GAME REVIEW: Life Goes On: Done to Death

written by David Steffen

Life Goes On: Done to death is a platformer puzzle game with a dark sense of humor, published on Steam in April 2014 by Infinite Monkeys Entertainment Ltd.

A king with an obsession with immortality sends the brave knights of his kingdom on a quest to find the Cup of Life.  There… is clearly a reason why this immortality-obsessed king didn’t go on the quest himself, since the path to the cup is so dangerous that it leaves a steady trail of dead knights, and each knight only makes their way through the obstacles by using the corpses of the knights that came before them as puzzle-solving tools.  At the end of each level is a cup, but it never seems to the Cup..

Using bodies as stepping stones to cross spike pits, to weight down switches, or to scale spike walls, new puzzle components are added every few levels to keep things fresh, though the game felt too drawn out at times so that the level felt somewhat repetitive.

The final boss fight of the game is probably one of the favorite I’ve played in a while, several stages in itself all using the puzzle components you’ve learned throughout the game and using them in a boss fight scenario.  Especially fun.

 

Visuals
Fun and fine for what they are, perfect for a comedy puzzle platformer like this.

Audio
Played it muted most of the time–sound is at least not necessary to play.

Challenge
Decent puzzle challenge.  I finished the game without having to look up any of the solutions–a few of the puzzles took me quite a few tries, many of them I got the gist of how to work through them in the first few minutes on the level.  Not epicly challenging by any means, but also not trivial.  The puzzles add new components as the game goes on which helps keep things fresh, though sometimes I felt like there were too many levels before adding new components, some of the levels started feeling a little repetitive.

Story
Very minor level of story, though it works for what it is–between the levels the level map there are little bits of extra text talking about the story, mostly for some extra pieces of comedy.

Session Time
Most levels, once you know how to solve them, should take only 2 or 3 minutes to finish.  Add to that a few more minutes to figure out all the pieces of the puzzle, and most puzzles you can solve without too much agonizing.  If you quit in the middle of the level you have to start the level over again, but since the levels are reasonably short that’s not a huge deal.

Playability
Easy controls, just movement and jumping.  The challenge is more in figuring out the puzzles and then making sure you do all the steps in the right order and timing and etc.

Replayability
There is some replayability built in, mostly in having target stats for each level–minimizing finish time and body count, as well as whether Jeff was fed.

Originality
Felt quite original.  In a familiar genre, but the dark-funny premise of having a steady stream of knights sent to their death and then using their corpses as puzzle components.

Playtime
Steam says it took me about 16 hours of playtime–I feel like that’s longer than it took, maybe I left the game on a few times.  But the game did feel like it dragged on sometimes, more levels than were needed to get all the puzzle variants in.

Overall
This game was fun and funny with enough novel puzzle elements and interesting premise, well worth it for fans of puzzle platformers.  I thought the number of levels did go on too long so that the puzzles felt repetitive at times.  The final boss battle of the game was a major highlight, probably one of the most fun boss battles I have played. $12.99 on Steam.

 

Game Review: Depression Quest

written by David Steffen

(editor’s note: I am not here to comment on “Gamer Gate”. If you are here to comment on that, don’t. Any comment getting into that topic will be deleted. I only heard about the game due to the debacle, and I decided that I would like to play the game for myself and judge it on its own merits. So here we are. If you don’t know what I’m talking about, and you want to see a big ol’ heap of Internet ugliness, Google “GamerGate”–I think it occupies about half the Internet by now.)

Depression Quest is a multiple choice text game released by Zoe Quinn in 2013.

On the game page is this statement:
The goal of this game is twofold: firstly, we want to illustrate as clearly as possible what depression is like, so that it may be better understood by people without depression. Hopefully this can be something to spread awareness and fight against the social stigma and misunderstandings that depression sufferers face. Secondly, our hope is that in presenting as real a simulation of depression as possible, other sufferers will come to know that they aren’t alone, and hopefully derive some measure of comfort from that.

DepressionQuestThis is a cause that I am sympathetic to. I know many people who have suffered through depression. Some who are still fighting through it, some who seem to have met some kind of livable equilibrium, and others who have died at their own hand. So, I heartily support the goals of this game. Most of the time I play games just for fun and for mental/dexterity and for no other reason, but I am not opposed to other goals.

In the game, you play a person who is struggling with depression, trying to get through everyday life. You have a significant other and a job, but even small things can be a struggle–trying to get your work done or trying to socialize with your partner’s friends.

