Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Sunday, August 5, 2018

The JimFear138 Podcast Ep.93 ft. J.D. Cowan



Hello everyone and welcome to another episode of the podcast! This week I talk to J.D. Cowan about several articles he posted to his website, his book, writing, anime, music, and a host of other topics! Be sure to check out his website and his book, Grey Cat Blues, linked below! Hope y'all enjoy!

MP3 download of this episode: 
https://ia600408.us.archive.org/25/items/jimfear_audio_productions/Ep93Actual.mp3

J.D.'s Links:

Website: http://wastelandandsky.blogspot.com

Novel: https://www.amazon.com/gp/product/B077X5G9DN/ref=as_li_tl?ie=UTF8&tag=jimfear138-20&camp=1789&creative=9325&linkCode=as2&creativeASIN=B077X5G9DN&linkId=d592d6214ff7c1a72b2ad09e22cab3c0

Twitter: https://twitter.com/wastelandJD


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Twitter: https://twitter.com/LichJim

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Dailymotion: http://www.dailymotion.com/jimfear138

Opening Music:
Honey Bee by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100755
Honey Bee Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Closing Music:
Crunk Knight by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1400044
Crunk Knight Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Thursday, June 28, 2018

D&D Is Not Final Fantasy: Let Characters Die

Final Fantasy IX, otherwise known as The Best One™

So Pundy (or The RPGPundit, as he's commonly known) has a new video about player backstories, and I gotta say I agree with him wholeheartedly. Hat tip to Bradford C. Walker for posting it on his blog and then further posting that to twitter so I could see it while I was making my coffee today. Go subscribe to both of these gentlemen and pop their blogs into your rss feed. 

Now I'm not going to belabor the points made by Bradford & Pundy, but I am going to add onto them here. There's something that's implicit in all this talk of player backstories and why they're bullshit that's being left unsaid, I think. And I dunno if those two just overlooked it or if they were purposefully leaving it unsaid, but as we all know I'm a little thick and sometimes I need to spell things out for myself. Maybe someone else will get the benefit of my anti-wisdom. 

Anyway. The real reason your players don't need backstories are because they should be allowed to die. None of the other stuff really matters as long as the players and the DM understand that:

A: This is a game and
B: Player character death is apart of it


So far as I'm concerned after that understanding has been reached the players can do whatever the blue fuck they want with their characters, because they're their characters not mine. Give that guy a backstory if you want, I'll even make minor concessions in the game world over it. Like in my current game (Temple of Elemental Evil run through B/X rules) one of my players is a cleric, and he went and did a ton of research about the Temple of Saint Cuthbert, made up a whole other branch, and decided that his character was a part of it and their job was to kick evil square in the dick.

And I don't mind that. It's actually been kind of funny. But the main thing is that he has the understanding that, unless he plays smart (which he does), every single time they go into the Temple could be the last time his character does anything. This is an understanding that every DM should have with all of their players.

Players like to do dumb shit occasionally. Sometimes that dumb shit comes with serious fucking consequences. The DM shouldn't be afraid to let the players suffer those consequences.

Because Bradford's right when he says:

the revealed pattern of behavior is that backstories are used to shoehorn narrative trope bullshit into what is not a medium of narrative storytelling, but rather a medium of liminal wargaming.

That's what D&D is. It's a wargame on a very small scale, meant to represent and put the players into a fictional world that reacts to their decisions via the avatars of the characters they play. D&D has its roots in wargaming, quite literally, & it's a lot more fun when that is kept in mind by the players and the DM. I can promise you that.

I've brought this up before but my last Pathfinder game before I started DM'ing myself was narrative bs. I put very little effort into my character's backstory. He was evil, a cleric, probably an orphan, and a tiefling because I was being an edgelord. I wanted to be able to just fuck with people as hard as I could and there's few better ways to do that than by actually playing a fucking monster. However, there was no risk to that game, and I got bored quick and stopped taking it seriously after about six or eight sessions. 

Every character had a backstory, we had entire sessions that were literally nothing but roleplay when I was looking to get into the dungeon, kick people in the balls, take they stuff, and get back out alive. The only "real" fight we had was all a dream so the DM could test how we would do (at level 8 or so) against the enemies he'd homebrewed, and we got fucking wiped. 

I think my guy might've survived because I banished one of the engines of death back to its native plane. That was the most fun session that entire game, and once I realized that I just couldn't go back to narrative bullshit anymore. I got a taste of a real fight, I watched my friends' characters die, and I almost ate it myself, and after feeling that tiny, diluted hit of what D&D was supposed to be, I just couldn't do "girl D&D" anymore. 

D&D is based in wargaming, and it shows in the language we use in the hobby itself. The reason a string of adventures is called a "campaign" is because it's based on the military campaigns that tabletop wargaming recreates. Much like the influence of Appendix N and the pulps, that's something they'll never scrub out of the hobby no matter how hard they try. Like H.P. Lovecraft's writing, its power is beyond their ability to deface. 

But what happens in a military campaign?

People fucking die. It's a necessary consequence of the very act of campaigning. When you have supposedly slightly extraordinary people (you're not peasants, but you're not great heroes of legend either) going into an incredibly dangerous situation almost literally every single day of their lives, the likelihood that something will kill them is increased exponentially. This is why dungeons are full of monsters, traps, evil humans, portals to other dimensions, and all kinds of other shit. The point of the dungeon is to kill the players, and the point of the players is to navigate it without dying. 

