Tag Archives: FMV Games

Computer Computer Games

This is hopefully the first of many articles in which I review hacking, programming, and other games that mostly involve in-game interaction with computers. There are a ton of these, from classics like Infocom’s Deadline and A Mind Forever Voyaging and Activision’s Hacker and Portal, all released in the early to mid 80s, SysOp and/or BBS hacking simulator door games I played on BBSes in the mid 90s, all the way to the crop of modern games meant to either leverage, or in many cases teach, coding and automation concepts in a “gamified” way. I hope to explore dozens of these games, but I’m starting off with a few that have been collecting dust in my backlog for ages.

Given my love for vintage computing, including the Commodore Amiga and the BBS scene, two topics both relevant to Digital: A Love Story, I’d been meaning to play this one since first hearing about it… which was like 15 years ago. 😒

So yeah, what I knew about DALS was that it was a narrative heavy game whose gameplay mostly involved calling various BBSes and reading and sending messages. What I didn’t know is that it is actually much more of a visual novel than any kind of simulation. In fact, it’s built on the well-known visual novel engine Ren’Py. Evidently a lot of cool trickery went into making this feel like more of an immersive, faux computing simulation though, as it’s reasonably effective at it. Of course, it’s far from perfect, but while a giant nerd like me could get all “ackchyually…” about dumb stuff like DTMF tone and modem handshake noise accuracy, there are bigger fish to fry.

Reading a message on a board in DALS. Gotta find that warez!
“Reading a message on a board in DALS. Gotta find that warez!”

First, the entire BBS experience is extremely dumbed down. You dial a BBS and are treated to a welcome screen that looks more like a BBS advertisement (though this isn’t totally inaccurate – such welcome screens weren’t uncommon.) You then need to logon, which requires only a password and not actually a username, oddly. From there, all you can really do is read and reply to public messages and send private message the users on the BBS. The whole experience is very simple, reminding me a lot of the BBSes in Interplay’s Neuromancer adaption (which I reviewed years ago here.) It absolutely gets the job done in terms of gameplay though, and I think some abstraction is probably necessary, but regardless, these BBSes only barely resemble the real thing.

It’s all a little anachronistic too. The game’s intro/title screen is based on the Commodore 64, yet the rest of the game’s interface is based on Amiga Workbench 1.x. The fonts, music, graphics; none of it quite adds up. It’s even mouse driven, though this is somewhat forgivable as even though BBSes weren’t generally mouse based, basing the game’s interface on a mouse driven OS made this seem much more plausible. Despite these nitpicks, it’s effective enough in my mind. I mean, if someone like me could get immersed in it, it’ll surely work on someone less familiar with the tech.

Calling the new board I was just recommended.
“Calling the new board I was just recommended.”

Disappointingly, despite how absolutely crucial communication via messages is to the gameplay, you don’t actually get to see the messages your character writes. While I didn’t expect you to be able to free-form write messages yourself, you don’t even get to see what your character wrote. Instead, it’s only hinted at by the subject lines of the messages people are replying to. Kind of weird, but it’s also sort of cool that it leaves the contents of the messages open to interpretation. Given that your character is also kind of a tabula rasa, that’s probably for the best. That said, as mentioned, this is actually a visual novel, not some kind of slick hacking simulator, so the fact that it’s even this functional is remarkable.

Unfortunately the gameplay starts to feel repetitive quite quickly, as it mostly just involves dialing a BBS, reading and replying to messages, logging off, and moving on to the next board. Sometimes it’s not clear where you need to call next, or how to get into a system, but overall it’s all fairly simple. With a time to beat of around 2 hours, I appreciate that it doesn’t quite overstay its welcome either. Still, I would have personally liked to see more tension here. What I mean by that is that a big part of BBSing back in the day was having to wait hours, maybe even days to get a response to a greatly anticipated message, or for your daily allowance of time, game turns, or download credits on a particular board to reset, but none of that is really represented here.

Sweet welcome screen, though that's not quite ANSI.
“Sweet welcome screen, though that’s not quite ANSI.”

Surprisingly, I think where the game really stumbles is the story itself. Before playing it I imagined a really involved, lengthy narrative as the main character starts to befriend various people on these BBSes, perhaps build a reputation of sorts, and the romantic relationship referenced by the title blossoms. Instead, it all feels fairly surface level, especially the relationship, which progresses incredibly quickly to the point that I barely felt much towards the character you have this relationship with. It all feels a little rushed and shallow as a result. Beyond that, it cribs from Gibson pretty hard, but then, what good cyberpunk story doesn’t?

Digital: A Love Story is available for free from the author’s website, so if any of this sounds interesting to you, I’d recommend giving it a shot. There are much worse ways to spend two hours.

