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West of Loathing – The Cows Came Home and They Have Beef with Us:

Now that we are in the new decade, everyone is looking towards the new console generations and new instalments to long running franchises. Here at Mind Games, I am more focused on just trying to pass my degree. I don’t tend to play the latest games or the big releases the moment that they come out, partly because I’m usually busy working on a coursework and partly because I like to wait for the price to drop before I buy (#Student Life).

So, when I’m looking for a new game to play, I tend to trawl the online stores looking for weird and whacky games that pique my curiosity. This is how I came across West of Loathing a few years back. As seen with the popularity of the Red Dead Redemption series, games set in the Wild West tend to draw a big audience. Ironically, the fascination with cowboys fizzles out quickly when you investigate their history and realise their lives were nowhere near the dramatic, high-stakes action that the media portray them as.

Check the bookshelf several times. Trust me.

I’m not going to spoil any of the plot as despite it being a slapstick comedy game, the storyline is quite intriguing, especially when you start to branch off and explore the side-quests that open as the game progresses. Plus, it’s always more fun to experience the jokes first-hand.

An RPG, set in a Wild West world, featuring turn-based combat and a series of odd side quests alongside the main story? Sounds like most RPG’s, so what makes this one different? Well, first things first, the art style is simplistic – so much so that it’s a series of stickmen, wearing goofy hats and hurling snakes at their enemies. I love it. It’s a satirical look at most RPG’s, from choosing classes, to levelling up skills and solving puzzles with non-sensical items.

Always practise safe TNT storage kids.

The moment you open the game, it grips you with its sense of humour. Most of the hours that I have sunk into this game, I have spent with a massive grin on my face. Instead of choosing from the traditional “Fighter, Magic User or Rogue” class archetypes, you have the choice of “Cow Puncher, Bean Slinger or Snake Oiler”. Which serve essentially the same functions but are a hundred times more hilarious to play as. Why wouldn’t you want to carry around a briefcase full of snakes and throw them into people’s faces?

Skills and traits are upgraded using experience points, but you can also discover new abilities by reading books (like the nerd you are) or meeting certain criteria. Want to increase your defence? Walk into cacti until your skin is mostly scabs. Want better resistance to heat, stench and cold damage? Stick your hand into various disgusting spittoons scattered around the west to permanently taint your hand with the remnants of other people’s spit. Delightful.

Hmm. Nothing seems abnormal here.

From busting ghosts and getting spooked by the ever present “Boo’s” in the DLC, to facing down the demon clowns leader and trying not to wet yourself when he throws knives at you in the main game, West of Loathing has so much content that it’s impossible to find everything on just one playthrough. Your choice of class, partner and even a few plot crucial decisions will set you down unique paths filled with hilarity, unique encounters and EVEN MORE SPITOONS. Word of warning though, the game will heavily judge you for digging around the insides of these metal cesspools.

The writing in this game is excellent. Every line of dialogue, every action and every item description has had careful thought put into it. The passion the developers at Asymmetric Publications have for their game is clear to see and is a joy to experience first-hand. They are keenly aware of some of the pitfalls that games can fall into as well as common tropes and clichés that many developers put into their works and manage to tackle these with a sense of humour. Any references to other game series or media franchises, are done with care and subtlety, rather than beating you over the head with them (or a cow bone).

I relate to the guy on the left.

More than anything, I love this game because it makes me laugh. A genuine, full body laugh that hurts your chest after a while. Mental health issues and stressful times means that I don’t get to laugh like that as much as I should. Depression especially tends to sap the humour and joy out of things that would normally elicit laughter from us, replacing it with numbness and general lethargy. It’s something that I have combatted for many years, yet this is the first game that I’ve come across that can consistently bring a genuine smile to my face. Not a fake smile to avoid worrying others or a half-hearted smile to try and fit in, a genuine grin. It’s a refreshing sensation after so many years of monotony when it comes to humour.

That sign can’t stop me cause I can’t read.

Anyways, I’ve got a final-year project to work on and a production to prepare for so I’m going to end this week’s article here and I’ll be back soon! I’ve sent in an application for a press pass at EGX Rezzed in late March, so hopefully we get it and I’ll be able to provide more awesome content for you all at my favourite convention!

Much love,

CaitlinRC.

The Walking Dead: More than just a river of tears.

I’m not an openly emotional person. Sure, video games and their stories can move me in ways that I’d never expect, but I’m rarely openly sobbing with grief or screaming in fear at a jumpscare. One company that can consistently move me emotionally though, is Telltale Games. Obviously, they’ve been in the media recently due to the financial troubles and mass layoffs they’ve been experiencing. However, despite this they managed to finish off the story of Clementine – a character from their Walking Dead series that we as players, watched grow from a frightened child to a badass survivor who was probably more capable than every player combined.