So what does Final Fantasy have to do with this?

Tabletop RPG's ARE NOT VIDEO GAMES. 

In a video game like Final Fantasy, you have the One True Party™. These are a group of people whose stories the dev team has chosen to tell, like Cloud, Barrett, and Tifa in 7 or Zidane & Co. in 9. They have their ups and downs, and apart from a scripted loss here and there they literally beat the dogshit out of everybody they encounter. Oh, you can run into shit that's too heavy for you, but if your party gets wiped in the process it's game over and you have to go back to your last save point and click through all that dialogue again.

In D&D there is no One True Party™. The characters are expendable and can easily (or should be able to be easily) replaced. For example, another personal anecdote because I'm sure y'all aren't tired of those yet.

In the Temple of Elemental Evil our Dwarf who'd somehow survived like 16 sessions and had been there since the beginning (he was about lvl 5 or so) had acquired a lightning spear. This thing was basically a magical weapon of mass destruction. It did 1d6+20 damage in a 150 foot radius. Barring incredibly high HD creatures (like over 4 or 5 or so) it'll kill just about anything it hits, if it hits them. Well they come up on some Elementals in the Temple, as you do, and he throws the spear.

He misses. The elementals start stomping towards them, right over where the spear had landed. So I figure I'll have him roll to see if one of these giant mounds of dirt and boulders steps on it and breaks it, unleashing the magical energy within. Because I'm a dick like that. 

He rolls his d6 and it comes up on 1. Well slap my ass and call me Sally, B/X is a roll-under system and low rolls means the thing happens. The elemental stepped on the spear, broke it, lightning went everywhere, and it fried that dwarf like bacon. Dead character, no more dwarf. The other characters proceeded to slit his throat and use his blood to banish the other elementals that were still coming towards them.

Hey, he didn't need the blood anymore. Far as I'm concerned that's efficient use of resources at hand. Player's fine, he rolled up a thief and he's back in the game next session. It sucks, but that's the way the dice rolled. Never trust a computerized random number generator. 

This, incidentally, is why you hear me talk so much unrepentant shit about 5e's character creation system. It's horrible because it's too involved. There was no way the guy would've been able to have a character built by the end of the session like that (we were pretty close to heading back to town anyway) if we'd been playing 5e. Simple rule sets encourage this kind of frivolity with character's lives that's really at the heart of the way D&D is supposed to be played. 

The party characters are just people, they're not special, they don't have any great destiny ahead of them, and their backstory doesn't matter. What matters is the emergent story that comes from them interacting with the virtual world they're placed in and how it reacts to them. These characters have to forge their destiny, not have it spelled out for them in a nice, safe garden path they can traipse down at leisure with no worries about big mean monsters coming to ruin their dainty little fingernails they just had manicured. 

The characters are supposed to be people like Northwest Smith, Conan, Adam Reith, Cugel the Clever, and Fafhrd & The Gray Mouser. Slightly extraordinary men in extraordinary situations that built their own destinies from square one. There were multiple times in all their stories that they almost died, and would have were it not for their luck, fighting prowess, and brains. So it is with player characters in D&D.

If they live, it was because the player fought smart, played it safe, used every advantage they had, and had luck on their side represented by the dice. If they died, it was because they didn't. Plain and simple. This isn't Final Fantasy, it's tabletop rpg's. They're two completely different mediums, and one is about storytelling while the other is about kicking monsters in the dick and taking they stuff. 

Failed novelists have no place at the table in D&D. Go write your book if you're so enthusiastic about it you'll try to railroad the players (or the rest of the players and DM) into going along with your supposed destiny. It's really easy to do. Pop open an OpenOffice text document and start typing. But when you come to the tabletop, you're supposed to be there to game, not tell a story. 

Unless you're playing something like Hillfolk, I suppose, but we're talking about D&D and games like it. Which, once again, is fundamentally what these ttrpg's are. They're games. Even in the One True Party™ Land of Final Fantasy, failure is part of the game. You can run into that one thing that's too strong for you, or just fuck up planning for a fight, or screw up on your strategy for a certain boss and just get your ass completely wiped the fuck out. 

The difference is in D&D character death is supposed to be permanent. So my advice, to build off what Bradford and Pundy are talking about, is firstly to DM's: Don't be afraid to kill off your players' characters when they do something stupid and the dice don't come up in their favor. And then to Players: Don't sweat a character dying, because it's really not that big of a deal anyway. If you had a destiny planned out for them, that wasn't really their destiny. Their destiny was actually to get squished by an Elemental. 

If you inject some actual stakes back into your game, such as players getting pasted by big mean monsters, it'll be a much more fun experience for everyone involved. Even the guys whose characters die. If that wasn't the case then our thief player who died in session one wouldn't have rolled up another and come back next week. Our current female fighter would've quit after session 2 when her elf got her throat torn out by a wolf.

Dangerous liberty is far more fun than comfortable security, especially at the tabletop. 

Sunday, May 27, 2018

STASIS Review: Super Evil Space Science


It's been a while since I've done a game review, so I thought I'd write one up on a game I just finished called Stasis. For those of you who've never heard of this one, Stasis is a point-and-click adventure game that follows more in the vein of Event Horizon, The Thing, and Alien than something like Myst. It promises a terrifying environment with engaging puzzles and a story that makes you pee yourself, but does it deliver?

