Tag: pc

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.

Untitled Goose Game – My Cousin Is Afraid of Geese and Now I Know Why:

I’ve never been a fan of geese. Then again, I don’t think anyone on the planet is particularly fond of them. They are known as the douchebags of the avian world, with their terrifying spiky tongues and tendency to harass anyone that even glances at them. Thankfully, I’ve only really been chased by geese rather than outright attacked but both my cousin and my sister have felt the sharp nip of their beaks. When we were all younger, we used to go feed the ducks and play by the riverside. Every so often we’d see a swan glide past or a group of geese honking at one another. Whilst feeding a duck some seeds, a goose snuck up on my cousin and started honking aggressively, flapping its wings and hissing like the big jerk it was. Being a six-year-old at the time, my cousin burst into tears and froze on the spot, triggering the goose to bite her and cause her to drop her little bag of seeds. My aunt chased it off, but my cousin still hates geese to this day and she’s twenty-two!

Although utter jerks, geese are a part of nature and I get a great sense of peace from watching the birds on the canals near where I live. It’s a calming moment amongst some of the darker times that the real world likes to burden us with. Video games seem to follow this trend recently, with a lot of recent releases being rather gritty, hard-hitting games that reveal some of the darker features of human nature. Games strive to show us a part of ourselves that we refuse to admit is there, highlighting important issues and teaching us lessons that can’t always be taught in school. However, considering how dark the real world can get sometimes, turning to a video game that is just as dark, can seem a tad depressing. Which is why silly games like Mount Your Friends or Quiplash are so important in bringing joy back to our lives. One game that takes this concept and runs headlong into the village with it, is the Untitled Goose Game.

Time to listen to BBC Radio HONK!

If you’ve been hiding in a cave without an internet connection, then I’ll quickly explain the premise of the game in the words of the developers – “It’s a lovely morning in the village, and you are a horrible goose.” As the goose, who I have lovingly named Flerken (thumbs up if you get that reference), your job is to roam around the village causing all sorts of chaos. From stealing the gardener’s rake and throwing it into the lake, locking the shopkeeper in the garage, stealing a man’s shoes off his feet and making another trip over, there’s no end to the potential hilarity of this game.

At its core, it’s a puzzle game. To progress, you must complete a series of tasks on your to-do list in order to unlock the next area. Some tasks require a bit more planning than others but no matter what task you complete, you get a great deal of satisfaction when that item gets crossed off your list. I think House House, the developers behind the game, have managed to create a game that brings childlike delight to all who play it, as well as providing a series of complex tasks that feed into the concept of reward motivation. Whether that reward is progressing the game, getting to see the hilarious consequences of your actions or simply the pleasure of crossing an item off your list, House House encourages it’s players to keep trying – after all, when we know there’s a reward at the end, we are more determined to get there.

Don’t hire the goose as a waiter, he has a fowl mouth.

There are two things that I feel we as humans should do on a regular basis. The first is to cry – just sob and let all your emotions pour out of you. We can’t hold it all in forever, eventually, we will explode, and I’d rather explode in the private of my own home rather than lashing out at those I love by accident. The other is to laugh. Not to snigger or laugh politely at a bad joke, but a proper laugh. One that shakes your shoulders and leaves you gasping for air, where your stomach aches and your cheeks hurt from smiling. When you laugh like that, it leaves a grin on your face for the rest of the day and makes everything seem that bit lighter. Running around as a goose, annoying people and honking like a maniac manage to bring me those moments of laughter.

It’s a game that appeals to the troublemaker in each of us. Growing up, we are told not to cause trouble as it upsets and frustrates those around us but a little part of us finds it funny. House House taps into this vein of mischief with a charming little game that apparently started as a joke that snowballed into a gaming phenomenon that even the most cynical of people can crack a smile at. Even in games where you are given the choice to act like a jerk, we often choose to be kind because most of us inherently want to be good people. So, a game that is based around being a gigantic jerk to the various humans and causing as much chaos as possible to this sleepy little village, is a delightful time for the devils that sit on our shoulders.

FEAR ME TIMMY! I AM THE GOOSE!

There’s an incredible amount of detail that has gone into this game, with each “level” providing you with more opportunities to wreak havoc than you could ever imagine. The villagers wandering around the level all respond to the goose differently, some actively encouraging you and others chasing you away with a broom, so you have to adapt your approach to solving each objective dependent on whether you’re going to be chased after by a big burly man. Little thought bubbles pop up above the villager’s heads in response to various events, such as what they are going to do next or what item has magically disappeared from the garden and ended up in the lake (it wasn’t me I swear), which provide good clues to the player for those slightly trickier objectives.