Clementine in Season 1 – a sweet, innocent girl. For now.

This emotional journey is one that we can all relate to, despite the fictional setting that it is based in. As players, we walk alongside Clementine as she grows up, faces hardship and struggles in a cruel, unfair world. Sure, we don’t have the living dead walking around trying to chew our flesh off but then again, have you been to a student night out when they run out of Jaeger? By the time we, as the players even meet Clementine, she’s been surviving on her own against the undead population for three days already. Her parents are gone, her babysitter has turned into a monster and her life is turned into a manic scramble for survival.

Why am I talking about this? Well, the four seasons that follow Clementine have recently come to an end. For me, that’s closing a big part of what has formed me into who I am today. My experience with games such as those written by Telltale, ones that demand choices and force you to think about how your actions will affect others, have always had a strong impact on me. I make it my motto in life to never allow my actions to cause harm to another, be that emotionally or physically. Obviously, I cannot always be successful, as is the way of life.

Little Clem isn’t so little anymore.

Games like the Walking Dead demand a moral choice from you, but they do not provide a truly “good” option. They force you to choose between a rock and a hard place. Do you allow a father to shoot his dying son or do you do it yourself? Strong arguments can be made for both sides and there will always be repercussions. A good game leaves a strong impact on you, even weeks after playing it. The Walking Dead is one of those games for me, considering I haven’t played the original season in about 5 years and I’m writing about it right now.

How does this relate to mental health then, I hear you cry? After all, this whole site is about gaming and mental health! Well, the morality of your decisions, be they in a fictional world or in your everyday life, will affect your mental state. One of the most commonly portrayed symptoms of anxiety in media such as games and films is panic attacks caused by overthinking. Normally, it is visualised by a protagonist receiving bad news or a negative response, then spiralling internally until they struggle to breathe and cannot stop shaking. Some people do experience these types of attacks; however, it is not a universal anxiety symptom.

The right choice is never easy to make.

The smallest choices we make tend to be the ones that come back to haunt us the most. For example, if a friend had suddenly stopped messaging you, some people’s reaction would be to think that they had done something wrong and made them angry. The mind would pour over past events, searching for the tiniest detail that might explain their behaviour and latch onto it, ignoring the more logical option such as they may have turned off their phone in the cinema or their parents rang them.

This is often seen in Telltale’s games, where your idle conversation with the colourful cast of characters is brought up later down the line, either in support of you or to put you on trial as the bad guy (despite the millions of zombies surrounding them). This is particularly focused on in the final season where the choices you make and the lessons you teach to young AJ, mould him for the rest of his life. My favourite example of this is in the first season, where if you swear in front of Clementine early on, she will continue to swear later down the line. Though considering the trauma she ends up experiencing throughout all four games, I say swear all you want kiddo.

Don’t swear in front of the child Lee!

The powerful sequences written by Telltale, combined with a loveable cast of characters (except Ben, screw that guy) results in painful decisions that genuinely hurt you. This cannot be said of every Telltale game, but we’ll get to that another time. Every person you come across in the fictional apocalypse feels like they could walk out of the screen and sit in front of you. Which is why those decisions you make about their lives, become so much more than just choosing between a few boxes on a screen. If you are playing with a kind nature at the forefront of your mind, each loss comes as a personal attack on your choices.

One thing I will repeat throughout every article I write is that mental health is entirely unique to each person. My experience of anxiety is completely different from that of my friends or my family. This is because it is based on both my unique biological factors such as genetics, as well as my past experiences – e.g. any traumatic incidents or childhood fears etc. Poetically, everybody’s experience of a game like the Walking Dead series, is completely unique as well. There is a very small statistical chance that people will have the exact same run through, dialogue trees and all, but their reactions to what is occurring on the screen will still be unique.

Trust me when I say, Telltale aren’t messing around with this disclaimer.

That unique impact on your mental state, on your future decisions and on how you approach these types of games in the future, is a tribute to how important and powerful video games can be in shaping us. Although it was only a small factor of my younger years, I can say with absolute certainty that those games have moulded me into the person I am today. As a writer, a student, a friend and a family member, I owe the kindness and resilience I learnt from these games to those who created it.

More games in this genre do exist, not just ones created by Telltale. Though there is room for more games, and I welcome any developer who wishes to take a crack at it. I’ll talk about another game close to my heart soon. I’ll give you a hint, it involves debt and angry moles.

Till next time,

CaitlinRC.