Mazes, Mulligans, and Monsters

My little co-op group occasionally takes breaks from the open world survival crafting games we normally focus on to play other things. Sometimes this is due to finishing one game and not having the time to properly dive into the next one that session, and sometimes it’s as more of an palate cleanser. As with Cleaning, Climbing, and Crime, I’ve got 3 more such games that we played relatively recently to cover.

MIMESIS is another “friend slop” game looking to capitalize on becoming a flavor of the week hit. While I don’t know how successful they were, the game is definitely interesting. At the risk of being offensively reductive, I’d describe it of combing the simple controls and pleasantly stylized graphics of something like the previously discussed Peak (but let’s be honest, thousands of other games too) with the basic gameplay conceit of an older and briefly very popular friend slop classic we haven’t discussed here before, Lethal Company. In a sentence, you and your group are sent into a creepy abandoned facility to scavenge while being harassed by whatever supernatural or at least paranormal entities lurk in the dark.

Get used to this view.
“Get used to this view.”

What sets MIMESIS apart is the clever way these “entities” are implemented. There’s something similar to Left 4 Dead’s AI Director going on, attempting to adapt to player behavior to for a varied and dynamic feeling experience regarding when, how, and what new entities and other events are deployed. In MIMESIS’s case, this also almost always includes a (usually gradual) escalation from the scares coming exclusively from the tension of being in a dark, maze-like environment and knowing that shit is eventually going to pop off, to utter chaos as you and your teammates end up getting split up, being chased by all kinds of terrible shit, and not knowing who is friend or foe.

That last part is key here, as there’s also a system in which some of these entities assume the identities of players, alive or dead, including attempting to mimic their behaviors and even repeating voice lines they said (which means for the best experience you should definitely be using the in-game voice chat.) In our age of LLM based AI this could get pretty sophisticated, though I don’t think what MIMESIS is doing is really is all that technically interesting. Instead, it often felt like dumb luck when just the perfect voice line was repeated at just the right time. In any case, it is highly effective in making people paranoid and thoroughly creeped out, and when things did get chaotic, it was some of the funnest, most hilarious moments I’ve had online in quite a while. Surprisingly, some of my favorite moments were after being killed and spectating on the remaining players à la something like Counter-Strike, only it’s much more entertaining to watch your remaining teammates frantically run around bumping into one obstacle after another, especially when that leads to interacting with your doppelganger(s) without a clue that you’re actually dead.

Spectating another player as escape to outside.
“Spectating another player as escape to outside.”

Naturally, there is a little hub area where you and your group can return to deposit your loot in between runs, buy some equipment and make other upgrades that persist to some degree, but this is an aspect of the game I can’t really speak to as after just a handful of runs across a couple of sessions, we all felt like we’d experienced what the game was about, had some fun, and were ready to move on. While I could see some groups sticking it out for much longer, it takes just the right game for our group to commit to something longer term.

Speaking of which, the next game is another “friend slop” game, and one we played for even less time. Super Battle Golf, as its name might suggest, is perhaps hard to even call a cooperative game. That is, it’s essentially a basic cooperative golf game, except all players go at the same time instead of taking turns, and you’re essentially racing against each other to see who can complete the hole first. As if that wasn’t chaotic enough, there are all kinds of funky items including Mario Kart like power ups you can find scattered around to make things that much more insane. There’s nothing like lining up the perfect shot to be suddenly run down by a golf cart, or similarly disrupting someone else by nailing them with a homing missile just as they’re about to take their swing.

The exact moment a rocket slams into a couple of golf carts. FORE!
“The exact moment a rocket slams into a couple of golf carts. FORE!”

Super Battle Golf was definitely fun to screw around in, but had even less of a hook to keep us playing long term than games like MIMESIS or Peak, so screwing around for about 2 hours or so was all our time with the game amounted to. Still, it’s one I could see randomly going back to when we need to kill an hour or two. In fact, we choose this one due to having a fifth person join us that night and not wanting to toss them into the middle of a longer or more complex game. Objective achieved!

And now for something completely different, For the King II. One of our group had played through the first For the King game with a different group of friends and was itching to try the sequel. I thought it looked pretty neat, and it was definitely a different type of game than our usual survival games OR the kind of quick friend slop experiences we just covered. Instead, to me, it feels very much like it is based on some of the popular cooperative board games which had been making waves in the last 10 or so years. In particular, having only really played a little bit of the Jaws of the Lion version, it reminds me quite a lot of Gloomhaven, though there have been tons of vaguely similar fantasy RPG inspired board games over the years, such as the venerable Dungeon! and classics like HeroQuest.

