Sometimes, I
deliberately avoid games. The more the internet keeps telling me that
I have to play them, it seems the more I am willing to avoid them.
This isn't a flaw on the game's part, more of a personal flaw and
bias (maybe the fault of the fanbase, but I'm not going to get into
that at all). So, to make an effort to be more open to new
experiences, I went on Steam and bought Five Nights at Freddy's and
Undertale; two of indie gaming's sweet hearts.
There's not much
connectivity between these two games in terms of themes, or gameplay,
but both games have massive cult followings and utilize retro looking
graphics to create their worlds. I played Five Nights at Freddy's
first so, I would like to talk about it first. There's also other
reasons why I would want to talk about FnaF first, but more on that
later.
The entire game is
controlled by the mouse. You have two ways to defend against the
animatronic killers: security cameras and a highly illogical security
door system. You track the movements of the animatronic killers by
watching the security cameras. Whenever they get close to your room,
you can close the door (there's two doors on either side) and wait
until they go away. However, you can't keep the doors closed for very
long, because it takes battery power to keep them closed. Watching
the security cameras also takes power, forcing you to take quick
looks at the rooms, before putting the camera away. This system of
looking for your killers, and strategically closing and opening the
doors at certain times organically builds tension. Once you hear
something thumping around the kitchen area of your security office,
several questions run through your mind: Should you close the door
now, or wait? Is checking the room next to the security office worth
using some of the precious little battery power you have left? Once
the battery power runs out, your only choice is not to touch the
mouse and hope you can live out the last few moments of the night by
playing dead. The core mechanic is solid, and the graphics fit the
tone of the game perfectly.
The game's graphics
are composed mostly of still images. The lo-fi gritty textures
actually make the animatronic monsters look genuinely creepy (this
effect is also enhanced by the characters themselves looking to be in
various states of disrepair). Aside from the Fox animatronic and the
jump scares at the end, you don't actually see any of them moving;
they'll be there, but once you look away they'll be on the move,
similar to the Weeping Angels from Doctor Who. With that said,
there's a few solid problems that kept me from playing the game all
the way through night five.
For a while, I was
stuck on night four. At that point the owner met his end by jump
scare off screen and his last message cuts off abruptly. After being
jump-scared to death four or five times, the novelty of it wore off
and I just became frustrated. As you play further into the game, the
monster's patterns become more erratic and complex as they go all out
to get to your room, however jump scares, by nature, are only tense
and scary for the first few times. I also started to ponder the logic
of the whole situation. Why do doors need energy to stay closed? If
Freddy's is full of killer animatronic monsters, why do they need a
night security guard? If someone were to break into the place,
wouldn't they immediately be stuffed into a costume and killed? They
don't seem to be interested in property damage, so you're not
protecting the place from the monsters, and even if they were, the
game gives you no other way to fight back against them. I've been a
fan of horror films and media all my life and I know that it is
sometimes fruitless to question the logic of horror. The genre works
best when it is not over-explained, but I kept asking myself why am I
here in the first place. If I were the owner, I wouldn't have a
security guard and just let Freddy and his buddies have run of the
place until it opens at 6 am. Perhaps I'm just overthinking it, and
the grand question would have been answered if I stuck it out through
the game's ending, but the mechanics wore thin on me fairly quickly.
However, the entire situation has a surreal nightmare logic to it
that is pretty interesting; nothing really makes sense at all, but no
one seems to notice except for the player if left alone to his
thoughts long enough.
The graphics are
fitting for the game's tone, and the central mechanic is interesting,
but I couldn't recommend the game fully because it only has one
gimmick, which will wear off eventually, leaving you frustrated with
nothing left to do but repeat it over and over again. There seems to
be an underlying brilliance to this that perhaps I'm missing, but I
couldn't feel compelled to finish the game. Eventually, I can see
myself coming back to it to finish it, but it's not going to be a
priority. For 4.99 on Steam it's pretty cheap, so try it out.
However, from a quick look at the internet, you've probably already
tried it out, beat it and mastered night 6 and 7 as well, so perhaps
I'm just shouting into the void. Next game.
This game is hard to review, but not because I don't know if I like it or not. I do like Undertale, I think it's wonderful, but it's a journey that should be taken by someone who knows as little about it as possible. I made the mistake of listening to podcasts and reading articles that gave away bits and pieces of the mechanics and I feel like I shouldn't have. However I still want to write a bit about it, so if you have an interest in playing Undertale, stop reading now (this is why I included the FnaF review first, so at least you would have something to read), but if you have no interest in ever playing it, or have already played it, go ahead and read on to see what I thought about it.
Undertale is a turn
based RPG stylized as a retro era game. You travel around talking to
interesting characters and visiting interesting places. The main
gimmick of Undertale is the battle system. You can go throughout the
entire game without killing anyone. Every battle can be resolved in a
non-violent way by telling jokes, not picking on someone, or petting
a dog. With that in mind there is still a skill element involved.
After you take your turn, you have to fend off the enemy's attack by
moving a red heart around a box, dodging projectiles. Sometimes this
is actually very hard and requires some fast reflexes. Think of Shin
Megami Tensei combined with Touhou, with the graphical style of
Earthbound.
While the premise
is fairly unique, the game thrives through its writing. Having the
choice to not kill anyone wouldn't really mean anything if the game
couldn't get the player to care about the characters, and invested
in, well, not killing them. There's some genuinely funny moments
throughout, however some jokes probably go on longer than they should
(the dating mini-game comes to mind). When the game mentions, at the
start, that it's possible to not kill anyone, it raises a red flag in
my mind. When the tutorial character (who is much more than just a
tutorial character) praises you and says she is proud of you that you
chose a non-violent path, it immediately tells me this: Undertale has
two endings; a 'good' ending and a 'bastard' ending. Once you learn
this, you start to play a the game in a certain way, with the promise
of the best ending waiting on the horizon. It seems to program you
like many other games with moral choice systems do. I usually think
this is pretty cheap, however, Undertale endears itself to you with
having likable characters.
When I finished the
righteous path and saved the world, etc. I thought about doing the
other ending. It was actually pretty clever to subtly let the player
know that there was a bastard ending from the start. There are many
characters that you spare that become NPCs you can interact with
later on, or have extended dialog with, and play mini-games with. I
tried to imagine those places and events without the characters and
it actually made me sad. I didn't want to do anything bad to this
world, so I didn't attempt the bad, a.k.a 'Genocide' run. Not
completing the other run probably means that I won't see all of the
content that the game has to offer, but screw it, I don't want to
kill my friends.
Undertale has some
flaws. Like I said, sometimes, the game has a hard time figuring out
when it should just let a joke go. Most of the time, the game is
pretty clear on what actions to take to end a fight in a non-violent
way, other times, it's not so clear. After choosing to not fight
anyone throughout the entire game, one of the last boss fights
requires you to fight no matter which ending you want to get. Being
at level one and not bothering to upgrade my weapons at all, this was
very hard fight. Having the knowledge that there is a good ending and
a bad ending led me to second guessing even minor choices throughout
the game, causing me a lot of anxiety. Again, this could have been
the intended effect, but it drew me out of the game at some points. I
suddenly realized that I was playing a video game, if that makes any
sense. However, this could also be intended as well, as you near the
end of the game, it becomes very meta, commenting on the very nature
of RPGs and video games themselves.
Overall, I think
this game is excellent and lives and dies on its writing. It's
interesting to see a artfully done game with a message, that actually
has a skill element as well. You will actually come to care about the
characters and they'll start to care about you as well. Give this
game a try, it's very well worth it for $9.99.