Well, yes and no. Don't get too excited about the comparisons, because while it bears similarities to those movies, it tends to fall flat in certain areas. As per usual with these reviews I'll give you a basic plot synopsis and an overview of my general opinion so that if you're just looking for a recommendation (or something to avoid) without getting into Spoilertown then you can know where I stand and not have the story ruined. And it's a good thing I do it that way because after that we're gonna get into some heavy, heavy, game-ending-ruining level spoilers because I've got some shit I need to get off my chest about this particular...thing. But I'll warn you before those come up, so no worries.

Stasis is the story of a man, John Maracheck, and his quest to rescue his wife and child (Ellen and Rebecca, respectively) from what basically amounts to hell on a spaceship. He wakes up from a stasis chamber, badly injured, and after getting some medical attention he's contacted by a woman named Te-ah who promises to help him find them and get off this ship. Over the course of the game's story, delivered through PDA logs and computer terminals and emails, he discovers that science has gone mad in space (again), and this entire ship is host to dangerous creatures that want nothing more than to nibble on your soft, meaty bits. They've killed almost all of the crew, and it's up to John to solve puzzles, collect items, and survive long enough to see his family back to saner areas of the universe.

The first thing I'll say about Stasis is that the atmosphere is quite good. They were going for Alien meets Event Horizon, and they hit that area perfectly. The technology has an almost retro-futuristic feel to it, not quite at the level of Alien: Isolation, but getting there, and impressive for an indie title like this one with a very small team. Seriously, the credits were about 15 lines long. But with that small team they made this ship feel like a real place with real danger, even if they did go a bit too heavy on the shock/disgust factor of SPATTER EVERYTHING IN GORE. But the Groomlake (the ship) feels at once wide open and oppressively claustrophobic, alive and dead, highly advanced yet falling apart, and I have to give props to The Brotherhood for nailing the atmosphere to the wall with industrial medical staples.

The puzzles are also very well thought out. I'm basically an idiot, but for some reason I love point-and-click puzzle solvers, even if I do need some help with the occasional fiendishly difficult puzzle. But, after getting the help, I feel like a dolt because more often than not it just involves creative use of the environment and what's in my inventory, like most P&C games. However, I will say that in some instances you could wander about for hours (if you're just determined to not look it up) pixel hunting the environment for that one single item you're missing to solve everything. That kind of thing makes certain areas of this game more than a little frustrating, but apart from three or four instances I found all the items very handily. The puzzles are fun, challenging, and creative, and there are very, very few instances where I thought, "I don't know how the fuck they expected me to figure that out."

The voice acting is tight the vast majority of the time, but other times leaves a little to be desired. I don't want to talk too much shit about an indie studio, because they might not have been able to hire professionals, or even semi-pro VA's, and for the most part the lines are delivered well with the proper amount of emotion behind them. The VA's try, even if they don't nail their performances 100% of the time. Although, for some reason, you can't pause while the voice reel scenes are going. Can't work that out, but set aside some time to play this one if you pick it up. 

The graphics are also serviceable. Now the backgrounds are downright gorgeous at certain points, and a lot of detail went into them. I can't fault the background designs one bit. They were always interesting to look at and hunt through. The character models, on the other hand, felt a little wooden, and looked more like they were sliding across the screen rather than interacting with the scenery at times. Granted, this is an isometric P&C game, so this isn't really all that important, just something I noticed more often than I should've in the game. But, indie title, so some things can be forgiven.

The soundtrack is also very well put together, and adds the proper level of creepy to the environment. The sound effects are very well made too. They're good sound quality, and honestly if you get it I'd recommend playing it at night, in the dark, with isolation headphones on to get the full effect. I don't know if I'd pay an extra five bucks to get the soundtrack downloadable on its own, but it does what it's supposed to and never detracts from the overall experience like pixel hunting or the somewhat wooden character models occasionally do.

Now, for the bad shit. I feel like I've given a balanced accounting of this game's various features, laying out good and bad, but this is so bad it needed its own section before you throw down your money.

As I've said several times, this is a point-and-click adventure game in a horror environment, and gameplay is centered around puzzle solving. They go to a lot of effort to make you feel like you're directly in danger a lot of the time, as if a monster is going to leap out at any moment and tear your head off Dead Space style. However, in order to give the player ample time to actually solve the puzzles, that literally never happens. Apart from certain points wherein the dangerous thing is on a track and completely avoidable, you are almost never in direct danger. This excludes a couple of timed puzzles wherein you have to take care of a certain thing in a certain time or die, no avoiding it, but overall you have all the time you need to search for items, combine them, try them on different things, backtrack, whatever you need. 

Once you realize this the game quickly goes from, "For a P&C game this is really creepy and scary," to, "Okay how much longer will I have to scrape my mouse over the screen to find that one thing I'm missing?" The sense of danger is completely gone, and even in those instances where something does kill you it's just a matter of trial and error till you learn how to avoid it. So really this is less like Silent Hill and more like Dark Souls, in the sense that you don't feel directly threatened, but if you are you have infinite lives so you've got plenty of time to learn how to deal with it. So while the atmosphere in the game is plenty creepy, it's not played to the effect it could've been if John's life were actually in direct danger more than four or five times in the entire game.

