Generally speaking, games today try to be smooth, polished experiences. Easing the player in, providing room to learn the ropes and get acquainted with key characters and mechanisms, and avoiding technical hiccups are all important features in making games as enjoyable as possible to the widest audience. Certainly, I’ve been known to rain praise upon games that do these things well and criticism on those that don’t, because whether they succeed or fail, the fact of the matter is that most games are trying to do these things. This makes it all the more jarring when a game seems diametrically opposed to such ideas, not out of incompetence or inexperience, but out of a deliberate desire to make something off-putting. That’s the story with Milk Inside a Bag of Milk Inside a Bag of Milk (henceforth referred to as Milk Inside) and why it’s fascinated me to such an extent since playing it.
Tag: Horror
Hellblade: Senua’s Sacrifice Review
Mental health representation in entertainment media is a bit of a thorny issue, mired as it is in all manner of problematic tropes. Horror properties in particular suffer here. Whether they’re painting the mentally ill as gibbering lunatics in insane asylums or serial killers without a semblance of a moral compass, horror books, movies, and games so often are the place where subtlety and nuance about psychological struggles goes to die.
Enter Hellblade: Senua’s Sacrifice, a game which clearly wants to be a sympathetic, well-informed look at psychosis and how it affects people – so much so that the first names in the opening credits belong to mental health (as well as historical) consultants. And dammit, if any development team should need to front-load their consultancy credentials, it’s Ninja Theory, aka the same folks who (in this reviewer’s opinion) utterly botched their handling of slavery in Enslaved: Odyssey to the West. Of course, then the question becomes: is Hellblade a redemption story for Ninja Theory’s writing? The short answer is: … kinda.
INSIDE Review
Following up on the success of their game LIMBO, developer Playdead released INSIDE, another game in the surprisingly extensive genre of, “small child tries to make their way through a big, scary world”. A relatively straightforward puzzle platformer at its core, what makes INSIDE stand out is its gradual descent into horror. As Jacob Geller points out in his excellent video essay “Fear of Depths”, this descent is not just metaphorical, but literal; geographically impossible as it may be, the game constantly sees you travelling down, deeper and deeper, with things getting more twisted as you proceed.
Black Mirror Review
To say that Black Mirror is the video game equivalent of Tommy Wiseau’s The Room feels like it may be a slightly overexaggerated claim. And yet, I’m hard-pressed to think of another recent title that created such utter hilarity out of situations that were meant to be dramatic and horrifying. Scenes that tried to focus on familial interactions and supernatural occurrences had me snickering at technical missteps. An intense scene of someone getting stabbed in the neck did little more than make me laugh hysterically. Thankfully, this meant that it wasn’t an experience devoid of enjoyment, and yet it’s still far and away from being a good game in any capacity.
SIMULACRA Review – Simulate. Assimilate. Exterminate.
Right now, you are reading this on a screen. Be it on a computer, phone, or tablet, you’re staring into a black mirror while information is fed into your mind. What else have you done today? Have you checked Facebook or Twitter? Updated your Tinder profile? Maybe Snapchatted some friends? Regardless, a piece of you has been made public in some way, whether you intended it to be or not. When all of those pieces are assembled, who do people see? Is it the real you, laying bare the depths of your mind and soul? Unlikely. It’s a shallow facsimile of your flesh and blood self. It’s a calculated, perfect image that you’ve crafted by accentuating your strengths and satirizing your weaknesses. There’s nothing wrong with that; everyone does it. However, doesn’t it make your human form seem… inferior?
The Count Lucanor Review (Cubed3)
Pulling off good horror with pixel art is difficult. Titles like Lone Survivor come to mind as somewhat recent examples of pixelated horror done right, but such games are far from the household names that Outlast, Amnesia, and even Slender have become. Part of the reason for that may be that it’s difficult to properly set up jump scares when playing from what is generally a pulled-out, third-person view; giving the player so much vision can undercut the effectiveness of such surprises. To combat this, many “bit horror” games choose the same tactic chosen by The Count Lucanor: the horror comes from the imagery and circumstances rather than their sudden presentation.
The Dream Machine Review (GameSpew)
Five years is a long time in the world of gaming.
Five years ago, the Xbox One and PlayStation 4 only existed as prototypes. Games like Dishonored, The Walking Dead, and Hotline Miami were considered new IPs. Half Life 3… well, people were a bit more optimistic about its existence.
Amidst all of this, the first two episodes of The Dream Machine slipped onto PC. At the time, it probably seemed impossible that it would take until 2017 for the story to reach its conclusion, yet here we are. Somehow, it managed to avoid the encroaching grasp of development hell and emerged as a beautiful head-trip of a game.
Slayaway Camp Review (Cubed3)
Video games have explored countless horror film tropes over the years: abandoned hospitals, possessed toys, and ghoulish monsters, just to name a few. Such games have, for the most part, taken themselves completely seriously, sometimes to their detriment. There’s been a drought of games that capture the spirit of schlocky, B-movie slasher films like The Evil Dead and Grindhouse. Slayaway Camp aims to fill this void with an interesting combination: the typically fast-paced thrills of the genre mixed with the methodical pacing of a puzzle game.
I’m Not Dead
I mean, the title really says it all, right? But seriously, I know that it’s been a while since I last posted. If you follow me on Twitter (@Olivigarden, for those of you that don’t know…hooray, self-promotion!), you may have seen my tweets about how everything basically went to hell and back. Well, at this point in my prolific (HA) games journalism career, I feel that it’s probably in my best interests to keep my personal and professional (HAHAHA) lives separate for the most part. Unfortunately, certain events have a way of making it so that focusing on anything (including being a functional human being) is extremely difficult. I’ll avoid going into the gory details, but since February 11, I’ve been dealing with some…ahem…distressing personal circumstances. Don’t worry, nobody died. But, well, something did.
Alice: Madness Returns Review
Alice: Madness Returns is a game that attempts to convey the realities of a descent into madness to the player, and in that regard, it is an unequivocal success. Unfortunately, that’s because it is one of the most maddening games that I’ve played recently. It’s a game that feels like it had so much effort poured into certain aspects, while others were left to waste away in irrelevance. And unfortunately, most of the latter were the elements that would make it a compelling and enjoyable game.