The world map as we kick off a new adventure.
“The world map as we kick off a new adventure.”

To describe that in a little more detail, the gameplay is something like this: Each player picks a character/class archetype and some starting traits and equipment and then get thrown onto a hex based world map where they take turns moving to trigger fights, visit towns, and investigate events and other points of interest. At the same time, each adventure (essentially a mini-campaign based on a single world map) has its own story with its own victory conditions, and because of the magic of video games, this can feel reasonably dynamic, with NPC dialogs and plot events triggering, etc. Oh, and I almost forgot to mention that in something of a rogue-lite twist, your characters do not persist between campaigns, but you’ll unlock new traits and equipment, points of interest, and even new classes which you can use in your next campaign.

As an aside, the class system is pretty interesting, as it mostly only dictates a few special abilities and your starting stats. The rest of your abilities are determined by the traits you pick during creation, and the weapons and other equipment you equip along the way. This means while it might be optimal to have a high intelligence, magic aligned character use a magic wand or staff, you can kind of do whatever you want.

Strikingly familiar turn based tactical combat.
“Strikingly familiar turn based tactical combat.”

The combat in For the King II resembles that more of a traditional turn-based JRPG in which your group and the enemies you’re fighting are placed on a grid and cycle throw and initiative based sequence. Like those JRPGs, it can feel a little tactical, with positioning and choosing when is the best time to deploy what attacks, abilities, and items, being a big part of the equation. There are also dice rolls governing a lot of the aspects of this, though they’re not presented as obviously as some games. In fact, in many ways I was surprised how little For the King II actually leans into its obvious board game inspiration; it almost seems like its trying to hide it.

Most of these fights take place on the world map and need to be purposely triggered unlike the infamous random encounter trope most often associated with JRPGs, though there are also scenarios in which you might need to defeat multiple waves of enemies. There are also dungeons, which are similar but much longer and involve moving from room to room. Most of these rooms are fights, though there are sometimes other events, choices on which path to take, and opportunities to heal and rest between rooms.

The stats screen that comes with the successful completion of an adventure.
“The stats screen that comes with the successful completion of an adventure.”

I didn’t mention the aesthetics of the game yet, and I really should. The first For the King had a “mid-poly” style that looked quite nice. For the King II drops the mid-poly style and goes much harder into the cartoony style that was hinted at in the first game, while also further refining the overall look with some nice effects and polish. Overall, while relatively simple and certainly stylized, I think it looks quite nice.

There was a little frustration from my group around For the King II, but once we understood the gameplay mechanics a bit more (another thing it borrows from board game adaptations is its fairly unintuitive gameplay systems and atypical UI choices) and had experimented a little with different characters/classes, we started to have a lot more fun. If I recall correctly, we failed the first adventure twice, and then sailed through it and two or three more of them, clocking in something like 30 hours of game time. Personally, I had a lot of fun with the game and wouldn’t mind coming back to it, even if just by myself, though I think as a group, repetition had started to set in and we were ready to move on to something different.

Interestingly, the next game we tried ended up being similar in a lot of ways, but we’re still playing that one, so more on that later!

Writer’s Blocks

Like a lot of people my age, Tetris was first introduced to me via the venerable Game Boy version that so many of us got as a pack-in at the time, although certainly plenty of people fell in love with ports on other systems as well. Indeed, Tetris is one of those games that has been ported absolutely everywhere. Attempts to make sequels and spin-offs never managed to enter the zeitgeist in the way these late 80s – early 90s versions did, even if a great many of them were positively received. That hasn’t stopped attempts to keep remaking and iterating on the game, and some of the more recent releases were actually pretty successful. The original VR-oriented Tetris Effect and Tetris 99 both come to mind.

Just one of the many themes in Tetris Effect: Connected.
“Just one of the many themes in Tetris Effect: Connected.”

Tetris Effect: Connected is a version of that PlayStation VR version ported to other consoles and given some additional online features. It’s one of two games I picked up on Game Pass at around the same time, played a bunch, and then put down for a while before noticing they dropped off of Game Pass before I could finish them. Doh! Still, Tetris Effect was the one that was easy enough to keep picking up, playing a bit, and putting back down again no matter how long had passed since the last time, and that’s exactly how I played it. I did eventually beat the “Journey Mode” campaign on Normal difficulty after abandoning my initial goal to get at least a B rating on every level. The verdict? I loved it.