Speaking of slick hacking simulators, Introversion’s Uplink is just that, and really, one of the progenitors of the entire modern genre. After playing Introversion’s WarGames inspired global thermonuclear war focused light strategy game Defcon, I briefly became quite intrigued by Introversion Software and their innovative, stylish, often somewhat toy-like games that remind me of highly evolved products of the same underground computer scene I came up in. This is when I bought Uplink and a few other games of theirs, though somehow, despite thinking it looked awesome, I never actually got around to trying it.

Killing my boy Dan in the original Uplink. Sorry, bud!
“Killing my boy Dan in the original Uplink. Sorry, bud!”

Uplink takes place in some presumably cyberpunky version of (then future) 2010 in which you sign up with the Uplink Corporation as a freelance hacker. Through them you take on jobs/missions, monitor relevant news articles, update your software tools, and upgrade your gateway computer – something of a “jumpbox” that you do all of your nefarious deeds through. Once you have one or more missions, you’re emailed a more detailed description of your objective including the name and IP address of the server you need to carry them out with. You’ll need to connect to the server, but oh no, not directly, as you’d be traced and caught in no time. Instead, you’ll need to bounce your connection through multiple intermediary servers to increase the time it takes to trace you. It also helps if at least one of them is a server you can easily gain admin access to so you can clear the logs of your connection being routed through it to break that chain, as it were.

From there, things only get more complex. Some missions have you deleting files, some have you downloading and emailing files, sometimes needing to decrypt them first. Sometimes you’ll need to hack an institution to view or change some records, or move some money around, and sometimes you’ll need to trace someone else’s bank transfers, or even track down a rival hacker. The more difficult missions require a complex series of subtasks, and some may even have time limits. The mechanisms you need to work around are more difficult too. At first, just using a cracker to brute force an admin password is good enough. Later on, you’ll need to break encryption keys, provide voice imprints, and maybe even route your connections through other company servers. Sometimes you’ll need to disable monitoring servers, proxy servers, and firewalls too.

Providing a voice sample to work my way into this Logic Systems server.
“Providing a voice sample to work my way into this Logic Systems server.”

The variety and complexity of these tasks ties smartly into the game’s progression system. Each level of mission gives you more and more cash, which lets you buy new software tools, update old ones, and upgrade your gateway’s hardware, allowing you to handle higher tier missions, which grant you even more money. Repeat! At least, that’s how the game is meant to be played. A cheeky strategy I found a lot of references to online is to hack a bank early on to give yourself a massive injection of funds and shortcut a lot of this progression. Of course, you’ll still need to gain experience to have higher level missions available to you, though having all of the best tools and the fastest hardware would certainly make that easier.

Regardless of how you get there, this all culminates as you reach the hardest missions, which often require gaining access to a corporate LAN and mapping out and hacking every server in the network to reach your target. Each hack may require bypassing multiple of the above mentioned roadblocks, and you’ll have an admin aggressively chasing you at every step too. Fun!

Providing a voice sample, but this time in the Uplink OS mod.
“Providing a voice sample, but this time in the Uplink OS mod.”

One of the best things about Uplink, and honestly, all the best entries in this genre, is that it is quite immersive. You’re interacting with a virtual computer system of some sort, and given that you’re actually interacting with a real computer system of some sort to play the game, it’s not a massive leap to feel like you’re actually really doing something. Couple this with the realistic sense of isolation you experience playing a single character in first person (narratively speaking) staring at a somewhat open-ended GUI and/or a blinking cursor at a CLI prompt, with your only contacts being an occasional email or chat message. If you’ve ever been there yourself, and I’d wager most of us have in one way or another, it’s extremely effective.

Uplink suffers some here in that it was developed and released in the early 2000s. It still has a lot of now anachronistic references to “dialing into” servers and its GUI, while looking like a slick Window Manager you might have used with X back in the day, is a little clunky by today’s standards. Text boxes need to have their default text manually cleared, and have other weird input limitations, for example. The game also doesn’t handle modern screen resolutions very well, either. Thankfully, there are mods for all of that, some of which I almost hesitate to call mods as they replace the entire executable becoming what is more or less a whole new client for the game. The most popular of these is probably Uplink OS. I would highly recommend anyone looking to play Uplink these days just go ahead and start with something like Uplink OS, though with the caveat that you know that some of these UI and seemingly minor gameplay enhancements actually heavily affect the gameplay itself. That, and in Uplink OS’s case, even the aesthetics are quite different. While I prefer some elements of the original Uplink, Uplink OS was clearly a labor of love and its benefits outweigh its negatives in my opinion.

Uplink OS replaces the world map with a boring hexagon, but I love the Randomize button!
“Uplink OS replaces the world map with a boring hexagon, but I love the Randomize button!”

