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[Devlog] PATRIAH The Bachelors #2: The Large Man

Please mind the Patriah content warnings when reading this post: Patriah contains depictions of physical and sexual violence against women. Above all, be safe.

Bachelor #2 in Patriah is referred to as “The Large Man” upon first meeting the protagonist. His name is Paul.

Who is Paul? Where did he come from? What does he do for a living? These are details that are difficult to get out of Paul. He’s a huge man, and the eldest of the bachelors. One thing is certain: he is not thinking about the long-term. Marriage is not his goal. His goal is sex: carnal pleasure and instant gratification.

Paul is based on morally ambiguous bad boys like Mink from Dramatical Murderand Robert from Dream Daddy. They’re the kind of men who have more going on than is immediately apparent. They have personal goals and needs and will do what it takes to fulfill them. Paul, on the other hand, seems pretty shallow. He wants your body and, given the opportunity, he will take it.

In spite of Paul’s aggression about his desires, Paul is inherently aware of the system that has brought him where he is, and the penalties he will suffer if he steps out of line. Where Joshua respects the game and the rules, Paul plays by them begrudgingly and would love to reject them as soon as possible. He is eager for Patriah to fail to play by the rules, so he can take advantage of the situation. Responding passively to his advances may seem safer, if you can endure him, but nothing will stop him (and enrage him) as effectively as polite refusal.

Paul is physically intimidating, and dwarfs Patriah. Compared to him, she looks (and feels) very small and fragile. The threat of physical violence by Paul is very present. He’s the kind of man who might remind women that turning someone down may lead to murder, and avoidance might be the correct response.

Be Careful, but be Kind.

Check out the demo!

[Devlog] PATRIAH The Bachelors #1: The Man in Glasses

Originally posted here, on Patriah’s itch.io page.

If you have played the Patriah demo, you should already be familiar with Bachelor #1, Joshua.

Joshua is a combination of a couple of dating sim tropes, as he is both the Glasses Guy and the Rich Kid. Joshua’s family is very well off, and happens to be a part of the Birth Management System that manages eligible women and their care. Did this connection get him a leg up to be one of your bachelors? Probably not, says Joshua. He believes in the fairness of the system and the lottery.

As someone who is very familiar with the Birth Management System, he knows all of the standards and rules as well as the loopholes. Joshua knows where he can get away with something, but more importantly he values respecting the foundation on which the BMS was built. If Patriah obeys the rules and behaves properly, Joshua is satisfied and content that he can win her over. If she pushes boundaries and defies those rules, he knows the arguments he can make to see no punishment in taking what he wants from her

Joshua is an example of someone at the center of a powerful institution that wants to keep him out of trouble. He is the Harvey Weinstein and Max Landis of an even more dramatic patriarchal system. Joshua will only act on his lust for Patriah when it is safe for him to leverage that power, after she’s stepped out of line.

You can play his route now in the Patriah demo!

Something that will be in the full version of the game that isn’t there now is Joshua’s interaction with the other Bachelors. When Patriah spends time with her other potential suitors, Joshua will become desperate. If you’re curious, I hope you play the full version to see his behavior.

Check out the demo!

[Devlog] Patriah in Overview

A/N: I just realized I hadn’t posted this here, so I hope you enjoy it! Originally posted on Patriah’s itch.io page.

WELCOME TO PATRIAH, and thanks to everyone for your support. I’m gonna use my first devlog post to talk a bit more about what Patriah is and the scope of what it will look like when it’s done.

Patriah is a game that was inspired by the way that, as a woman, I find myself having to interact with men. In conversations with other women, I found that they understood this problem all too well. We’ve all been cornered in places where we can’t escape – like at work – where shunning a man’s advances may mean putting ourselves in real physical danger. But not shunning him puts you in physical danger, too. What do we do?

In Patriah, the protagonist’s entrapment is very real. She’s lived in this mansion her whole life, and she cannot leave. She is finally able to choose her husband who will keep her trapped somewhere else for the rest of her life, where her job will be to have as many children as possible. She really has no say in anything, but the system she’s ensnared in is made to look like she does. I think it’s a case of one person along the way who understood that the women in these houses are people who have no control. Maybe he arranged this choosing to make himself feel better, or reduce the odds of suicide.

Now that I think about it, I made this game thinking about gender politics, but it also contains a lot about agency. I’m crazy about agency in everything I read and write. Maybe it’s a typical thing that you can find in my work, but can you have a conversation about gender politics that doesn’t somehow involve agency and power?

Anyway.

I read a lot of visual novels and dating sims, so I had them in mind over 2016 and 2017 when I played Ladykiller in a Bind followed by LISA the Joyful. I think that these two games happening to me so close together were responsible for Patriah. In early 2017 I started applying for game writing jobs and I needed to have a twine game to show for something, but Patriah was the only idea I had. In the end Patriah didn’t get me a writing job, I just had this terrible monstrosity of a game concept about sexism that I couldn’t shake.

