Backlog review: Doki Doki Literature Club! (PC)

I tried to write a concise review of this game, but I found it impossible to discuss all its aspects I wanted to hit upon without setting out the proper context, so I dumped that review in the bin and started over.  This second take is by far the longest review I’ve ever written.  How long is that?  So long that this review has a preface.  I promise there’s a point to all of it, though.  

Well, I guess you can be the judge of that.

***

Doki Doki Literature Club! is a free English-language visual novel for PC, one that’s been sitting on my hard drive for quite a while now.  I kept telling myself I’d take it on eventually, and so I did over an evening after work, and well into the night.

I’ve been trying to figure out how to write a meaningful review of this game without getting into spoilers, but I don’t think I can. What I can say without spoiling the game (because the game itself gives the player a warning about this upon running for the first time) is that while Doki Doki Literature Club! looks like your usual cutesy dating sim VN, it deals with some very heavy subjects.  The cheerful theme and the colorful opening screen featuring the protagonist’s schoolmates wearing the world’s shortiest skirts* don’t tell the whole story behind this game.

Just your average visual novel, nothing to see here.

When I first checked it out, I didn’t think much of that fact.  I played a few VNs years ago like Yume Miru Kusuri that touched on similar issues.  But Doki Doki is different.  When the protagonist is pressured into joining his high school’s literature club by his ditzy childhood friend Sayori and meets her clubmates – the painfully reserved Yuri, the ultra-tsundere Natsuki, and the charismatic club president Monika – you might expect the usual choose-your-own-adventure style quest to win one of these girls’ hearts, but that’s not quite what you’ll get.

Massive honking spoilers regarding the game’s plot, characters, and endings follow under the below screenshot. If you haven’t played the game yet and don’t want to read any further, the short, spoiler-free version of my review ends with this: if you’re okay dealing with talk about depression, anxiety, and related issues, and you don’t mind some disturbing images, you should absolutely play Doki Doki Literature Club!  I promise it’s not just another dating sim.  Also, it’s free to download.  Also, it’s not an h-game, so no worries if you’re creeped out by those kinds of scenes, but it’s still not really for kids.

I know how it looks, but I promise it’s not like that.

I didn’t think a PC game could throw me for a loop again after I finished OneShot.  I already had some idea of the reputation Doki Doki Literature Club! (DDLC from now on, because I’m not planning to wear out my ctrl and v keys today) has as a horror game hidden in the shell of a generic dating sim, so I thought I was ready for anything.  But this game exceeded my expectations in that regard.  The way the game starts contrasts so greatly with where the game arrives at the end of the first playthrough that the effect has to be astounding if you weren’t expecting a twist at all.

So what makes DDLC so special?  If you’ve read this far, you’ve either played it already or don’t care about getting spoiled on it, so I’ll spill it here.  DDLC does indeed start out like your average dating sim visual novel set in a Japanese high school.  The player character is an average student who likes anime and video games, and every other character in the game is a cute girl who’s ready to fall madly in love with him despite the fact that there doesn’t seem to be anything remarkable about him.  The only thing that seems to be different about DDLC at first is the poetry minigame that separates each in-game day in which you have to go home and pick twenty words to dump into a poem to share with the club the next day.  Each of your three romantic targets (the short pink-haired Natsuki, the tall dark mysterious Yuri, and the chirpy, spaced-out Sayori – notice Monika isn’t an option; stick a pin in that fact because it’s important) has certain words she likes according to her personality, and your word choice determines which of them you get closer to.  Upon returning to the clubroom the next day, you share your poem with each of your clubmates, who usually shares her own poem in turn.

Wait, why is suicide an option?

Developer Team Salvato could have just left it at that, creating a nice little free romance VN for people to download on Steam and itch.io.  The characters are cute, the art is well done, and the writing is pretty good for your standard dating sim, especially for a free one.  Hell, the writer had to actually compose several poems written by each girl that fit her personality, and that’s nothing to sneeze at.  The only poem I’ve ever written was an obscene scrawl about being drunk and broke and horny that’s only fit for publication on the wall of a bathroom stall.

But no.  Instead of building a normal dating sim on this solid base, the creators chose to take that tried and true format apart and reassemble it into a game about crippling anxiety, suicidal depression, emotional abuse, and existential angst.  But did they pull it off?

I hope that’s not foreshadowing.

It’s not easy to write about the above-listed subjects in a realistic and tasteful way.  It’s even more difficult to write a piece of meta-fiction that weaves all these themes together.  Despite the initial cheery atmosphere of the literature club, each of these girls has some serious emotional baggage she’s dealing with.  Natsuki is raised by a single father who largely neglects her.  Yuri suffers from severe social anxiety to the point that she can barely hold a conversation if it’s not about literature, and it’s implied that she cuts herself.  Sayori hides a case of chronic depression behind an outwardly sunny disposition.  And Monika – well, Monika’s issue isn’t obvious at first, but it’s the one that causes the game to completely run off the rails in the end.

In a normal dating sim VN, the player, represented by the protagonist, pursues the girl he likes the best.  If all goes well (meaning he makes the right decisions when presented with branching dialogue and action paths) he’ll typically get a few increasingly intimate scenes with the girl and end up confessing his love to her or vice versa.  A nice, clean romance.  DDLC makes the player think that’s the path he’s headed down, and then it closes that path off completely, forcing him to take a detour into mind-bending uncanny valley horror land.  This shift in tone is driven partly by the psychological issues the other characters in the game are dealing with, in particular Sayori’s depression.

I don’t have a funny caption for this screenshot.