I started off with the original Uplink and didn’t find it too annoying to work around the UI and technical imitations of it, but at some point, maybe 10 hours in, I found myself almost hard locked from proceeding any further: I needed money to purchase some tools to do the new mission types at my current level, but had exhausted all of the lower tier missions I could actually handle. This is, admittedly, totally my own fault for not managing my funds better, but hey, this seemed like a good time to check out Uplink OS. Making a new character and being much more methodical this time (thanks to understanding the game a lot better) paired with a much more responsive UI, meant progression was waaaaay faster. Unfortunately I made another silly mistake. I was learning the ins and outs of hacking LANs when I finally completed my mission and increased the game speed to wait for the news to report on my deeds. Instead, I received my first game over screen – busted! This wasn’t really game over, but I essentially would need to work my way up from zero. As much as that sucked, I was much more annoyed by not knowing how I could have been caught. Regardless, having put probably 25-30 hours into Uplink, I’d have probably thrown in the towel if I hadn’t sneakily backed up my local save file at some point before this.

With that, I decided to change focus. When you make it far enough into the game, you start being offered missions out-of-band, which lead to a more linear set of special missions. With my second playthrough going so fast, I never got to the calendar date in which the first of these missions would be offered to me, so determined to beat the game legitimately at least once, I restored my game, did a few more missions to get a little more cash, then put the game’s clock on fast forward. At a high level, the story consists of two corporations vying against each other: one that wants to destroy the Internet because they feel like it has become corrupted by government and corporate control from its once great position as a bastion of free speech, while the other would rather, you know, NOT destroy the entire Internet. Of course, you’re able to choose either side, or ignore the entire thing (although that may eventually turn out badly for you if things have already been set into motion.) Personally, I chose Arunmor because at first ARC’s motives seemed more anti-social, plus being a professional hacker, my character would be out of work if the Internet were to cease to exist. I’m nothing if not practical!

Deleting a system's logs via CLI to cover my tracks.
“Deleting a system’s logs via CLI to cover my tracks.”

That said, the story feels a little rushed and could have perhaps used a bit more drama, even if just in the form of more emails, news articles, and other text, but I do appreciate how there are a lot of little clues about this whole plotline sprinkled throughout the game. More of this would have made the story that much better, though. As for the story missions themselves, beyond the new mechanics introduced by the Faith vs Revelation viruses, they utilize a little bit of everything you’ve learned up to this point. It’s a simple but smart design, and my final mission for Arunmor, which involved racing against the spread of the Revelation virus, was surprisingly tense.

Perhaps one day I’ll return to follow the ARC storyline, but for now I’m ready to move on to something else. In any case, Uplink is a bona fide classic. I’m looking forward to seeing how other games have attempted to evolve the formula, however.

I remember hearing a lot about Her Story when it was released back in 2015. It seemed like everyone was playing it, but I didn’t know much about it apart from it supposedly being one of the more impressive entries in a wave of FMV revival games. I knew it involved watching a lot of video clips, and that was about it. So what does it have to do with this theme?

Making my screen a little cluttered to show off the UI in Her Story.
“Making my screen a little cluttered to show off the UI in Her Story.”

Her Story puts you in the role of some kind of an investigator who is placed in front of an old PC with access to a curated archive of police interview footage. The interviews focus on a single person, Hannah Smith, the wife of a man found dead in their home, seemingly murdered. You’re not given much in the way of background on who you are, why you’re reviewing this data, or what your goal really is. One would assume you’re a detective, and you’re trying to determine the details of the murder, including whether or not Hannah is guilty or at least a legitimate suspect. Almost all of the interaction in Her Story involves typing simple search queries into this video database application and reviewing the results. Mostly this is in the form of keywords and phrases, but you can also add your own tags to individual clips, which is pretty neat. One interesting aspect of this is that each search will only let you see the first 5 results, which means narrowing down and refining your searches is practically a requirement, especially if you want to try turning over every last stone.

The simulation here is surprisingly competent for a game that, well, isn’t really about that. The machine you’re in front of is modeled after Windows 95 and you’re able to interact with it with a reasonable amount of fidelity – there are multiple programs you can open, including a little game that someone had apparently tried to delete, you can move windows around, etc. Probably the most interesting aspect of this is the “glare” effect which adds a not-at-all subtle CRT effect to the screen – scan lines, a slight curve to the picture, dust on the screen itself, and reflections in the form of the fluorescent lights behind you, occasional lights from passing police cars, and even your own character’s reflection at times. This is the type of feature that a lot of people might immediately turn off, but I’m personally really fond of Her Story’s implementation of it, and I feel that it does just as much to set the mood as the ambient soundtrack in the background.

Hannah tells us about her favorite video games.
“Hannah tells us about her favorite video games.”

