Tag: coop

PHOGS – WOOF WOOF:

Anyone who has spent more than ten minutes with me, will know that my attention can be easily distracted by any form of fuzzy animal – be that in video games or just while walking down the street. I’m a sucker for animals, to the point where my default in any game is to pet anything and everything that will let me. I’ve always had more of a connection with animals than I have with people, partly due to my struggles with understanding the intentions behind other’s actions and partly due to my heightened empathy, which can overwhelm me to the point of breakdown.

Cats hold a special place in my heart. Amusingly, I’ve often been described as more of a cat than a human. This is often because I have an uncanny ability to befriend the more skittish felines. Much to one of my best friends’ confusion, I managed to get his extremely shy cat who wouldn’t stay in a room with him for long periods of time, to rub herself against my feet within a day of meeting her. Praise be CaitlinRC, the cat whisperer. Hence why my only flaw with Assassins Creed Syndicate is that you can’t pet the cats that wander around London’s streets. LET EVIE CUDDLE A CAT YOU COWARDS. Thankfully, video games will often let you pet the dogs. If they didn’t let me praise these good boys and girls, then I’d probably be in prison under arson charges. #NoRegrets

Row, row, row your BORK.

Any game that has you controlling animals, immediately skyrockets to the top of my “to play” list. PHOGS, the game we are talking about today, has been on my radar for a while now. I got a chance to play it back at EGX Rezzed last year, with my good friend Ellie. In PHOGS, you and a partner play a pair of goofy dogs, attached to one another through a very stretchy belly. One of you plays Red and the other plays Blue, so you must work together to solve a variety of puzzles in order to progress through the bright and colourful world that you find yourself in. Though you can play PHOGS solo, I’d recommend playing it with a friend or a family member, as a lot of the joy comes from the interactions you have, the havoc you wreak on one another and the inevitable bark off that arises when you realise that you can press a button to bark.

Although it is a puzzle games, the puzzles themselves are not ridiculously difficult. By keeping the mechanics simple, PHOGS encourages you to be creative with your solutions, to try out new things and see how far that doggo can stretch. If you stumble across the answer whilst doing it, then great! The game itself is a very calming experience. There are no real “enemies” in PHOGS. Sure, there’s a few creatures and bits that your doggies don’t particularly like, but they aren’t major setbacks. This makes it a great game for parents to play with their children, especially for kids who have a lot more trouble focusing than others. It teaches them about cooperation, logical thinking and puzzle solving, without punishing them for getting things wrong.

Hardworking pups need their beauty sleep.

One thing that the game gets 100% right, is its colour palette. Colourful, vibrant and pretty but not overwhelming. When chatting with Jack at the PHOGS stand during EGX, I discovered that a lot of parents spoke very highly of the game, especially when they got to sit down and play it with their kids. For the parents of children on the autistic spectrum especially, the number of video games that they can play together without worrying about overstimulation, anxiety or frustration can be counted on the fingers on one hand. So, having a game like PHOGS, where the art style, music, gameplay and puzzle solutions are tailored to be accessible to all, is a breath of fresh air for all it’s players. Personally, I found PHOGS calming, providing me with a sense of peace and relaxation that I rarely get to experience for a prolonged period. For someone with anxiety, that can be a game changer.

Having games that are accessible, is majorly important. We touched on this in a bit more detail during our article about the gaming charity, Special Effect, last week. When chatting with Jack, it became clearly obvious that PHOGS is a massively accessible game that they hope that anyone and everyone can enjoy. When asked about further accessibility options, Jack was brilliant and told me about their plans to implement options for those who are red-blue colour blind. Being able to adapt, improve and open your game to every type of player, is a sign of a good developer. CoatSink, the company behind PHOGS are also behind Cake Bash, another colourful local coop game that has you take control of sentient desserts that fight one another to become the “most delicious”. (Bit dark when you think on it too much)

Me when I put too much spice in my curry.

PHOGS isn’t out yet, with an estimated release date in early 2020 on basically every platform. Being able to watch its development and growth as a game has been a joy and I genuinely can’t wait to see how everyone reacts to it. The initial feedback from various game journalism publications such as Eurogamer, Rock Paper Shotgun and GameSpace, have been outstandingly positive, so if you don’t believe me, go check out their pieces about PHOGS.

Anyways, I’ve got to go do more coursework, so look out for another piece soon and leave any feedback, suggestions or personal experiences in the comments! Like, comment, follow the site and our Twitter @OurMindGames for updates on all future content!

– CaitlinRC.

The Blackout Club – What Is It You Think You See:

We have always feared the dark. Even now, as adults, we still flinch at the shadows. It’s not the fear of the darkness or the blackness, it’s what lurks within it. When we know what we are afraid of, when we can examine it from all sides and judge it accordingly, we can begin to combat that fear. We are afraid of the unknown. A lot of horror games focus on this concept, by having creatures lurk in the shadows or force you to fumble along a corridor towards a monster, that you can’t see until you’re pressed up against it. In our fear, we appreciate every second of light and visibility that we can get, clinging to the hope that our flashlight batteries will last just a few seconds longer. Not that our fervent praying impacts it, but we can believe that it does.

