Tag: dogs

The Red Lantern – Dogs and Elk and Bears, Oh My!

Have you ever wanted to quit your job, leave your home, journey to the winter tundra and live-in isolation with no-one but your pack of huskies for company? No? Not at all? Well then, you have not played The Red Lantern. Released last year by Timberline Studios, The Red Lantern is a story-driven game focused on you and your team of five sled dogs, as you attempt to navigate the Alaskan wilderness and reach your new home. Your survival is dependent on the resources you obtain during the journey, as well as those you remembered to pack in the first place.

The main selling point of the game, obviously, is your dog team. Every decision that you make will influence your dog’s wellbeing, whether that is rationing out food, using your limited medical supplies to heal a pup’s wounds or avoiding groups of elk in order to not upset one of your team. When you start a run, you have a limited number of resources – food, medicine, ammo and fire kindling. If you only have two bits of meat left, do you feed your pups and take the risk that you might starve before you reach your destination?

What is with all these awesome games and their gorgeous snow?

At the start of the game, you get to choose four dogs to add to your team from a choice of eight, meaning that there is enough variety to warrant a second playthrough, just to see each of their personalities. When you meet each dog, you are told a little about them and what they could bring to your team e.g., Bodega loves his treats, Iggy likes to hide in the snow and Noodle just needs some gosh darn love. Each pup has such a distinct personality and look to them that I want to cuddle them all and conquer the world with my army of huskies.

During my first run through the game, I had the following team:

  1. Chomper – He is the protagonist’s dog from their old life in the city and the leader of your little pack. His nemesis is squirrels.
  2. Barkley – Feisty but loyal, this big boy will fight bears to protect you.
  3. Fin – Can sniff anything and everything out, however, tends to find skunks instead. She is a very shy pup who does not like cuddles at first but comes around eventually.
  4. Slayer – Speedy, reliable and always ready to run. They are afraid of elk though. I do not blame the pup; those horns are scary.
  5. Stilton – A blue eyed angel who is an older pup but is as watchful as Heimdall. He will never steer you wrong.
LOOK AT THIS GOOD BOI.

With the incredible voice talent of Ashly Burch playing the protagonist and five loyal doggies by your side, each run through the game comes alive. The wildlife you encounter, the decisions you make, the beautiful night sky as your team races across a frozen lake, all add to a game that manages to perfectly encapsulate the exhilaration, isolation, fear and wonder that your protagonist feels as they try to make it in the harsh wilderness. Your only companions are your pack of hardworking pups and the various wildlife that litter the landscape, including some dickhead owls who led me into so many charging moose that I think they are just doing it on purpose now. Screw you owls. Screw you.

Similar to roguelike games such as Hades (which I will write about soon), The Red Lantern is a game of trial and error. Each run through the Alaskan wilderness, you come across different scenarios, forcing you to decide how you will spend your limited resources. When you eventually fail, be that from hunger, injury or exhaustion, you wake up in your van – ready to try again. However, what does not kill you makes you stronger. Say you freeze to death out there during a run, well your protagonist will realise that they need to pack more fire kindling. If you find a key item whilst you are exploring, it becomes a permanent part of your inventory for all future runs. Trust me, you will never be more excited to find a bit of flint than when you have run out of kindling for the fourth run in a row.

The dark may contain horrors but I’ll keep them at bay.

The Red Lantern is filled with little moments that stick with you from run to run. Each dog on your team has a miniature story arc that you can pursue, allowing you to dig into their personality and bond with them. Every story has its own merits and memorable interactions, but Fin’s arc was what stuck with me the most over my time with the game.

Fin is a shy pup. Known as a keen tracker by her previous owners, Fin is an independent soul who prefers the wild to her comfortable doghouse and the affection of her musher. To begin with, Fin will only cautiously sniff your hand, preferring to keep her distance from both you and the more boisterous dogs (looking at you Chomper). One night though, you wake up to discover that your beanie is missing. Checking the camp, you see that Fin has it clutched in her paws as she sleeps, using your scent to soothe her. The next time you go to sleep, the game gives you an option to let Fin have your beanie – which although it leaves you cold, brings the pup comfort. Later on, she lets you scratch her, happy for the love. The game makes you work for her affection, builds that relationship of trust and gives you a sense of accomplishment when you see that tail wag.

That notification honestly made my day.

More than anything, The Red Lantern is about having faith in your team and in yourself. Life is filled with the mistakes we have made. I have screwed up more times that I have pairs of socks. It is what you choose to take from those missteps that will make all the difference later down the line. Just because you have screwed up before, does not mean you will never succeed. You need to believe in yourself, because in the end, you are the only one whose opinion really matters. Our friends and family, we love them dearly but, in the end, it is your burden to bear, not theirs. A failure is a setback, not an unbreakable roadblock. That is something that I am still struggling to remind myself of. Especially now, where my mental health is not in a great place. I know that I used to be in a much better place. I know that I can take better care of myself. However, that does not lessen the effort it has taken to build myself back up to this point.

Anyways, that’s enough existential crisis conversation for this week. Thank you all for your kind words on last weeks piece and I hope you will continue to support everything I do. New D&D episode coming Saturday evening as well, which has been a delight to edit since it is essentially Phoenix Wright on drugs. It will make sense when you listen, I promise.

Take care, stay safe and wash those hands.

Caitlin RC

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.