What really intrigued me about Her Story was the mysterious nature of many of the details of the story, both those expected (the obvious “whodunit?” of it all) and perhaps surprising. I obviously need to tip-toe around potential spoilers here, but the biggest mystery is in regards to Hannah’s identity. Is she who she says she is? It’s blatantly clear that there is some kind of manipulation going on, but it seems as if the game goes to lengths to specifically throw you off the scent, tossing out hints to support and oppose both of the two main conclusions you’re likely to draw. Personally, I went with the… err, let’s say “same person” conclusion myself due to some phrasing that is used here and there and some of the overall manipulative behavior observed, though I later watched a video on YouTube that convinced me that the other option was probably correct. Regardless, the game purposely leaves a lot of this, a lot of everything, open to interpretation. In fact, before I was even 50% through the archive I thought I had a fairly good idea of what happened, but with no idea how I was supposed to “beat” the game. While that becomes more clear eventually, the game ends without answering many of these questions, and a detail given at the very end still managed to surprise me while re-framing a few things at the same time.

It’s short, despite clocking in at a few hours tops, and it’s minimally interactive for a “game” to boot, Her Story’s execution really worked for me, and its story is one that I won’t forget any time soon. Part of this is thanks to the performance of Viva Seifert, but I also want to seek out more of Sam Barlow’s games, including Telling Lies, which is something of a spiritual successor to Her Story and includes a similar style of gameplay, which means it might end up in a future installment of this series.

Deep Ones, Repetition, and Divorce

While there have been posts about other games hidden amongst the deluge of Halo Fest 2020 related content here, I’ve actually played a lot of other things I’ve yet to post about. Here’s a quick catch-up of random things I’ve actually finished, with several others coming in future posts when I eventually wrapped them up.

In the midnight hour though, I have as many friends as I like. -Online Gamer
“In the midnight hour though, I have as many friends as I like.” – Online Gamer”

First up is The Infectious Madness of Doctor Dekker. I’ve had most of Wales Interactive’s more notable FMV games on my wishlist ever since playing Late Shift. Doctor Dekker, however, is something a bit different from my first foray into modern FMV games. While Late Shift is very cinematic, playing something like an interactive movie, Doctor Dekker mostly consists of very short clips, almost always focusing on a single subject from a static first person perspective. This works well with the premise of the game, as you’re supposed to be a psychiatrist interviewing various patients in your office. A patient sits on your couch. You ask a question, and you get an answer. Simple.

Mechanically, just choosing questions from a dialog tree might be a little too simplistic to be entertaining, and Doctor Dekker attempts to solve this by having the player freely type their questions. Or, at least, it does in the PC version. You see, I played this on my Xbox Series X, and from what I understand the console versions of Doctor Dekker largely dumb this feature down, allowing you to select most of the more obvious questions and follow-up questions from a list. This works… okay. In fact, what I took issue with was when the game indicated that there was more to learn without showing me any new questions, meaning I was forced to type one in. Call me spoiled by 40 year old text adventure games, but man, this game’s text parser is hot garbage. I’d ask very obvious questions, even some I was absolutely positive were follow-ups to previous answers, yet 9 out of 10 times I’d get back a short FMV sequence equivalent to “huh?!” Still, other times I might get a wildly random response that didn’t seem related to what I asked at all. It seems like it’s looking for a limited number of keywords and keyword combinations rather than understanding grammar or at least having a massive list of acceptable synonyms. I also strongly suspect there was some degree of intention behind having us play “guess the keyword” as something of a puzzle. Regardless, fighting a bad parser is never fun.

Interviewing the ever popular Marianna.
“Interviewing the ever popular Marianna.”

While the format is a little limited, there’s a larger murder mystery plot with some (not at all subtle) shades of Cthulhu mythos, including a very minimal insanity system, all unraveled by questioning these patients to learn more about their backgrounds, their relationships with the victim, and ultimately investigating if they, or another of your patients, might be the killer. The actors were mostly pretty good, or at the very least fun to watch as you get to know what are ultimately all pretty wacky characters. The way the story unfolds day by day also did a good job of stringing me along as I learned more. The ending was a little unsatisfying, in that there seemed to be multiple equally viable candidates for who the killer could be, and it felt like the game simply picked one of them at random to be valid for this playthrough. That said, doing a little reading, it does seem that there can be a decent amount of deviation for each patient depending on how you choose to answer certain questions they ask of you along the way. Neat.

Overall, I definitely didn’t find The Infectious Madness of Doctor Dekker to be as enjoyable as Late Shift, but I certainly didn’t find it objectionable enough to steer me away from checking out other similar games in the future.