Tetris Effect combines classic Tetris gameplay with some trippy visualization and a dynamic, rhythmic soundtrack to create an amazing audio visual experience and, moreover, a really cool vibe. I’m sure it is an absolute blast in VR but even without a VR headset, it’s still fantastic. Gameplay-wise, it’s a fine version of the Tetris experience we all know and love. While there are some tweaks, notably the “Hold” queue, which lets you swap out the falling piece for the one in your holding area on-demand, and the “In The Zone” feature that, after building up, lets you hit something of a panic button to pause gravity temporarily, alleviating the death rain of tetrominoes and hopefully allowing you to maneuver yourself out of trouble, its mostly just good ol’ Tetris. I somehow missed the existence of both of these features and never purposely used them a single time during my entire playthrough, by the way, so it really was just classic Tetris for me. Maybe now that I know about those features I can go back an improve my scores, eh? 😅

Dolphin attack!
“Dolphin attack!”

Between the classic gameplay and the awesome presentation, it’s just a great game to lose yourself in, and in that way, it’s quite relaxing, at least up into the point where it suddenly becomes a desperate panic, which is no doubt part of the core Tetris experience. Overall, the main thing Tetris Effect proves to me is that Tetris itself is literally a timeless classic; it’s just a great game at its core. To that end, I’m really curious about the recent Tetris Forever, which is something of a combination of a historical archive, including a documentary and a tour through many of those classic versions of the game. Once I can get it at a generous discount, you’ll probably see it here.

As an aside, while this is much less well known than its Tetris counterpart, another beloved puzzle classic, Lumines, actually got the similar Tetric Effect treatment from the same team in 2025 with Lumines Arise. Nice!

Mio and Zoe, combining their powers... or something.
“Mio and Zoe, combining their powers… or something.”

Shifting gears completely, after enjoying A Way Out and loving It Takes Two, Hazelight’s similarly co-op focused Split Fiction ended up on my wishlist the second I got a good look at it. While we didn’t dive into it right away, my girlfriend and I eventually played through the game via couch co-op on our Xbox Series X. Unfortunately, it took us a few months of random sessions instead of being hooked enough to push through the game in a week or two as you might expect. Let me take a step back a bit first…

Split Fiction has each player playing one of the two protagonists of the story, Mio and Zoe. Mio and Zoe are both writers looking for their big break who, along with others, get invited to a big publishing company to pen deals to sell some stories, but are instead invited to participate in a new experimental virtual reality program which will apparently let them experience a sort of immersive virtual reality simulation of their own stories. Things don’t quite go as planned, and Mio ends up in Zoe’s simulation with her. Stuck in this corrupted virtual world built from the minds of both authors, the two must journey together through their stories and try to find a way to escape.

One of the more WTF?! inducing side-stories.
“One of the more WTF?! inducing side-stories.”

Honestly, the game’s first impressions weren’t that great, as I found the character models and scenery in the introduction where Mio and Zoe first visit Rader Publishing in the “real world” to look just a little too generic, almost bordering on the uncanny valley. Thankfully, once the game starts in earnest, it’s actually quite nice looking, and at times absolutely beautiful. Given the setup of the game, if they somehow dropped the ball on realizing these sci-fi and fantasy inspired worlds, it would have been hard to get passed. Sound design is also great, and I have no complaints with Mio and Zoe’s voice actors, which is good, because they talk a lot.

It’s hard not to compare Split Fiction with It Takes Two, and the biggest difference between the two besides the obvious plot differences, is in their gameplay. While It Takes Two felt inspired by the type of early 3D platformers that were all over the Nintendo 64 and PlayStation with their semi-open, more exploration based gameplay, Split Fiction feels more inspired by 2D platformers in that it has much tighter controls, much more action, much more linear level design, and is much more challenging overall. I wouldn’t say Split Fiction is necessary a “hard” game, but it definitely felt like there was a lot more friction than we felt in It Takes Two. I think we collectively died far more times than in It Takes Two, though I could be wrong and I just don’t remember dying often in It Takes Two because it was just so much more forgiving. In either case, at the end of the day Split Fiction felt a bit more intense and at times aggravating, and as a consequence, a little less fun than It Takes Two.