Programming Patriah in its original twine form is also how I realized that yes, I could figure out how to code on my own, and then I spent 2017 learning a lot about programming.

I shopped around a lot to find the perfect format for Patriah. I wanted a game with a lot of choices that was text heavy. I wanted the story to rely on the words so that the reader could imagine what they wanted into a text — so that the men who Patriah encounters were monsters of our own imagining more than what the game wants you to see. Twine was good for this, but then I realized that it might be more interesting to lean into the dating game aspect that I had already chosen to use. That’s when I moved the story into Ren’py over the fall of 2017. I’m happy with how the game works now, with NVL-mode overlay reading long pages of text, and potential bachelors in silhouettes highlighting only one definitive feature about them.

Joshua’s route is available in the demo, and came out at around 6000 words. Once the other bachelors are written and their variables are taken into account in his route as well, I imagine it will be closer to 10,000 words. When complete, Patriah should weigh in at around 50,000 words, the size of a NaNoWriMo novel: one route for each bachelor and a classic “true route” necessary for any good dating sim. I want the true route to be a real surprise, so don’t let me talk about it.

Now that I’ve released the demo I’m going to be taking a short break to catch up on other work I had put off to get this out there. I’ll keep the devlogs coming, and talk a bit about each of the bachelors soon. I hope for Patriah to be released in full before the end of 2018.

Thank you! Check out the demo!

2017 Top Ten – Don’t Miss These!!!

Everyone else is doing these so I guess I could do one, too.

This list is by no means comprehensive. I caught up on a lot of 2015-2016 games this year, and I missed a lot of releases I really wanted to get into. My list is also very biased this year toward triple-A releases, and I would love to talk about why before we get into it. Feel free to skip this if you want and scroll down.

1. I Have a Connection.

I’m rather infamous around Halifax because I sell stickers at conventions, and you can also get them at local business The Last Game Store. If you live around here, it would mean a lot to me if you could support them!

The stickers are pretty popular, so I often don’t bother asking for cash. I just go ahead and trade them for games. This way I get new games pretty easily, although I do tend to prefer old things that I need to fill out my collection.

2. My Computer Sucks.

I say this with all the endearment in my heart since my wife bought it for me, but it was an emergency purchase when my previous laptop died and it doesn’t keep up very well with modern games. This makes me more inclined to pick up games on my consoles when possible (PS3, PS4, Vita, 3DS)

3. I Still Buy A Lot In Steam Sales.

…Because it’s cheap. But I can’t pick up ones that run in 3D because they strain my poor laptop. Playing Firewatch early in the year was an Ordeal. I’ve been sitting on a copy of The Witness that I have no faith in this machine to play.

If you like my reviews and would like to help me out in my gaming thirst, please take a look at my Amazon or Steam wishlists, or even my Patreon.

So yeah! That’s why I have a lot of triple-A games on this list. So here are my top ten 2017 games in no particular order:

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A Nobody’s Final Days – ENIGMA:

Today I’m reaching out to give you all a recommendation for a visual novel. The title is difficult to google because it’s a popular name for songs, bands, etc. It’s not even the only game on steam with this title, so to save you some trouble, the game is here.

ENIGMA: is about a man who washes to shore on an isolated island. His name is Chester, and Chester is going to die. He’s terminal with an illness called Enigma, and there’s nothing left for him except to enjoy what time he has remaining. He settles in on the island to spend his final days in peace, meeting a few new people and trying to let go.

The story reads like BL, with many of Chester’s meaningful relationships forming around other men. However, nothing seems to last long enough to become romantic, thanks to the limited time he has remaining.

If you want a lovely little story that will make you cry, check out ENIGMA:. If you’re not yet sold, feel free to continue reading.

The following steps a bit into spoiler territory, so read on at your own risk.

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I’m Not Reviewing Love on the Peacock Express!

I’m not going to be reviewing this great, free game about dating moms and solving mysteries on a train, because I helped to write it! I’m super proud of this and the game as a whole. Thank you to everyone who is playing it, and everyone who helped to make it. I think we did a great job. <3

Please check it out here: https://trainmilfsgame.itch.io/love-on-the-peacock-express

_transfer – A Snapshot of Momentum

I had the pleasure of seeing an early build of _transfer at GDC2017, and I’m thrilled now that it’s gotten an official release. This is going to be a very short post about a game that you have to experience.

Screenshot, reading "From one there is nine. It took a bold mind, willing to do anything to save humanity from itself. The mind conceived, and two hands constructed. That is your origin. They are always talking about origins and destructions."

In science and science fiction, there are aspects that can be difficult to understand. There might be a moment of insight where between the trees you can see the sun, but as soon as it was there it’s gone and what you have is an impression of a truth that you almost knew.