Moving on, I picked up Warhammer 40,000: Darktide on PC at its launch. For those that don’t know, Darktide is something of a sequel to the two Warhammer: Vermintide games. Being based in the far flung grim-dark universe of Warhammer 40k versus the high fantasy world of Warhammer Fantasy, it still follows Vermantide’s Left 4 Dead influenced style of character/class-based cooperative action. While there are a ton of systemic differences, both minuscule and quite large, I feel like comparing it to Left 4 Dead alone does a pretty accurate job of summing up the gameplay of these titles.

My Orgryn Thudd and his beloved Ripper.
“My Orgryn Thudd and his beloved Ripper.”

I haven’t played a lot of cooperative games like this outside of playing L4D with friends way back in the day, and despite being a huge Warhammer fan, I’ve yet to play either of the Vermintide games since it seems most of my gaming friends have moved on from the genre. Playing Darktide with randoms is incredibly easy though, and I found people purposely being assholes, trolling, or otherwise not playing the game properly to be quite rare. Of course, teamwork with a bunch of random people, usually without voice communications, is nowhere near as fun, but I found it to be enjoyable enough. Perhaps my favorite part of Darktide though, was simply how amazing of a job Fatshark did with representing the gritty violence of the Warhammer 40,000 setting in first person. It’s a great looking game absolutely bursting with atmosphere. The classes are all pretty fun, as is customizing and upgrading your characters.

That all said, I found the gameplay loop to get a little repetitive. Progression is reasonably fast, but still, slogging through the same (or very similar) oppressive feeling maps over and over again feels a bit too much like a treadmill. I might have stuck with it if I were playing with friends, and while I ultimately still like the game, I put it down after only around 15 hours of playtime. Perhaps I’ll return if I see some compelling updates though.

Spoilers: She dies.
“Spoilers: She dies.”

Speaking of grinds, I briefly returned to Destiny 2 (PC) late last year, just long enough to catch up from where I left off, and finally played through The Witch Queen campaign. I had a great time as usual, but the start of my burn out just happened to coincide with the announcement of the Lightfall expansion, which didn’t look too appealing to me for numerous admittedly petty reasons. From the current community backlash, perhaps I dodged a bullet?

Another repetitive online FPS that I bounced off of recently was Meet Your Maker. How do I describe Meet Your Maker? Hmm. Well, imagine a very Quake 1+2 influenced FPS (in terms of visuals, some of the enemy and weapon designs, and having a sweet grappling hook which my brain will apparently always associate with old Quake mods) in which you “raid” random procedurally designed dungeons / bases (called outputs) filled with enemies and traps. Your goal is to make it deep into the outpost, grab the loot stash therein, and then make your way back out alive (which is easier said than done, since some new monsters and traps might show up after you nab said loot.) The loot you gain from these raids can be used to upgrade your character, weapons, etc.

With only one shot left, I better not miss.
“With only one shot left, I better not miss.”

Now imagine that these dungeon base things aren’t actually procedurally generated, but designed and constructed by other players, using some of the loot from their own raids to add and upgrade more traps and enemies, expand and redesign their outpost, and build secondary outposts, and of course, you can do the same. I personally love the idea of these sort of dueling asymmetrical gameplay systems, and I’m always down for systems where players can get creative by adding their own content to the world (providing they’re not abused too much.) Building your own outpost maps, while understandably a little limited, is pretty fun, but watching replays of other players raid my outposts and navigate my traps? Amazingly entertaining! I don’t think of myself as a cruel or particularly vindictive person, but Meet Your Maker had me practically falling out of my chair, literally laughing out loud on more than one occasion after watching some hapless player wander into a particularly diabolical trap. Pure, albeit slightly evil, joy.

Personally, I always tried to make my outposts some degree of “fair” and I feel like others do as well, though when raiding you do occasionally wander into a outpost that was designed to be almost impossible, making them painstakingly slow to navigate through. Raiding in Meet Your Maker tends to lead to a uniquely cautious approach to exploration and navigation anyway, at least until you learn a lot of the more common tricks players use and how to deal with them, so if you make your outpost too stupid most players will probably just bail on it after a few deaths. I tend to get obsessed with conquering them though. Back at the hub area, which is something of a diegetic, in-game world menu, you get a taste of the fiction around all of this, which I actually found pretty interesting. Just as with Darktide though, it’s largely just set dressing to make the grind of the gameplay a bit easier to swallow and as far as I can tell there’s nothing in the way of a plot to advance through.

A fav, vertical shaft with multiple traps at each end. No one can resist a shortcut!
“A fav, vertical shaft with multiple traps at each end. No one can resist a shortcut!”