I mean, this is a horror game, for god's sake. Atmosphere that never materializes into anything becomes background noise after like an hour of dithering around the medical facility.

So far as a verdict goes, if you dig horror games and point and click adventure puzzle solvers, this is worth a buy on sale. At the time of this writing it costs $20.00 USD, $25 for the Deluxe Edition on GOG dot com. I just have the basic, and I'm pretty sure I got it on sale myself. Put simply it's just not worth $20 in my estimation. For a game with only one ending, one storyline, extremely limited replayability, about 9 hours of story in that one line, and a depressing lack of danger for a horror game, it's worth playing, but drop that price down to around $15 and we'll start talking. $10 would be a lot more fair, in my mind, but for an indie title it's well put together and doesn't try to be more than what it is gameplay-wise. They knew what they were doing and did it competently. My recommendation is drop it in your wishlist and pick it up when GOG puts it up on sale. If you're into a good puzzle solver with some damn fine atmosphere (problems with that taken into account) this game won't disappoint and is actually fun to play.

Now we're gonna get into serious spoiler territory, so back out now if you actually want to play this thing and don't want the ending ruined because I'm about to bend that shit over a table and fuck it to death. I should mention again that, as a game, Stasis is perfectly playable, didn't crash, and was entertaining for however long it took me to get through the story. I have very few issues with this game as a game, apart from personal nitpicks mentioned above.

As a story, however, I have some very large fucking problems, and since this is getting into personal taste and my opinions on the horror genre in general, I've left it for this section of the review instead of bringing it up beforehand.

Okay so, as stated, this is about Evil Science Being Evil In Space. Fair enough. That's been done a lot, but this game takes a new little twist on it that I don't see a lot in sci-fi horror. Everything on this ship is 100% the fault of humans spitting in God's eye. There's no aliens, they don't go to hell like in Event Horizon, there's no cosmic evil, just human scientists being completely evil little shits and taking experiments far beyond the bounds of ethics and sanity.

This isn't a problem in and of itself. It was actually pretty cool. I thought there was going to be some alien organism, but no. The plot of this game can basically be summed up as:



So we've got mad scientists, a crippled spaceship far beyond the bounds of traveled space, genetically engineered monsters eating people, and one guy wanting to find his family and get the fuck out as fast as possible. Ostensibly this is a really good setup for a sci-fi horror story. How, you may ask, could they fuck this up?

They fundamentally misunderstand how this type of horror story is supposed to go, especially within a video game like this. This game has a bad end, and only a bad end.

Now I should mention that I have no problem with horror stories ending badly. Most of H.P. Lovecraft's stories ended badly, and I love movies like Requiem For A Dream. Not every horror story has to have a happy ending, and indeed some stories are better served by ending badly. The issue with a story like Stasis, compared to something like, say, In The Mouth Of Madness by John Carpenter, is that the bad end in Mouth Of Madness was set up from the very beginning. It was obvious as the movie progressed that John Trent wasn't going to make it out because it starts off with him in a mental institution covered in charcoal-drawn crosses.

We know where this is going from the jump.

However, with a story like Stasis, we're expecting some kind of reward for all our hard work, and maybe this has something to do with Stasis being a video game rather than a movie. In a movie, we're drawn along with the story, we don't actively do anything to advance it. Asses in seats, we watch along as the story washes over us and no work is required on our part.

In a game, on the other hand, we do put in that work. What takes 2 hours max to tell in a movie takes upwards of 5 to sometimes more than 60 in a game, and on top of the time investment we also have effort invested into it. With a game like Stasis we've gathered items, combined them, put them places, solved increasingly difficult puzzles, and followed along with John's emotional turmoil as he's discovered exactly how fucked up this ship is and imagined what could be happening to his wife and daughter. Because of this, we want them to make it out.

Spoilers, they don't.

Nobody does.

This is a big, catastrophically fucking huge problem with this game's story. At least in my incredibly arrogant opinion. The big kick in the balls, the point I started to actively dislike this game's story, was late-late in the game where we have to sit there and watch one of the abominations Dr. Malan (the mad scientist in charge of this deathtrap) has created rip John's daughter to squishy wet bits in front of our faces without being able to do anything about it. 

This feels like you're betraying me. Like you're saying, "Oh, you thought there would actually be some kind of glimmer of hope in this universe? How stupid of you! Our story is much better when you see everything you thought you were working for killed in front of you! You don't get to have hope, you silly pleb! Hope is for losers! Grimdark and eternal sadness is what makes stories grown up!"

Yeah, piss on my back and tell me it's raining.

So okay, the daughter is dead in a horrendously grotesque fashion and he had to watch it happen, but Ellen is still alive, right? We still have a chance for a moderately happy ending in all this death and misery! Yeah, their daughter's dead, but we can link up with Te-ah, make Malan pay for that, and then escape from this hellship and inform the government about what Cayne Corp. (the evil corporation bankrolling the Groomlake) has been doing out here where nobody can hear me scream!

No, you retard. That's not how things really work! How fucking stupid of you to have hope! That's for fags!