From replayability to speedrunning, the game has a great deal of potential for sticking around as a darling indie games that are beloved by all. Undertale, Super Meat Boy, Cuphead and The Stanley Parable are all examples of this, and I hope more than anything that this delightful chaos causing goose becomes a staple in the gaming community for decades to come. Its art style won’t have to worry about graphical updates making it look bad in comparison, and what’s not to love about being a goose? HONK! I can agree, that this game was definitely worth the wait and although I’ve already finished all the objectives and claimed my little goose crown, I will be replaying it time and time again, for that sense of pure joy that it provides even when my mental health decides that it’s time to suffer. HONK HONK!

Well, well, well, what do we have here.

Anyways, depending on how much free time I get this week, I’m going to try and finish off Prey and write about it! The mimics will probably be the focus of the article as the concept of things not being what they appear is a big problem that those with mental health issues have to combat in everyday life. Until then, like, leave a comment and follow the site, plus my Twitter to keep up to date with everything @OurMindGames!

Till next time,

CaitlinRC.

GRIS – So Beautiful It Should Be Illegal:

So, a few days ago, I had hit a bit of a writer’s block. I wasn’t sure what game I wanted to talk about, so I reached out on Twitter to you guys (@OurMindGames) for any suggestions. Out of the many awesome suggestions I got from you guys, one really grabbed my attention. It was a game called GRIS, an artistic platformer that had been on my radar for a little while. People have spoken very highly of its visuals, soundtrack and powerful message – so needless to say, it seemed right up my alley. As I’m currently prepping to go back to university for my final year, I have some free time on my hands, so I decided to dedicate an afternoon to trying out GRIS. That afternoon quickly morphed into the rest of the day, until around 9 PM that evening when the credits rolled, and I sat back in my chair – stunned into silence.

The story of GRIS isn’t clearly laid out to the player. It’s told through imagery, visualization, and symbolism that will leave you pondering it’s meaning hours after you put it down. At its core, it’s a puzzle platformer. The further you progress through the game, the more abilities you unlock, which allows you to progress to new areas. It’s a fairly linear experience so you don’t worry too much about getting lost, however, the game does encourage you to explore each area to its fullest – with the key to moving on often being tucked away in a hidden cave or up a series of complex jumps. It’s a game that rewards you for taking your time and looking around, which as a completionist is a very satisfying experience.

This is your protagonist. Though you could argue, you are the real protagonist.

When the game starts, you see a young girl lying in the hand of a statue – seemingly asleep. She awakes and begins to sing, gradually rising into the air when suddenly her voice just stops. Without her voice, the statue crumbles and you are powerless to watch as she plummets to the ground, a seemingly desolate place devoid of the beautiful colours of the sky above. To start with, she can barely walk without crumpling to the ground, gradually regaining her strength and abilities as the game goes on. You collect tiny stars that form little constellations, allowing you to cross gaps and restore colour to the world around you. Each colour you restore opens another section – e.g. unlocking blue restores water to the world, enabling underwater exploration.

Honestly, you could fill an art museum with screenshots of this game, and nobody would question it, as this game is visually stunning. The artists behind this game manage to make even the simplest of colour schemes and landscapes beautiful. When you combine that with the haunting soundtrack, this game is best experienced in a room by yourself, on a big screen. I played it on my switch but honestly, it deserves a fully equipped cinema with surround sound and a ginormous screen to truly appreciate every titbit of detail and love that has gone into crafting this game. The game itself is not very long, it took me about 4 hours on and off to finish a playthrough, including a twenty-minute puzzle section that I was just too dumb to realize the simple solution to.

How is possible to be this gorgeous a game, I’m just saying!

What I really want to talk about though, is what I feel the story behind this game is. As there are only a few little cutscenes and the closest we get to any exposition from the character herself is through song, it’s mostly about how you choose to interpret it. The achievements list gives you a hint towards the game’s true meaning – specifically those related to each “Stage” or chapter of the game. I didn’t notice this until the final chapter when I popped an achievement called “Stage 5 – Acceptance”. This achievement and its counterparts all refer to stages from the Kubler-Ross model, which talks about the five stages we go through when we are grieving. Let me explain each stage and its corresponding achievement in GRIS:

Stage 1: Denial – Often our first reaction is to deny that anything is wrong as if pretending it doesn’t exist will reduce the pain later. In the first chapter of GRIS, you start out barely able to walk – collapsing to your knees frequently and struggling to stand up again. Most players will get GRIS to stand back up, but if you leave the controller and let her stand up again on her own – this stage of the model will be fulfilled, as she herself denies that anything is wrong.