I really love the game, but after 25 hours or so, that grind is ultimately why I’m not still playing Meet Your Maker. The resource requirements to upgrade your character and particularly to keep your outposts up and running seem far too punitive, even if you really enjoy the raiding gameplay. Even ignoring that, just like Darktide, the gameplay is definitely repetitive, so some degree of burnout is bound to happen. I will surely return to it in the future, though I’m afraid its player count might have dwindled precipitously by then, which would be a huge problem for a game so heavily dependent on player made content. A game with a strikingly similar design, The Mighty Quest for Epic Loot, had the same struggles, and was shuttered before ultimately being reworked into an almost entirely different game, leaving the hardcore fans of the original feeling totally abandoned by Ubisoft. I hope Meet Your Maker has a better fate.

And now for something completely different… *desk blows up*

It Takes Two was a hot topic on some of my favorite gaming podcasts, and coming from Josef Fares and the rest of the team that brought us the impressive A Way Out, it was an easy addition to my backlog. Somehow my partner also found out about it and wanted to play it just as much as I did. Definitely a good omen for a cooperative game, no? Like A Way Out, It Takes Two is a dedicated co-op game (I mean, hell, it’s in the name!) and has been designed from the ground up to be played that way, either split screen or online, and generously even offers a free pass for the latter scenario, meaning only one of the two players has to own the game. Awesome.

Your tormentor, Dr. Hakim.
“Your tormentor, Dr. Hakim.”

The two players fill the shoes of Cody and May, a husband and wife in the midst of a divorce who are magic’d into their daughter’s weird little toy doll versions of themselves. They need to work together to escape the terrifying Honey, I Shrunk the Kids-esque massively scaled version of the world and break their daughter’s evil curse, all while being taunted mercilessly by Dr. Hakim, an anthropomorphized relationship advice book. While I’m being slightly hyperbolic here, that’s about the gist of it.

You can probably already guess that by working together, the couple will slowly rediscover their feelings for each other and end up reunited, and while that’s how it goes down on paper, I don’t think their reconciliation is quite as smooth in the game itself. That is, there were tons of opportunities to show Cody and May growing closer, dealing with old wounds, rekindling passions, etc. but I don’t feel like it does a great job of presenting this gradual process. Instead, there are moments, specific lines of dialog, etc. that relay some of this, but you don’t really see the characters progress all that much. Despite this, the game ends as predicted and (sarcastic spoiler warning) the family ends up sticking it out and living happily ever after. While sweet and all, the game did actually do a pretty good job at showing us that the couple has some major compatibility issues and that maybe their divorce was actually warranted. Oh well!

I’m being pretty critical here, because that might be my only real complaint about the entire game, and it’s not even that notable. Honestly, the story could just be a total contrivance to set up the game, and while there were some interesting, even slightly emotional narrative moments, it largely takes a backseat to the incredibly fun gameplay. Unless you utterly hate the story or the characters, I don’t think this is likely to factor heavily into your enjoyment of the game.

Classic co-op action, with one player flying and one gunning.
“Classic co-op action, with one player flying and one gunning.”

As far for that gameplay, It Takes Two fits the classic 3D platformer mold pretty cleanly. I don’t even think I remember the last one of those I played, but as an Nintendo 64 owner in the 90s, trust me when I say I’ve played my share of them. The genre has always been a mixed bag for me. Light narratives featuring wacky characters, with some puzzle solving, exploration, and adventure? All pretty fun stuff. Difficult platforming, however, can be extremely frustrating to me, and lots of it? Tedious. No worries though, as the basic mechanics of It Takes Two are great. It’s smooth, responsive, and just the right level of forgiving. That’s not to say there aren’t some potentially challenging moments, and I was worried that my partner might have difficulty as, while she plays plenty of games, platformers aren’t really her wheelhouse, but there were few if any moments in the game where she struggled. It’s all fairly intuitive, and always being able to figure things out with another person further helps this (which I suppose is appropriately meta.)

The game isn’t all just jumping around though. Many of the puzzles and other obstacles to navigating the world rely on some pretty clever mechanics, and It Takes Two takes the unusual approach of adding new ones and mixing up or replacing old ones constantly. In fact, the major stages and numerous smaller sections of the game have their own set of puzzle solving and/or navigation mechanics, from things like grinding on rails, riding on creatures and objects, to shrinking yourself and reversing time. Cody and May usually have their own distinct sets of abilities on each stage too, and they can typically be combined. For example, in one area early on, Cody gets the ability to shoot sticky sap which damages and slows certain enemies, and can be used to hold or weigh down objects. May gets the ability to shoot an incendiary projectile, which she can use for pinpoint shots, but more importantly, causes Cody’s sap to violently explode. These abilities need to be used both separately and in-conjunction in a variety of creative ways. Even if one of these mechanics doesn’t gel with you, it’s not usually long before you’re onto something else, which given the game’s length, clocking it at somewhere around 14 hours, is definitely a good thing.

