19 - 15:22
    but old wacky kids games,
    especially from Japan.
  • 15:22 - 15:24
    The game itself, though,
    is what I would refer to
  • 15:24 - 15:28
    as an anxiety simulator
    rather than a horror game.
  • 15:28 - 15:30
    You walk around collecting
    keys trying to avoid
  • 15:30 - 15:33
    a patrolling ramen mascot
    that kills you if it sees you.
  • 15:33 - 15:36
    This game got an updatte
    to balance its gameplay,
  • 15:36 - 15:37
    and I did consider
    the updated version
  • 15:37 - 15:39
    more forgiving and more fair,
  • 15:39 - 15:40
    but it still isn't
    something I'd play
  • 15:40 - 15:42
    on my own time for fun.
  • 15:42 - 15:44
    I really like dread-soaked
    atmospheric horror
  • 15:44 - 15:47
    rather than a game that
    just makes me anxious,
  • 15:47 - 15:48
    but that's a
    subjective assessment,
  • 15:48 - 15:50
    and I still did
    really appreciate
  • 15:50 - 15:52
    how well this game executes
    what it set out to do.
  • 15:52 - 15:54
    It's still neat.
  • 15:54 - 15:55
    My first impression
    of Until Biglight
  • 15:55 - 15:57
    is that it is
    gorgeous and weird.
  • 15:57 - 15:59
    You play a mouse
    traversing the underbrush
  • 15:59 - 16:00
    with all these
    canted camera angles
  • 16:00 - 16:02
    and little mouse establishments.
  • 16:02 - 16:04
    Pretty quickly, though, I found
    some problems with the game.
  • 16:04 - 16:08
    Until Biglight is overtly
    anticapitalist, which is cool,
  • 16:08 - 16:10
    but the way it's handled is
    kind of clunky and obvious.
  • 16:10 - 16:12
    The game has too much dialogue,
  • 16:12 - 16:13
    and I'd rather that
    same information
  • 16:13 - 16:15
    be conveyed more concisely
  • 16:15 - 16:17
    and in a way better
    suited to the medium.
  • 16:17 - 16:18
    And you're very much railroaded
  • 16:18 - 16:20
    as far as what you
    can do in the game,
  • 16:20 - 16:22
    which I'm normally fine
    with in games like that.
  • 16:22 - 16:24
    I like point A to B walking sims
  • 16:24 - 16:27
    and weird little barely
    interactive experimental games,
  • 16:27 - 16:29
    but it does give the
    thin illusion of choice
  • 16:29 - 16:31
    that falls apart pretty quickly.
  • 16:31 - 16:33
    The visuals and
    the representation
  • 16:33 - 16:34
    of a little capitalist
    hellscape mouse world
  • 16:34 - 16:37
    run by evil cats
    are both fantastic,
  • 16:37 - 16:38
    but I'd definitely want
    to see the dialogue
  • 16:38 - 16:40
    tightened up a little
    in future versions.
  • 16:40 - 16:42
    Okay, there's all 17 games.
  • 16:42 - 16:44
    I really enjoyed playing this.
  • 16:44 - 16:46
    I can't recommend it enough.
  • 16:46 - 16:47
    I think at this point a lot
    of people come to my channel
  • 16:47 - 16:51
    for recommendations for weird,
    independent art to check out,
  • 16:51 - 16:53
    and this is definitely
    one of those.
  • 16:53 - 16:55
    Although, this already got
    a fair amount of attention.
  • 16:55 - 16:58
    It's not like it's a super
    obscure collection of games,
  • 16:58 - 16:59
    but I figured a lot of
    people in my audience
  • 16:59 - 17:01
    wouldn't have heard of it.
  • 17:01 - 17:02
    And it took me a
    while to review it,
  • 17:02 - 17:04
    especially because I wanted
    to play the updated versions
  • 17:04 - 17:06
    of the games I had already
    played before they updated 'em,
  • 17:06 - 17:09
    and I wanted to go a little
    bit in depth on every game.
  • 17:09 - 17:10
    When final versions of
    these games come out,
  • 17:10 - 17:12
    for some of them I'll
    probably do a full review.
  • 17:12 - 17:13
    I could definitely
    see myself doing
  • 17:13 - 17:15
    a full review for
    Dread Delusion,
  • 17:15 - 17:17
    which already has so
    much going on with it,
  • 17:17 - 17:20
    even though you can tell
    it's barely complete,
  • 17:20 - 17:22
    as far as the scope
    of that game goes.
  • 17:22 - 17:24
    I was surprised at how
    many of these games
  • 17:24 - 17:27
    were more surreal
    than horror games.
  • 17:27 - 17:29
    It doesn't feel like
    they were mis-marketed;
  • 17:29 - 17:31
    it was just a pleasant
    surprise to me,
  • 17:31 - 17:33
    although most of them were both.
  • 17:33 - 17:35
    It was also weird how
    much a lot of the games
  • 17:35 - 17:37
    kind of fixated on
    Japanese culture
  • 17:37 - 17:40
    and had Japanese
    characters in them.
  • 17:40 - 17:42
    I don't think it was
    offensive or problematic,
  • 17:42 - 17:44
    and it makes sense,
    because PlayStation
  • 17:44 - 17:46
    was a Japanese console,
    and a lot of the games
  • 17:46 - 17:47
    that people would
    have played growing up
  • 17:47 - 17:49
    were originally in Japanese.
  • 17:49 - 17:51
    It was just something that
    kept coming up again and again,
  • 17:51 - 17:54
    and I thought it was funny, or
    that stood out to me, rather.
  • 17:54 - 17:55
    Anyway, thank you for watching.
  • 17:55 - 17:57
    If you enjoyed this
    video, please consider
  • 17:57 - 17:58
    supporting my work on Patreon.
  • 17:58 - 17:59
    I also have a Ko-fi.
  • 17:59 - 18:00
    And, thanks.
Title:
StrucciPlays: Haunted PS1 Demo Disc Review
Description:

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Video Language:
English
Duration:
18:01

English subtitles

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