So you go through some more puzzles and finally make it to the hangar where Malan has Te-ah at gunpoint, and your wife is in a stasis tube near Te-ah's escape craft. After some puzzle solving wizardry you take out Malan, then Te-ah turns on you! After all the help you gave her, she decides to leave you for dead because your wife's bone marrow has the research in it (somehow) and she wants to sell it to some other corporation so that she can ruin Cayne for killing her husband years ago. So after another quick puzzle you wind up killing Te-ah, but because the other stasis pod was damaged there's no hope for John.

In a last heroic act before he dies, John (you) send your wife off in the escape craft (already on autopilot). He watches the ship fly off out of the hangar, away from the Groomlake, and into space towards safety! We get a nice big panning shot of the Groomlake, see Te-ah's ship flying away, zoom in on the inside, close up on the stasis pod, take a look inside, and...

Ellen's a fucking corpse. Sunken eye sockets, dried out skin, the full nine. She's fucking dead, John. Everything you worked for in this game has come to absolutely jack and shit, and jack left town.


I cannot properly put into words how badly this pisses me off after sinking like 8 or 9 hours into this game's storyline. If it weren't for the clever puzzles and all the effort they put into writing the PDA notes and the music and the fun I had actually playing the game, this would absolutely be a fucking deal breaker for me. As it stands I'm currently on the fence about whether I should've recommended people pick it up earlier, even on sale.

As a horror junkie who's put a lot of time into understanding this genre, let me explain what makes a satisfying horror story. 

Satisfying horror stories have one of two ends, good end or bad end. Satisfying bad end horror stories telegraph that shit well beforehand, so you know what you're getting into. In Requiem For A Dream, they're all drug addicts, and there is literally no glimmer of hope in the entire movie. You know precisely what you're getting into from the jump, from word go, and what makes that movie effective is knowing they're fucked and watching their self-destructive behaviors run their natural course.

Or in Return of the Living Dead. This is the series with the immortal zombies you literally cannot get rid of. The extinction-event zombie movies. They never get better. There is literally no part of that movie wherein you think, "They might have a way to stop this." Not one spot. So when you get to the end and they're burning the bodies, and the virus gets up into the clouds and rains down on a graveyard to animate the corpses, it just cements the "YOU'RE FUCKED" nature of those films, which puts them in sharp contrast to George Romero's zombie movies.

Now, in a story like what Stasis could've been, exemplified in something like Silent Hill, if you do everything right along the way there's a good end to that game. Harry makes it out, rescues and adopts the baby, and even the police lady gets to live. It was happily ever after until Silent Hill 3 happened, but my point is at the end of SH1 you were satisfied because you put in the work, solved the puzzles, killed the monsters, and saved everybody. The hope for making it out alive was always there, and in the proper ending of the game it pays off in spades.

Or for another example that's closer to sci-fi horror, Alien. In Alien Ellen Ripley(oh I just caught that, I bet the devs thought they were slick) has to deal with this fucking monster slaughtering all her friends on the crew, runs a marathon of trials, and makes it out at the end. Even the cat lives (They kill the cat in Stasis. Pissed me OFF.). That even translates over to the sequel. It has a satisfying ending because our heroine overcomes the danger and escapes. 

With the amount of work a game like Stasis expects you to put in, having it end like that is A: cheap as fuck and B: seriously dissatisfying. Like I said, it was nearly a deal breaker for my recommendation. You just couldn't let us have a nice thing at the end of this hellish series of trials you've designed for us. Fuck's sake even Portal has a good ending. Once again I'm finding it difficult to put into words precisely how bad of a decision this was, and precisely how angry it makes me.

Really I think this anger stems from having the main character watch his daughter get ripped to pieces in front of him. It almost feels like the original ending of Clerks.

For those unfamiliar, the Kevin Smith movie Clerks actually ends with Randall and Dante cleaning up and leaving the store to come back to work the next day. In the original ending, however, a robber runs in at the end and shoots Dante in the chest, killing him. This ending was changed because a professional filmmaker sat Smith down and told him, "You can't just kill your main character because you don't know how to end your movie."

That's what this feels like. They didn't know how to end the game on a good note, so they just killed everyone and called it a day. Even the heroic sacrifice of John trying to at least let his wife escape is completely undercut and pissed on by having her be dead this entire time. It makes the entire struggle of the game, the emotional investment I as a player put into it, and the story itself feel pointless and like it might as well not have been told.

Maybe I'm being a curmudgeon about this. Likesay, the game is competent and does what it intends to, but that ending just rankled me so damn badly I had to rant about it. But this post is too long by half, so I'll wrap it up now. If you want to play this game after knowing that, go to and good luck, but get it on sale. Can't stress that enough. I'm sure when they were designing it and writing it they felt that this was a great subversion of your standard horror story ending and that it was a remarkably clever thing to do, but all it did was piss me off and make me not want to pick up any of the other games with their studio name on it.

This was worth the time sink and the money, but by god did that ending piss me off. Grab it if you dare, but don't say I didn't warn you.

--


If you enjoyed this post, you can find many more like it here on my website, or on my Steemit page. You can also find free original science fiction and fantasy stories, as well as my contributions to the anthology Darkest of Dreams from DimensionBucket Media on Amazon. Feel free to check out my other work, including my weekly podcast and audiobooks I've produced. You can also throw me a tip if you like at Ko-fi.