Devoid of colour and life, the world seems to be crumbling around you.

Stage 2: Anger – When we are upset, often we internalize that pain and instead lash out at others. When you are hurting, sometimes you feel like that nobody understands the pain you are in and that the only way to lessen the pain you are in is to inflict it upon others. During the second chapter of GRIS, you gain the “heavy” ability which allows you to smash through unstable objects and destroy various statues/pots scattered around the world. This ability is a clear manifestation of that second stage of grief, which the achievement emphasizes as when you destroy three specific statues, you get the “anger” popup.

When the world tries to knock you down, keep pushing on through.

Stage 3: Bargaining – “Don’t you think after all this time, and everything I have ever done, that I am owed this one?” – The Doctor in the Snowmen, Season 7 of Doctor Who. This quote sums up the bargaining stage of grief for me. We feel that we are owed something, that we deserve better than our current situation presents. That maybe, just maybe, the world will take pity on us and provide that little bit of hope. We beg for it, trying to barter with chips that have no real worth anymore, even though we know deep down that it won’t work. In GRIS’s case, this is seen when you come across a statue in the forest chapter. Her first reaction to it when you try to interact is to sing to it, despite her voice still being gone. She is trying to barter with something that isn’t there anymore.

If you don’t learn to accept things, it’ll weigh you down forever.

Stage 4: Depression – I think the use of the underwater section for this stage is remarkably clever. Often, we describe depression as sinking under the waves, falling further and further from the light that we so desperately try to cling to. In my case, it often feels like a heavyweight is attached to my ankle, slowly tugging me downwards no matter how hard I resist it.  In order to get this achievement in GRIS, you must seek out the statue hidden in the darkness. This section is pitch black and finding this hidden cavern is not easy, as its surroundings are full of creeping darkness that threatens to consume you. That statue is of a woman, seemingly sinking down into the inky depths, like how you fell from the sky at the beginning of the game.

We all sink into the darkness sometimes. We just need to keep pushing back to the light.

Stage 5: Acceptance – After retrieving your voice and escaping the shrouding darkness, you come across a tomb on the remains of the land. In this tomb is a statue, lying down, still and quiet. If you sing to it, the acceptance achievement pops. Although it doesn’t seem like much at the time, to me it reminds me of the songs you sing at funerals. In those moments, you can hear the whirling mix of emotions in everyone’s voices – grief, joy, longing and hope all mingling together as one. It’s a haunting yet powerful experience to be a part of, whether they were your close family, a good friend or just an acquaintance.

To me, this game is a tale of grief and loss. Now, this is just my interpretation, but I think that our young protagonist has just lost her mother. To me, the start of the game seems to be the moment that the loss truly hits her and her whole world crumbles around it, losing all the joy, colour and structure that her mother brought to it. Often when we lose someone, we feel like a part of ourselves has been ripped from us, like a missing limb or a hole in your once full heart. In GRIS’s case, this manifests as the loss of her abilities. She struggles to walk, to move through the world on her own, to begin with. Her voice, which can restore life to the world and heal the cracks in it, has been stripped from her. Every time she opens her mouth, nothing comes out – as if she is on one side of a one-way mirror, slamming her hands against it but getting no response.

Every colour she restores to the world, every demon she faces (looking at you, giant creepy eel thing), brings her one step closer to overcoming the grief that is threatening to consume her. The darkness and demons chasing her, seem to indicate depression and anxiety – the way they appear and disappear, how they creep up on her and force her to flee. She can’t fight it, only try to outrun it. The same is in life, you can’t outright fight mental illness. It’s always there and it always comes back. You learn to coexist with it, to lessen its hold on you, to accept it as part of you. The end of the game leans towards this, with her seemingly moving on – her voice spiraling up into the sky, harmonizing with her mother’s, shattering the remaining darkness and restoring colour to the world. It’s a powerful ending to a powerful game.

Light and darkness cannot exist without one another.

This is probably the most moving game I’ve played in the last year. Having recently lost my grandfather, it spoke to me on an incredibly personal level. Even if you can’t afford it right now, watch a playthrough of it, or even listen to the game’s soundtrack. It is, hauntingly beautiful and something I think we all understand on a primal level. Grief and loss are a part of life, yet I hadn’t played a game that really summed up that experience until I played GRIS.

I hope you all have a great week, next up is Little Nightmares! If you enjoyed this piece, remember to like it, follow the site and comment below any feedback or suggestions for future articles!

Much love,

CaitlinRC