As the game goes on, you have to make choices, most of them allowing you to either try to actively improve your life by telling people about your depression, by seeking counseling or medication, or to avoid trying to improve your life by telling people there’s nothing wrong, and avoiding your problems.

From the beginning, some options aren’t available to you–usually the suggestion for a solution that someone who doesn’t understand depression would make: “don’t worry about it”, “just go and have fun”, so on. I thought that was a clever way to emphasize how depression can make you feel powerless. If you make choices that avoid your problems, more of the options will be blocked from you as the game goes on. I don’t know from personal experience whether the account of depression in the game is accurate or not, but it seems reasonable from where I’m standing.

I think that the game succeeds at both of the stated goals. It’s free to play, so you can try it out before you decide if you want to donate or not. If you don’t like it, no loss. If you do, consider chipping in. And, it also succeeds at being interactive, so it’s actually a game.

I recommend it.

 

Visuals
Despite being a text game, it does have some visuals–a set of polaroids at the top of the screen showing relevant images, like bottles of pills or something.

Audio
The game suggests using audio, that it’s an important part of the game. But I didn’t, because it was easier to find time to play it with the sound muted, so I wouldn’t bother other people. So I can’t comment on this.

Challenge
Not challenging, per se. It seemed like the “best” choice was always relatively clear.

Story
Good enough story, though a bit on the PSA side.

Session Time
No save feature, but you can leave it running in your browser easily enough and the game won’t be going anywhere.

Playability
As easy as multiple choice.

Replayability
Definitely some, to try to see how your choices affect the outcome.

Originality
This happens to be the second game I’ve played about depression (I reviewed Actual Sunlight right here last week), but this one did it better. So definite points for originality, and for succeeding at making it interactive.

Playtime
I don’t remember exactly, I think it took me maybe a half hour to play through once?

Overall
The game is free to play or you can donate what you like. The website says that a portion of the proceeds goes to the National Suicide Prevention Hotline. I am wary of donations where “a portion” goes to a charity without saying WHAT portion, it could be 1% for all I know. I recommend trying the game. If you feel it has value, consider chipping in some money to support both the developer of the game and the hotline in some undefined proportion.

Game Review: Gone Home

written by David Steffen

gonehomeGone Home is a first person story exploration game released by The Fullbright Company (which has now been rebranded to be simply called “Fullbright” in August 2013.

2014-10-08_00004June 7th, 1995. 1:15am You’ve been traveling Europe for a year. While you were gone your family inherited a house from your weird Uncle Oscar and your parents and younger sister Sam have moved in. You arrive at the new house, expecting a warm welcome from you family, but no one’s there. Why? You explore the house as you try to find out what has happened and where everyone is. You are completely unfamiliar with the house, so you don’t know anything about the layout, how rooms are arranged or anything. The game keeps a handy auto-map to help you keep track of where you’ve been. From time to time you discover a clue that points you to look in a particular part of the house, and the auto-map very handily marks the spot for you.

One thing that set this game apart from me is a storyline with a homosexual character who seems like a real person, not something I see too often.

 

Visuals
A lot of work obviously went into the visuals to make it look really nice and to give the environment ample details. I don’t know if other people experienced this, but my computer was actually a little laggy on the display–seemed like it took a little more resources than a game of this kind really needs.

2014-10-08_00003Audio
Superb voice acting–I felt like I was listening to the journal entries of a real person.

Challenge
Not challenging. If you like exploration and gradual reveal of story, you should like this game, but apart from exploring as thoroughly as possible–some notes might trigger the marking of secret spots on the map or other extra clues so if you missed the note you might have trouble. I found the important notes without any undue effort, they weren’t hidden or anything.

Story
I really enjoyed the story on this one, and tying it into the exploration of the big house was the main appeal.

Session Time
You can save at any time, so easy to set down.

Playability
Easy to play.

Replayability
Not really.

Originality
Not high on originality, but not every game has to be. I appreciated the gay storyline, that did set it apart.

Playtime
It took me about 2 hours to finish the game.

Overall
The list price on Steam is $20. I enjoyed the game, but given the short playtime and low challenge I thought this was somewhat too much. I’d recommend catching it on sale if you can.

GAME REVIEW: Papers, Please

written by David Steffen

2014-09-26_00001Congratulations. The October labor lottery is complete. Your name was pulled. For immediate placement, report to the The Ministry of Admission at Grestin Border Checkpoint. An apartment will be provided for you and your family in East Grestin. Expect a Class-8 dwelling.