Wednesday, March 21, 2018

The JimFear138 Podcast Ep.82 ft. Not John Daker



Hello everyone, and welcome to another episode of the podcast! This week I have my buddy Not John Daker on again, and boy is this a doozy of a conversation. Not quite as long as my last guest podcast, but getting there. Hopefully next time we'll be able to keep the length manageable. In the meantime, enjoy this conversation that meanders from tabletop games, rpg's, monster girls, feminism, mgtow, and more! Hope y'all enjoy!


MP3 Download of this episode

NotJohnDaker On Twitter

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Opening Music:
Honey Bee by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100755
Honey Bee Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/


Monday, March 12, 2018

4chan Does It Better: Katawa Shoujo

So as I stated in the last segment of my most recent podcast, I've been getting into the whole "visual novel" thing. Up till recently I've only played Sakura Dungeon, which was fun because it had girls with animal ears (with copious amounts of lewds because let's be real here that's what those Sakura games are for) as well as a dungeon crawl and battle mechanic that kept the fun going beyond what mere breasteses could provide. I'd heard people talking up Doki Doki Literature Club, and I played that and was severely disappointed. 

Then a friend introduced this game to me. 

[Sidenote: I don't consider visual novels video games because they have only the most basic of gameplay mechanics, and are far more accurately described as slightly interactive, choose-your-own-adventure comic books. In the case of the ones that are specifically romantically focused they're choose-your-own-waifu adventure comics. I'm just going to refer to them as "games" because it's a useful shorthand rather than having to type all that bullcrap out every time.]

And this game changed my opinion on the whole visual novel thing. I won't say it was an earth shattering revelation, or a game that completely revolutionized how I think about visual novels (VN's for short from here on out), or that it was even a really fantastic game in its own right. Because at base it isn't anything particularly special. The music is decent, the art is okay, the animation (what little there is) is on the good side of amateur hour, and the writing isn't anything to write home about in and of itself. However, it's the overall effect that brings this game home as something that is obviously a labor of love, and is more than anybody currently bitching about representation has ever done in their lives to further representation of people with disabilities in video games. 

Did I mention that? That all these characters are disabled in some fashion? 

Because I should've. Maybe I need to back up a step and explain what the game is actually about, here. 

So Katawa Shoujo (literal translation: Cripple Girls, colloquial translation: Disabled Girls) is a visual novel about a last-year high school student who has a heart attack and discovers he has arrhythmia. He is placed in a boarding school for students with disabilities, and over the course of his first few days meets several girls that are all in some fashion disabled. Shizune is a deaf-mute, Hanako has burn scars and severe psychological issues because of this, Lily is blind, Emi had her legs amputated just below the knee, and Rin has a birth defect that stopped her arms from growing and as a result has stumps just below the shoulder. Over the course of the game you as the player pick which girl you'd prefer to romance and attempt to follow their arc to the "good" ending. "Good" is in scare quotes here because it doesn't always end on the happiest note. 

So far as the first act goes (wherein you pick which girl you're going to go after) it's fairly well written, and your choices in dialogue do have an effect on how this game ends up, which is more than you can say for Mass Effect 3. But you get introduced to all the girls, and via these dialogue choices you choose which you're going to get involved with. I actually had to look up a flow chart to figure out how to get the entire story from this game, but thankfully they had the foresight to put in a "skip" mechanic so you can fast forward through stuff you've seen already.

Personally I've only completed two arcs and am working on a third, eventually planning to make my way through the entire game. However I noticed some things while playing this game. The rest of this ramble is basically going to be some thoughts that I have about it and how it relates to the incredible disconnect between an internet culture like 4chan and an internet culture like Tumblr, so if you want my verdict I'll go ahead and give it here before I get into a shit ton of pointless bloviating. 

The game is good, and in my opinion you should play it. It's free, available via direct download from the website or via torrent. The writing is a bit simplistic, and as I said the music (while good) isn't going to be starting any revolutions anytime soon. However it's absolutely worth a play, and to be honest they should probably be charging for this given how well it's done considering where it came from and how emotionally impactful it's capable of being. If you're into VN's, or romance in general, or just want to experience 4chan kicking the absolute shit out of Tumblr in terms of representation done well, then I'd recommend it. But if you're anything like me, just remember this is more of a comic book than an actual video game and you'll be good to go.

So that done, let's talk a little about the development process with this game. Because frankly I can't talk too much about the story without spoiling things, and if you're going to go play it I don't want to ruin things for you.

This game came about because of a sketch from a doujin artist that 4chan just would not shut the fuck up about for years. So eventually, a bunch of anons got together and made a game studio specifically to produce this game. They called themselves 4 Leaf Studios (based on the 4 leaf clover 4chan logo) and got to work. It took a while, but eventually KS came to be and has since been translated into god only knows how many languages. Now as far as I know, and I'm open to being corrected on this, the first act was written by one guy, and then each girl's individual arc was written by different people who were invested in telling that girl's particular story.

Apparently Shizune, the deaf-mute girl, was subject to several re-writes, and looking at the flow chart I can believe it. Every other girl has plenty of decision moments, and Rin's is just completely fucked up, but then you bird's-eye Shizune compared to the rest and it's a straight line with one branching decision that leads to either the good or bad ending. So if you decided to go after the deaf-mute girl, your mileage may vary. This is the one I'm currently playing through, and I haven't gotten far enough to say one way or another. Just be aware this apparently isn't the best written of the arcs. 