Using their special magnets, one player has to push the door open while the other has to pull it.
“Using their special magnets, one player has to push the door open while the other has to pull it.”

In addition to the variety of mechanics, there’s also something like 25 minigames hidden throughout the stages. These minigames really just serve as a bit of a fun distraction, further breaking up the gameplay and interrupting the cooperation with some brief moments of head to head competition. Once you find a minigame it unlocks it to be played from the main menu any time you want, too. Sure, not all of them are amazing, but my biggest complaint about the minigames is that some of them are a little too hidden, and missing out on one entirely just because you didn’t happen to stumble across it is definitely a bit of a bummer. I think we missed several during our playthrough, actually.

I’ve used the word “variety” several times now, and the aesthetics of the different stages and sub areas of the game are equally as diverse. Honestly, the entire game looks absolutely fantastic; stylized just enough, featuring great animation across the board, and all running silky smooth on my Series X to boot. Voice acting (and the writing) of individual lines is great too, as are the sound effects. It’s one of those great games that feels almost like a AAA title while it clearly wasn’t one. I honestly think we need a lot more of those; there seems like there’s plenty of fertile middle ground between tiny indie projects and massive, big budget AAA hits for games with good budgets and talented teams to be able to produce quality titles with modest sales goals (which, indubitably, will occasionally be shattered.) It Takes Two is a fine example of this, winning several GOTY awards and apparently selling over 10 million copies so far.

Anyway, off my soapbox for now. It Takes Two might just be one of the best co-op games ever created, and it should be on literally everyone who enjoys even the occasional co-op experience’s list. How’s that for a summary?

Screenshots from Doctor Dekker and It Takes Two swiped from Steam Community posts because I forgot to take my own. Ooops.

Adventure Break!

My partner and I decided to do a quick co-op play through one of the numerous FMV style games we’ve been seeing all over the Xbox Store for years now. Most of these games (titles like The Bunker and The Infectious Madness of Doctor Dekker) are put out by a publisher called Wales Interactive, though despite similarities, they’re actually developed by a variety of different studios. I guess Wales is trying to corner the market on modern FMV games? Regardless, the one we ended up picking was Late Shift.

Late Shift follows Matt, a 20 something working as an attendant on an overnight shift in a parking garage in London. Almost immediately events on this particular evening lead to Matt being caught up in a criminal plot and, well, to go much more into would spoil things. The story is all, honestly, pretty silly fun. It’s not over the top campy, and the excellent production values lend the whole thing a more serious tone than it probably deserves. That‘s the part where I was pleasantly surprised, actually. The production, direction, acting; they’re all surprisingly good. As a movie it might not win any Academy Awards but as a game? Maybe this comes from playing too many FMVs in the 90s, but I tend to expect a certain amount of grade-a terrible from my FMV games. I mean, that’s the main draw to people going back and replaying them these days, right? On the other hand, Late Shift feels like it actually had a budget. Pfft!

Things go off the rails in Late Shift quite quickly.
“Things go off the rails in Late Shift quite quickly.”

Another interesting thing about Late Shift (and from what I gather, most of these other Wales FMV games) is that they’re not what a lot of us old timers would think of when we think of FMV games. In the 90s most FMV games were simply games that used copious amounts of embedded video sequences and/or cutscenes, and maybe some digitized spites for good measure. Gameplay wise, while some were games of a distinct genre that got slapped with the label simply for featuring a lot of video, the majority of these games weren’t far off from the classic point and click adventure game formula, though the more they leaned on video the less interactive they tended to be.

Late Shift takes that to the extreme, being something more along the lines of an interactive movie; imagine a Telltale game with nothing but cutscenes and decisions, or Dragon’s Lair with all of the input relating to decisions rather than quick time event like action. This made me think a lot about a similar game I played before Late Shift, but one I never wrote about here due to it being presented as less of a game and more of an interactive movie. Netflix’s surprisingly high profile experiment Black Mirror: Bandersnatch. The idea of an interactive movie played with just a remote isn’t really anything new; there were various similar games released when DVD first started blowing up (including a version of the aforementioned Dragon’s Lair) and I suppose it makes even more sense with modern streaming technology.

Your average Bandersnatch dilemma.
“Your average Bandersnatch dilemma.”