In _transfer, that glimpse of the sun is the answer – it’s who you are. And the story is told in the moment of momentum where you can see it. You don’t have the origin and you don’t have the destruction, all you have is a little snapshot of time where you might see the truth if you know what you’re looking for.

If this sounds extremely bizarre and pretentious, this is just the only way I know how to explain it.

The game starts with you logging in to a conversation between AI. You don’t know who you are or where you’re going. It’s irrelevant, and many of them are quickly bored that you’re bothering them with questions about your identity. As you converse with them, memory files are recovered that shed light on the world of _transfer and the lives of these AI. As you start to piece together the themes and concepts at play, the system shuts down and forces you to start anew.

Every time you start a new round in _transfer, important concepts accumulate. If you want to take in all the information, you might want to take notes, but the AI designations change every time, so you can’t count on those. Soon you’ll discover the unimportance of linearity in the “lives” of these AI. They inquire about conversations that you had in previous rounds. You play in a circle, and every time you learn a little more.

The AI in _transfer are curious and confused about sex. “Humans are so obsessed with their own survival that they watch videos of other humans procreating,” reads one of the memory logs. “They are always talking about origins and destructions,” says another. I feel like this is what _transfer is about. Without creation or destruction, what are you at all? I think _transfer is saying that we’re in transit. We’re transferring, from one place to another, and that’s the sunlight through the trees that it’s attempting to express.

_transfer is a fascinating little thesis-statement of a game about AI and the transit of existence. It’s the kind of game that couldn’t have been anything but a game in order to tell this story as intended, and that’s the highest praise I can give anything. Check it out.

Webcomp: the not-Webcomic

Webcomics have evolved beyond being what we formally understand to be comics. We use the word “comics” for them because, while they sometimes don’t look like comics or sound like comics, readers don’t have language to call them anything different. We say “webcomics” because they’re often image-heavy stories we read online. I believe that this simplification can be harmful to people who are creating narratives outside the box, because it’s difficult to find our market. How will people know what to look for when what they want isn’t anything like a webcomic?

This is what I want to call a Webcomp: a Composite Web Narrative. A webcomp is a story where the medium is the web, and it utilizes any and all of the features available to it in that format. There is no operating terminology for this form of storytelling that encapsulates what it is. Most often, readers will refer to it as a “webcomic”, in spite of everything that it isn’t, because it’s the best word we have to describe it.

Let’s get into this in some more detail.

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DATE THAT DAD! – Dream Daddy

I’ve played a lot of visual novels, and a good half of them or so have been dating sims of some kind. My experience with dating sims in North America has been rather disappointing, compared to some of the treasured stories I’ve read that come from Japan or South Korea, so when I saw Dream Daddy release with fanfare, I had very low expectations.

And I was pleasantly surprised!

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The Wrath of the Wronged – The House in Fata Morgana REVIEW

You’re lost. You’re tired. You’re hungry and you’re sick. You’re stumbling through a forest knowing that if you stop walking, someone will find you. Your life is in danger, be it from a misfortune, a mistake, or a vendetta. You call out to any god or spirit that might be listening to please have mercy and provide you refuge. That’s when you see it: a huge mansion in the woods. The House in Fata Morgana.

The House in Fata Morgana — or as I will call it from here on: Fata Morgana — is the visual novel debut by the group Novectacle, localized into English by Manga Gamer. It guides you by the hand with the help of The Maid as you learn the misfortunes of the people who lived in the mansion over a thousand years. There’s much more to it than that, but to say more would ruin the story for you. This VN is very hard to summarize and review without ruining things.

Fata Morgana, although written by a Japanese team, is a gothic story at it’s core about sin and forgiveness. It handles many themes of Christianity with thoughtfulness, tact, and a bit of the Japanese worldview mixed in. Fata Morgana stands on its own, without falling back on tropes and benchmarks like you often find in visual novels. Fata Morgana is like reading a book more than any visual novel I’ve read before.

If you’re interested, here’s a list of bullet point things that Fata Morgana does well, out of context to sell you on it without providing specific spoilers:

  • Lack of communication ruining relationships.
  • How not to cope with being a psychopath.
  • Toxic masculinity destroying everything.
  • Mistrust due to personal baggage.
  • Recovering from trauma.
  • Being a trans person in a shitty, shitty time.
  • People making stupid fucking mistakes intrinsic to their character flaws that ruin other peoples’ lives.
  • Acceptance.

I was waiting for things to fuss about over this story, but it is very well done. The narrative is tight. The localization is smooth as hell. The art is good. The music is good. Every character is a fully realized human. Some of the jokes were really dumb? So I guess there was that.

Fata Morgana had a perfect score on Steam by recommendation, and I believe it was well deserved.

Continue on for a summary just a little less careful about spoilers:

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