However, the complete autist writing and rewriting Shizune's arc aside, each arc for this game was essentially written by somebody who thought that particular character was best girl. Therefore all the arcs (exempting Shizune of course) are written with a kind of loving care that has the quality you'd expect from an image board like 4chan, but the passion shines through beyond clumsy turns of phrase or echoed words. It's quite obvious that the people writing these different arcs cared about telling a decent story within what they were given to tell, and this leads to some legitimately heart-wrenching moments depending on what girl you've decided to romance for this playthrough. 

So here's the part where I devolve into random social science bullshit because to be honest this is the thing that really astounds me.

4chan is an anonymous imageboard. It has a well deserved reputation for being one of the worst places on the entire internet, and before Tumblr turned into the absolute fucking dumpster fire it is now, that was true. However, there's a distinct disconnect between the approach towards representation in media taken by 4chan, and that taken by Tumblr. I should be clear here, I spend a fair amount of time on Tumblr, and comparatively far less on 4chan. So while I've heard of 4chan's excesses and depredations, I've actively seen Tumblr's in real time. I can say without a shadow of a doubt that Tumblr is the worse of the two. 

4chan is akin to the internet's red light district. You walk in there knowing what you're about to get, because of the reputation. And because of the way deindividuation works (basically anonymity), you're likely to be metaphorically stabbed because you simply look like (or sound like, given the medium of text people interact with each other through on that site) you haven't been stabbed yet. It's a kind of initiation ritual and fact of that website that if you appear to not have been stabbed yet, someone will eventually try to stab you. 

Contrast this to Tumblr, wherein you have actual screen names (a feature actively and vehemently discouraged on 4chan, despite the ability to engage in it), as well as an email address tied to your account, and shit gets far nastier than a metaphorical stabbing. People have been SWATted, reported to the police for false crimes, had their pets taken away and euthanized, driven to suicide, and all manner of other nasty shit. There are decent parts of Tumblr, but eventually that part (which is most of the site's userbase) is going to find you and decide that you are problematic in some fashion, and as such not human and not deserving of human decency, mercy, or opportunity for redemption.

And what really sets this in sharp focus in regards to Katawa Shoujo is that 4chan bitches a lot, but they don't bitch about representation. Just stroll into any thread on /v/ and you'll be subject to a deluge of autists screaming about a video game that got them all upset. But very rarely do you see 4chan wanting [x] people group to be represented more often in video games. There are occasional threads, but those are obviously troll threads and get the treatment they deserve. Overall, /v/ really seems to just want decent games. Apart from the people who are there to just interminably bitch about literally everything, of course. 

Now Tumblr? 

These people bitch on the fucking daily about how we need more representation of [x] demographic in video games. Very rarely does a day go by when I'm scrolling Tumblr and I don't see someone bitching about this very thing. They constantly whinge about this kind of stuff, and the most stunning thing about it is they never do a god damned thing about it other than bitch, despite the fact that tools like RPG Maker exist that would give them the opportunity to do exactly what they want. Game development is hard, yes, but it's not impossible. It's a learnable skill, and any one of these people shouting into the void on Tumblr could learn it and be the change they want to see.

And yet they don't. Because bitching is easy. Actually doing something about it is hard work. 

So when it comes to a game like Katawa Shoujo, I'm standing absolutely gobsmacked by the fact that 4chan indeed did this thing. Granted, a VN isn't exactly the most difficult game to produce. However they actually got off their duffs and did the thing rather than constantly bitching and hoping that someone would do it for them. And so far as I know, this wasn't done out of any kind of call for representation of cripples in video games.

It was done because these particular anons wanted to tell these particular stories involving these particular characters, and so they went out and did it. They made it happen, and that's why I say 4chan does it better. Because to do something better than someone else, you actually have to do more than complain. You have to lace up your boots and get to work. These anons have done more for the representation of cripples in video games than anyone currently pissing and moaning on their Tumblr blog about how terrible it is that there aren't more crippled people in vidya. 

These random anons approached this subject matter with a respect and tenderness that outshines the best AAA company you can think of on their best day, and they did it all for no recognition and no money. I think this was a bad move, because they had all the makings of a talented development studio, but I wasn't involved and their decision to do it for free is their own. This actually gives me a bit of respect for the anons of 4 Leaf, because putting the game out for free proves this was a labor of love rather than a cash grab.

Which, I can guarantee that any game coming from Tumblr in a similar vein would absolutely be a cash grab.

These anons cared about these characters and these stories, and as such they made a product that even the best of what Tumblr has to offer from the people who seem to be very opinionated on these matters wouldn't be able to match in a thousand years. And to be perfectly honest, when the infamous internet hate machine is giving you exactly what you ask for and doing it far better than you could ever hope to do, it might be time to hang up your spurs, cowpoke. So at bottom this post here comes down to a challenge.

4chan has already outdone Tumblr by leaps and bounds just by putting this game out. If you're really so concerned with representation of demographics in vidya, then step up, learn to make a video game, and be the change you want to see.

Because if 4chan is being the change you want to see in the world, and doing it better than you could simply by virtue of having done it in the first place, maybe you don't actually want to see this change happen. Maybe you just want to bitch. Maybe, like the cartoon says, you don't want a solution. You want to be mad.

But so far as Katawa Shoujo goes, as I said, it's a VN. You should have a basic understanding of what you're getting into, but go play it. It's worth the time it'll take you to download and play the game. Find your cripple waifu, dear reader. Because this is probably the only game that'll give you the chance. 