2D platforming, mirrored!
“2D platforming, mirrored!”

It’s hard to quantify and that is no doubt entirely subjective, because despite this, the game is still absolutely brilliant. As with It Takes Two, there’s a huge variety in gameplay, level design, and themes and almost all of it is competently executed. Split Fiction tends to mix up the gameplay mechanics per level rather than in sub-sections, and even the mini-games found throughout It Takes Two were replaced with “Side Stories” which are themselves differently themed smaller levels. While there’s nothing wrong with that, in fact, I’d argue that most of these side stories were more interesting than the mini-games found in It Takes Two, it does contribute to that more linear feeling. I also think the style of cooperative gameplay is a little different, with Split Fiction focusing more on scenarios where each character has different abilities which they use in parallel, and sometimes in together, rather than being forced to work together through mechanics that require being used in combination as was often the case with It Takes Two.

Like the game, I want to end on a more positive note, and while I don’t want to spoil anything, Split Fiction really ups the ante with its last level, which twists the concept of split screen co-op in some really creative, often mindbending ways. Saving these antics for the last level kept them from overstaying their welcome and felt like a great send off.

Q: Are you in my world, or am I in yours? A: Yes!
“Q: Are you in my world, or am I in yours? A: Yes!”

Overall, while I’d highly recommend Split Fiction for those looking for a solid two player co-op experience, I’d recommend It Takes Two first. While I’m sure some people will prefer Split Fiction, it seems that the popular consensus is with me on this one.

You know, I really should play Brothers: A Tale of Two Sons one of these days to complete my tour of Josef Fares’s work… 🤔

Pig Papillomas Patrimony

I’m slightly too old to have been one of those Harry Potter kids, but I begrudgingly checked out the first movie when it was relatively new and already massively popular, and despite my skepticism, I actually enjoyed it. That led to me eventually watching them all, many times, including several in the theater, reading and/or listening to all the books, and having way more fun than any middle aged man should admit to with The Wizarding World of Harry Potter stuff at Universal Orlando. My partner, a bit younger than me and more in-line with the age to have been enraptured by it as a kid, is similarly afflicted. When Hogwarts Legacy came out and started getting a lot of acclaim, she ended up picking up a copy. I figured she’d love it because on top of loving Harry Potter, she’s played plenty of open world games, but while she didn’t bounce off it, the gameplay didn’t quite hook her either. After a few sessions she lost interest. I, on the other hand, liked what I saw and added it to my backlog. It had been a while since I’ve played a game of this sort, and feeling in the mood for one, one day I dusted it off and jumped in.

There it is, Hogwarts Castle.
“There it is, Hogwarts Castle.”

First, I should say that the game looks (and sounds) quite beautiful. The developers did a bang-up job realizing the world. While I’ve not played even a single other Harry Potter related game so I can’t really compare it to previous efforts, I can say that a lot of love and care was put into crafting the world, particularly Hogwarts itself. It’s huge and absolutely brimming with secrets and insane details, so much so that not being able to find my way around eventually started to get a little old. Thank Ignatia Wildsmith for Floo Flames, eh? Seeing Hogsmeade at Christmas time was another highlight. Unless you’re simply not a Harry Potter fan, this all goes a long, long way all by itself. Overall, the game feels very competently made, and while I wasn’t really familiar with Avalanche Software before this, they’re now very much on my radar. I’m impressed!

As for the gameplay, after you get through the introduction which sets up the main story of the campaign, you’re finally plopped down in Hogwarts. From there on, the game consists of an open world where you can more or less do anything you want, with most quest triggered by approaching the relevant NPC and chatting with them. Of those quests, the main story related quests tend to be much more linear and focused, and of course, include quite a few cutscenes. The rest are a bit more of the variety you’d usually find in an open world game, with some being a bit more involved than others. There are also quests related to going to your classes, though these are usually more like cutscenes which usually lead to special assignments from your professors that result in the opportunity to learn new spells. All of the main story quests, classes, and some of the more notable side and relationship quests are grouped together so that you need to complete everything in the group to unlock the next main quest, and completing that will unlock the next group of quests. This actually works quite well in ensuring that you don’t skip anything too important to the overall story.

Correct answer. Get fucked, Gryffindor!
“Correct answer. Get fucked, Gryffindor!”