Really, Bandersnatch is quite interesting in its own right. It’s about a budding game developer in the days of the UK’s storied early 1980s bedroom programming scene. This is a pretty damn esoteric subject to most Americans, but it’s one I happen to be into so I was sold on the premise alone. As you follow the main character Stefan through being offered a job at a game studio alongside one of his programming idols, Colin, you’re occasionally prompted to make decisions to progress the plot, and believe me this, it goes all over the place. Indeed, Bandersnatch is far from a straightforward experience. Fitting with Black Mirror’s overarching themes of the existential dark side of modern technological advancement, the fourth wall is broken in numerous ways throughout, and the game itself is all too happy to punish you for picking the obvious “right” choices, leading to dead ends and other unsatisfying endings which ultimately encourage or otherwise manipulate you to replay the game multiple times, exploring the branches of its decision tree ad nauseam. In some ways, this reminds me a lot of how old classic adventure games were intended to be played; by sinking endless hours into them to figure out solutions to every puzzle on your own through copious amounts of exploration and trial and error.

Shit continues to escalate in Late Shift...
“Shit continues to escalate in Late Shift…”

Late Shift is far more traditional in this respect. It doesn’t try to play clever mind games with the player. You’re simply making decisions as presented to you and watching how those choices affect the events of the story until eventually reaching one conclusion or another. There’s no complicated decision structures that need to be charted to be understood, nor any trick options or any other elements of subversive design here. In fact, compare these flowcharts based on the choices for both games: Bandersnatch vs Late Shift. It should be noted that Late Shift features a lot more choices than shown here, though those not represented in this flowchart tend to lead to minor varations in scenes rather than major branches of the plot. Also, try not to pay too much attention to the details, as these charts are absolutely spoiler ridden!

That might sound (and look) like a mark against Late Shift, but to me, this made it a far smoother and overall, more digestible experience. The game is perfectly happy with you playing it once and never touching it again, and none of the endings felt overly abrupt or unsatisfying. If you do feel like playing through it again, choosing radically different decisions as some might do with, again, a Telltale game, the game does provide enough different scenarios and other variations to be satisfying to play through 2 or 3 times. While Bandersnatch may have failed in some respects, I immediately went out and added some of Wales Interactive’s other FMV games to my wishlist upon beating it. I’m just hoping I didn’t spoil myself by trying one of the better quality ones first. I suspect I might have.

Tell Me Why's scenery is as chill inducing as it is beautiful.
“Tell Me Why’s scenery is as chill inducing as it is beautiful.”

Speaking of adventure games, we also played through the next of Dontnod’s games, 2020’s Tell Me Why. Tell Me Why tells the story of two college aged siblings reconnecting to clean up and sell off their childhood home, naturally leading to some tying up of other loose ends concerning their family’s dramatic past. Tell Me Why is also a transgender story, although these elements are handled with a subtly that ultimately makes sure they’re not the focus of the story, despite being pivotal to it. Instead, the most intriguing parts of the story are about our characters’ unusual relationship with their mother, an artist who seemed to embrace fantasy as much as if not more than her children, and as usual with Dontnod games, the compelling setting; this time it’s a picturesque small town in Alaska.

As you might have guessed, this is a much more personal story than any of the Life is Strange games, focusing more on the interpersonal and slice of life aspects of those games. While there are some bigger plot elements, the stakes don’t ever feel quite as high as stopping a serial killer or being on the run from the authorities for a murder you didn’t commit, to use two very specific examples. Part of that has to do with so much of the game being about the past; examining nearly forgotten childhood memories, trying to find answers to questions that had been bouncing around for most of the protagonists’ lives, that sort of thing. The lack of urgency is a bit of a tonal shift, and if, like my partner, you’re the type of person who doesn’t find a lot of value in obsessing on the past, you might even fail to connect to the story entirely like she did.

Late Shift
“Unpacking emotional baggage in Tell Me Why.”

Gameplay-wise, Tell Me Why feels very much like it could be a part of the Life is Strange series, so if you’ve played any of those games then you pretty much know what to expect. Of course, even between games in the LiS series there are numerous mechanical changes, and Tell Me Why is no different. One big one is that the journal is gone, replaced with a book of children’s stories which is occasionally (and rather obtusely) used to solve puzzles. As is always the case in those games, the supernatural power your characters possess is new and different too. And yes, “characters”; you play as both siblings at different parts of the story. A rather huge departure is that I feel like exploration is a bit less of a focus in Tell Me Why. While mechanically it’s just as present as in any of the previous Dontnod adventures, I rarely found any point to it. Descriptions of items were less interesting and insightful, and it was rare to find anything useful in the world. For that reason I didn’t really engage with the collectibles this time around, which is a first for me in these games.

Still, I really enjoyed Tell Me Why, though the particular story and some elements of its storytelling mean it’s less likely to stick with me than any of the previous Life is Strange games. Regardless, after playing this I’m even more curious to check out Dontnod’s next and seemingly least popular adventure game, Twin Mirror. Soon enough, but for now I better get back to Halo Fest…

The Black Mirror: Bandersnatch screenshot above was taken from a random image search result rather than my own Xbox. I found out the hard way that you apparently can’t screenshot the Netflix app. Shenanigans…