I realize as I'm finishing this up that I should absolutely mention the problem with Emi, and the h-scenes. Because those are things that should be addressed. 

So the issue with Emi is that she's the main storyline, and the one that (apparently) most people fall into on their first playthrough. I felt like this was railroading, and it kind of is. There's one dialogue choice that flags you for heading towards Emi's arc, and you have to do some ridiculous bullshit backflips to get out of it. This is a design flaw in my opinion, but if you just make the proper choice at the proper time (depending on whether you're planning to romance Emi or literally anyone else) it can be easily avoided. It just seems a bit bullshit to me to make her that important that it's basically one or two dialogue choices that decide whether you get shunted into her arc, or whether you get to go for another girl.

That being said, Emi's arc was very well told and enjoyable. 

She just isn't best girl.

Because apparently I have a taste for bacon. 

Now to the h-scenes. 

Being a romance VN, this game eventually rewards you with "porn" of the character you've decided to romance if you make the right choices. There is an option to turn this off, and from what I've read doing my research because I'm absolutely that much of an autist, it doesn't effect the game or the character development all that much. From what I've seen (because y'all already know what time it is if you're reading this) the h-scenes are tastefully done for porn and actually do have an effect on the relationships between the characters themselves. 

This isn't the kind of game where sex is just an, "Oh, I love you so I'm going to have teh sessy teims wit u" kind of thing. Shit has real consequences, and even gets into the personal psychology of the characters and how they react to the main character showing interest in them and actively pursuing them as a romantic prospect. This was really interesting in a few instances because, as I said, it had an effect on how the game progressed and how these characters reacted to you. 

Ostensibly, if you got the h-scenes of the character, you got the "good" ending, but this isn't always the case. There are ways you can severely fuck this up between that and the end of [x] arc. To the point of that character hating you and never wanting to talk to you again. Which is an interesting dynamic I haven't seen in my (admittedly small) experiences with games like this before. 

In my opinion this just proves that this game wasn't meant to be a vehicle for amputee porn. If they'd wanted to do that they could've just come up with the basic character designs, posted them in a thread, and let the drawfags have a fucking field day making lewds of them all day. That didn't happen.

Well, it might've happened, but I haven't seen it, and what Katawa Shoujo threads I've actually seen on 4chan nowadays have not included the lewds that may or may not exist of these characters. 

This game is meant, in my opinion, to be a heartfelt story of a young man finding out he has a disability, meeting various girls, and coming to love them not because they're disabled, but for who they are beyond the disabilities. The h-scenes are, I think, them not flinching away from difficulties and realities of getting romantically involved with a disabled person. Much like (and I know this is a stretch but bear with me) Henry Miller didn't shy away from his sexual liaisons in his various novels. It's an unflinching look at what engaging in a romantic relationship with a disabled person might be like, and given the writing I can't tell if the particular anons who wrote this game have experience in this area or if they're just extrapolating based on what they think would happen in individual situations. It gets right down to the nitty gritty, and it would've been very easy for them to shy away from this and not include it, despite the fact this is a romance game. 

They didn't, and I think that takes balls, to be honest.

But overall, Katawa Shoujo is a good VN, and moreover it shows what a bunch of autists on an imageboard can do when they put their minds to it. As I said, they've officially done more for the representation of cripples in vidya than anyone on Tumblr has ever even thought of doing.

So go give it a play.

It's free, and there are worse ways to kill an afternoon.  

Here's the link to the website for the interested.

Thursday, March 8, 2018

The JimFear138 Podcast Ep.81 - More Memos, YouTube Purge, & VN Wars



Hello everyone and welcome to another episode of the podcast! This time I go over the Democrat Memo and the Grassley Memo, talk about the YouTube Purge currently going down, and weeb out about the weird juxtaposition between the visual novels Doki Doki Literature Club and Katawa Shoujo. 

Hope y'all enjoy!

MP3 Download of this episode:  https://ia600408.us.archive.org/25/items/jimfear_audio_productions/ep81.mp3

Democrat Memo: https://www.scribd.com/document/372309313/Democrat-Memo

Powerline Article on Grassley Memo: http://www.powerlineblog.com/archives/2018/02/enter-the-grassley-memo.php

Grassley Memo: https://www.scribd.com/document/370817276/Grassley-Memo#fullscreen&from_embed

18 U.S. Code § 1001: 
https://www.law.cornell.edu/uscode/text/18/1001

YouTube Purge from Dangerous: https://www.dangerous.com/41968/youtube-suspends-warski-live-host-internet-bloodsports/

YouTube Purge from Breitbart: http://www.breitbart.com/tech/2018/03/01/the-purge-youtube-mass-censors-conservatives-new-right-classical-liberals/

Alex Jones Carving a Pumpkin & Talking About Police Conspiracies: https://www.youtube.com/watch?v=wbRJt6iKCc8

Sen. Ted Cruz Goes At The Asses Of Social Media Representatives: https://www.c-span.org/video/?c4716297/sen-ted-cruz-questions-big-tech&editTime=1519759988

Doki Doki Literature Club: http://ddlc.moe/


Katawa Shoujo: http://www.katawa-shoujo.com


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Opening Music:
Honey Bee by Kevin Macleod: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100755
Honey Bee Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License

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