Combat is action RPG focused, mostly consisting of your spammable basic cast and more interesting spells which are on cooldown timers. There’s not really a mana system or anything like that; as long as a spell isn’t on its cooldown, you can use it, and the more spells you have, the less you need to use your basic cast while waiting around for other spells to become available again. It’s all pretty straightforward. One of the funnest and amusingly weird things about the game is how incredibly violent combat actually is. You have a huge selection of spells by the end, but even the most mundane ones you have at the beginning are pretty brutal. Levitate someone so they’re helplessly flapping around in the air, then shoot the shit out of them, then pull them closer to you, still keeping them floating, then push them away, violently slamming them into a wall. You can “juggle” them like that for quite a while too, although I prefer using some of the interesting spells you get later instead. I mean, why not burn them alive in the process as well? While I think the spells are represented accurately enough, seeing them actually used like this doesn’t quite fit the tone of Harry Potter. This might turn some off, but as I said, I find it darkly humorous.

You know, early on, I came to the realization that between the over the top, whimsical British vibes and this particular style of the open world action RPG gameplay, Hogwarts Legacy actually reminded me quite a lot of the Fable games, particularly Fable II. Of course, combat aside, a bit less over the top. I mean, there’s no farting to impress prostitutes in Hogwarts Legacy, but I guess we can’t have it all. (/s) Searching around a bit, I definitely don’t seem to be the only person who saw the similarities, and I’m quite curious about how much the upcoming Fable game is going to end up resembling Hogwarts Legacy when it’s released.

Torturing a Mountain Troll and not feeling too bad about it.
“Torturing a Mountain Troll and not feeling too bad about it.”

One big difference between Hogwarts Legacy and the Fables games is that there’s no morality system in this game at all. You’re supposed to be a student at Hogwarts but by the time the campaign is over you’ll probably have brutally murdered hundreds of dark wizards, poachers, and beasts, trespassed everywhere, and stolen everything not nailed down and no one, absolutely no one, cares. Nowhere is this more clear when it comes to “unforgivable curses”. Yes, you can learn some of the infamous, highly illegal spells that only dark wizards use. You can agonizingly torture someone with Crucio right in front of other students and even teachers and no one bats an eye. You can even learn Avada Kedavra (the killing curse, which instantly kills a target) later too. Yep, met with a shrug by everyone around. It’s hilarious!

The main quests take you all over the map, from very familiar locations like Hogwarts itself, Hogsmeade, and the Forbidden Forest, to innumerable tiny hamlets, ruins, caves, dungeons, and other points of interest. In fact, this relates to my another complaint about the game. I wouldn’t say its absolutely massive, but I do think the world is too big for this game. It would have been better to tighten the map up to just the notable areas from the books and maybe a small number of hamlets and specific side quest locations. Instead, this game takes the opposite approach and fills a pretty large area with a number of random puzzles and collectibles. Like I said, it’s been a bit since I’ve played an open world game like this, so I went kind of OCD trying to do and collect everything. This was mostly pretty fun, but the game did start to feel a bit like a massive checklist outside of the quests.

Flying a Hippogriff at night, Hogwarts Express below.
“Flying a Hippogriff at night, Hogwarts Express below.”

At least you can fly around the map, and I have to say, I love the way flying a broom feels in this game. Some may complain about the lack of maneuverability, but to me it looks and feels exactly like it’s portrayed in the movies. My only real complaint is that they somehow neglected to include Quidditch. I suppose adding an entire sports game inside of the already content rich main game was just too heavy of a lift for Avalanche Software, but it does feel like a bit of an oversight, even if there is a flimsy in-game excuse for why the season was cancelled.

There are a lot of other diversions, from growing and gathering herbs and other spell ingredients to brew potions with, to decorating your own magical “room of requirement” space, and even capturing and breeding beasts. I put around 70 hours into the game and while I got pretty close, even with my compulsion to check all of those boxes, I still didn’t 100% the game. I wanted to, but there was just too damn much to do, even though I was still having fun with the game.

Trying to make a Kneazle like me in my Care of Magical Creatures class.
“Trying to make a Kneazle like me in my Care of Magical Creatures class.”

Overall, quite an enjoyable game, and yes, I will definitely be paying attention to the details on its sequel as more are revealed. Part of me is kind of surprised that it’s getting one, as after the initial hype died down, it seemed like everyone stopped talking about the game. Then again, it was the global best-selling video game of 2023. Who knew?!