Papers, Please was released by Lucas Pope in August 2013, a first person multiple ending pattern-matching ethical conundrum game. This is just another one of those games about immigration documentation processing. Exciting, right? Actually, hear me out. I was skeptical, too, but the game came highly recommended. The game is billed as a “dystopian document thriller”.

2014-10-03_00002You work for the government of Aristotska (a country reminiscient of Cold-War era soviet administration), screening people entering the country. Day one is straightforward, because you’ve been told to turn away anyone without an Aristotskan passport. But the government responds to public pressure by starting to allow others through. People start slipping through who don’t belong and the government responds by adding new kinds of documents that you have to check–often checking one document against another for consistent information, checking the sex of the person against the ID (with body scan as a secondary check), scanning for contraband, arresting wanted criminals, etc. You have to pay for food and heat for your family, medicine if your son gets sick, other expenses that you can’t always predict. You get paid for each person you process, but your pay gets docked for making mistakes. The rules change every day, and to support your family you have to be both fast and accurate.

That’s what you might call the main focus of the gameplay, but there are quite a few other elements. A revolutionary group is just starting to get their foundations, and because you hold a position of relative importance they want to pay you to make selective mistakes that favor their group. But the Aristotskan government inspector is watching your every move, so you’d better consider very carefully what kinds of requests you want to take. Meanwhile, there are violent attacks on the border which close the office early for the day and which you can help stop. People coming through the gate may make requests of you–helping a recruiter find workers, offering to buy or sell items. The most poignant are ethical choices where a man’s documentation is all valid, but before he leaves the booth he asks you to let his wife through–you soon find her passport has expired. Will you let her through to meet her husband or will you follow orders and turn her away?

2014-10-03_00003There are some moments of levity in the game–mostly around one guy who is gleefully criminal. After a body scan turns up something suspicious, you ask him what it is, and his response is “Is drugs!” But much of the game is quite dark, thinking about what it must be like for all these people trying to cross from one country to another, and weighing the ethical decisions when you’re torn between doing what’s right and what’s legal according to the laws.

There are twenty different endings, depending on the choices you make. The easiest to reach happens when you run out of money–you are thrown in jail for the crime of debt. You can reach other endings depending on whether you support or reject the revolutionaries (and whether you get caught supporting the revolutionaries), and other choices.

There is so much going on in this game, plenty to keep you entertained. Just the core challenge of checking documents is hard enough with all the changing rules and time limit and penalty for mistakes, and then all the ethical choices and storyline branching makes it all the better.

Visuals
Simple 80’s era visuals, but adequate.

Audio
Music/audio that fits the visuals. I like the inarticulate garble the loudspeaker makes when you call the next person in line.

Challenge
This game is moderately challenging with a reasonable learning curve. The first day is easy–just need to check the country name. As the game goes on there are more things to check and more documents which can reveal discrepancy. I got significantly better with practice, but in the later levels it was still a challenge.

Story
Good story. The main objective of the game is to make sure that you and your family survive by processing enough immigrants and making few enough errors that you don’t get penalized. But there are other branches along the way that can lead to different endings. You can choose to support or resist revolutionaries at several points in the story, you can choose to let people through who engage your sympathies or if you will always stick to the policies.

Session Time
Pretty fast. The game auto-saves after each day. The clock is ticking on each day so if you’re not paused the time is slipping away every moment. Some of the days are cut especially short if there’s an attack on the border. You can get a day in with just a few minutes.

Playability
Easy to learn, hard to keep track of all the little details that change from day to day. If you make a little excess cash you can make your life easier by purchasing some booth upgrades that will give you shortcut keys to cut down on mouse interactions.

Replayability
Quite a bit of replay potential here. There are many different endings which you can reach by making particular choices. Each country in the region also has a special token that can be obtained by helping a person from that country, but the path to those are not always obvious either. Your save file lets you reload from any previous day and it keeps track of multiple different branches, so you can go back to day five and make different choices in that day and try to process more people and after you finish that day you can load from either branch.

Originality
Very, very original. I never would have thought that a game about processing immigration paperwork could be anything but extremely dull, but the game both provides challenge in the manner of attention to detail, but also various ethical conundrums.

Playtime
I’ve spent about 8 hours playing this game, I think I finished a full run through in 5-6 hours, then went back to replay some different paths.

Overall
The list price on Steam is $10. Very reasonable price. Great game. Easy buy.