What a lot of horror games don’t do, is force you to cut off one of those senses. During a tense moment, we are on alert, our senses working overtime to take in every minute bit of information that they can, no matter how pointless or odd it may seem. So, when The Blackout Club instructed me to close my eyes, my first thought was “There is no way on this planet that I am going to do that.” Obviously, curiosity got the better of me and I did as I was told, otherwise I wouldn’t be writing this article! The point of closing your eyes is so you can see “The Shape”. Invisible to the naked eye, it prowls its way around the levels, seeking out the player characters to force them to do it’s bidding.

The Blackout Club is a multiplayer horror game that follows a group of teenagers living in the town of Redacre, who have banded together to investigate the strange events occurring in their hometown. The kids have been experiencing blackouts, where they wake up in strange locations that they don’t remember going to (like students who drink too much). The various adults in the town have started to sleepwalk and during the game’s prologue, one of the club’s members, Bells, is kidnapped. This spurs the club to start collecting evidence and build an understanding of what on earth is happening beneath their feet.

The Maze is not for the fainthearted.

Ignoring the frustrating amount of grinding you need to do in order to level up, I honestly love this game. It can keep you on edge throughout the missions you complete, using the sins system. During a mission, a kid may break into a house or knock out an enemy. Although necessary, if discovered, these sins will be reported. If your group of teens is too sinful, then The Shape comes into play. It targets the most sinful player and is relentless in its pursuit. Every time you close your eyes to see where it is, it’s that much closer to you. If caught by the Shape, you lose control of your mind. Powerless to do anything, you are forced to watch as your character wanders around the map, hoping that one of your friends can manage to save you. If you get caught too many times, the Shape no longer wants you to be one of them. Instead of controlling you, you are slaughtered.

Taking a lead from the Outlast games, you don’t get a gun or the ability to kill your pursuers. Sure, you have a few non-lethal weapons that you can use to distract or temporarily take an enemy out of the equation, but you cannot kill. These people wandering around and trying to get you? They’re your neighbours, your community, even your parents or your best friends. These people, although not in control of their own minds, aren’t entirely innocent either. Beneath the town is a labyrinth of rooms and corridors, called “The Maze”. It seems endless, growing and adding new locations as you explore it. Entering this place is not something a player should do lightly as you are not alone in there. During the game’s prologue, you get a glimpse of the cult like activities happening beneath your town and how outnumbered your group of teens truly is.

One optional element of the game that really intrigues me is the addition of Stalkers. The Stalker is a former member of The Blackout Club, who has betrayed the cause and is now working for the Voices – the god like entities that whisper to the residents of the town during their blackouts. The Voices promised that the Stalker’s family would be safe if they assisted with reporting the Blackout Club’s sins to the Shape. As a regular player, you are not told whether there is a Stalker amongst you. Unless you directly encounter them or they record you committing sins, you may never know exactly where they are. Traitors in game’s storylines can be a bit… dramatic in their motivations but in this case, I get it. Sure, maybe reading this you question what kind of person would betray their friends to an entity that is clearly causing harm to their town? However, I ask you this – how far would you go to protect those you love? I know for a fact; I’d go damn far.

You can’t run forever.

There is something about the Blackout Club that I want to highlight from a mental health perspective. It’s called the Enhanced Horror system. If you’d like to experience this for yourself, then go try it out and then come back to read this bit, as I’m going to go into detail about it.

Everyone ready? Let’s chat.

The Enhanced Horror system is an opt-in feature within the game that allows the game to listen to and record the player’s voices as they play. If you are lucky, or unlucky depending on how you look at things, someone will be listening. The Voices will respond to you. A voice that is not your friends will respond to your questions, give cryptic statements and encourage you to do their bidding – anything from being selfless, to taunting enemies. These Voices may reward you with story information or gameplay items in return for your services, with the interaction being shared with the greater community – so you can all try to decipher exactly what is going on within the town of Redacre. Whether this voice is actually real or just a creation of your mind, who can tell? Those with psychosis can attest to this, it seems real. That’s the problem.

How you choose to engage with this is up to you, but I think the more curious amongst you will be keen to collect as much information as possible. After all, how often do you get to talk to a deity like creature and have it respond? Anyways, I think The Blackout Club is a game that people should check out, especially if you aren’t great with solo horror! Why not terrify your friends at the same time, so you can all suffer together!

Don’t look back. If we look back we are lost.

So, I am at EGX this week (Wednesday to Sunday) meeting with various lovely developers about their games, so there will be a lot of content coming out over the next few weeks. If you’d like to keep up to date with all I’m doing at EGX, then go follow my Twitter – https://twitter.com/OurMindGames . I’ll be posting updates and pictures from the show as much as I can! Remember to follow, like and comment on the site.

Also, I just wanted to say this on here as well. As of a few days ago, we hit over 1,000 views on the site. We also hit our six-month anniversary. I am beyond humbled and amazed at the kindness of all of you, my marvellous readers. Your comments, suggestions and feedback on everything I do is why I keep writing and exploring these sometimes-heavy topics with you. Here’s to even more milestones.

Thanks,

CaitlinRC.