As the first act of the game goes on, Sayori starts to withdraw from the club’s activities to the point that even the dense as hell protagonist notices there’s something going on with her.  One day after telling him that she’s got depression, Sayori catches the protagonist in an awkward romantic-looking situation with either Yuri or Natsuki, then once she’s alone with him, she confesses her love to him as she breaks down sobbing.  You have the choice of either returning her love or calling her “your dearest friend” (that has to hurt) but either way, Sayori ends up hanging herself the next morning in her room.  When the protagonist stumbles upon her corpse hanging from the ceiling after checking in on her, he starts to lose his mind, a black screen with the word “END” pops up and the player is kicked back to the main menu, where Sayori seems to have been completely written over.

This… this isn’t right, is it?

The natural thing to do in a situation like this is reload your last save.  But guess what?  The game has god damn deleted all your saves.  All you can do at this point is click on the gibberish option at the top of the menu, which starts a new game, only with Sayori curiously absent.  This time around, Monika herself invites the protagonist to join her literature club, and you join Yuri and Natsuki as its newest member.  Sayori isn’t even mentioned, as if she’s been erased from existence.

This second act of DDLC is where things get really weird and broken.  Yuri and Natsuki start to suffer from bizarre graphical glitches, and their mutual rivalry that was on display in the first playthrough heats up to the point of vicious insults and R-rated name-calling.  Monika seems to be the only level-headed member of the club this this time around.  You might expect that she’s taken Sayori’s place as an option for romantic pursuit, but no, she’s still just a side character.  However, Monika starts to do some weird things too, dropping subtle hints that she somehow knows exactly what’s going on.

Monika, you’re in front of the dialogue box.  Why are you in front of the dialogue box.

The player still ostensibly has the option of romancing Yuri or Natsuki, but this time Yuri reveals her true form as a yandere who is obsessed with the protagonist, using her newly discovered yandere powers to drag him away from Natsuki and Monika at every opportunity.  And if you know anything about the yandere archetype, you know that you do not want to be the target of a yandere’s affections.

Please don’t.

However, Monika isn’t having it.  As Yuri and Natsuki fight over the protagonist, Monika tries pulling rank on them to get you to spend the weekend with her to work on the big festival project the club was planning both in this and the first act.  Yuri’s yandere powers overcome Monika’s efforts once again, but not for long – after confessing her love for the protagonist, Yuri inexplicably pulls out a kitchen knife and stabs herself in the heart.  The player is then stuck in the classroom all weekend with Yuri’s corpse, the passage of time marked by the sun setting and rising through the windows.  For some reason, the protagonist doesn’t get a chance to respond to any of this.  You’re still viewing the action through his eyes, but he’s now effectively absent for some reason.

On Monday morning, Natsuki and Monika return to school.  Natsuki acts like anyone else would upon seeing the two day-old corpse of her classmate – she vomits and runs out of the classroom in tears.  Monika, however, just laughs and apologizes to you for having to spend a boring weekend at school thanks to the “broken script”.  She then promises to fix the problem, opens a console at the corner of the screen, and deletes two files named yuri.chr and natsuki.chr.  She then decides to go all the way and deletes the rest of the world outside of the classroom.

The end?

At this point, it’s obvious what’s going on.  Monika is a self-aware game character – she’s known since the beginning of the game that she exists inside a dating sim and that nothing around her is real.  That even includes the protagonist, who is now definitely no longer around, or at least not around enough to say or think anything.  Monika is now talking directly to you, the player.  She confesses that she was the one screwing with the game.  She figured out how to alter the game files to aggravate Natsuki’s and Yuri’s character quirks in an attempt to make them more unlikable.  She even manipulated Sayori into killing herself when she saw her getting too close to the protagonist, and hence to the player.  Monika then expresses her love for you, the player, on the other side of the screen, and says that the two of you are now together forever.  Once again, it’s pointless to open the load menu – all the saves have been deleted, and restarting the game just brings up Monika again, who asks you why everything just went dark for a minute (echoes of OneShot there, though in a very different context.)

This might seem like the end of the game, but the astute player will likely be wondering what happens if Monika’s character file is deleted as well.  That’s the key to getting to the actual ending of the game, in which Monika’s file is destroyed but she still manages to exist long enough to feel bad for what she’s done and to restore the game and all its characters except for her.  This third act (or fourth act, if you want to count Monika’s void as the third act) is very short – basically a lead-in to the ending.  DDLC will end in one of two ways depending upon whether you managed to see every special event in the game before it throws you into the “broken” second act of the game.  In both cases, Sayori has taken Monika’s place as club president, and in the best ending she thanks you, the player, for being there for all the girls when they needed you most before ending the game – this time for good.

Turns out the whole horrific awareness of yourself as a game character thing is inherited by whoever becomes the club president. Sorry, Sayori.

I like the concept of DDLC.  I’m not sure anyone’s created a fake-out dating sim turned horror game before this one, or at least one that’s been written in or translated into English.  There have been visual novels that use the player’s perspective as a plot point to throw the player for a loop, but I haven’t played one that involves the player himself as a character quite like DDLC does.

More importantly, the creators put together DDLC in a clever way, dropping hints in the first act that something isn’t quite right and building upon that feeling in the second act, culminating in Monika’s deletion of the rest of the game world.  Monika has a few strange lines of dialogue in the first act that break the fourth wall (at one point, for example, she says that a joke Natsuki made based on a Japanese language pun using Monika’s name** “doesn’t work in translation”, then everyone looks puzzled for a second before the dialogue continues.) Monika’s poems also make references to her self-awareness as a game character, though these are naturally a lot more obvious during a second playthrough.  In fact, upon a second playthrough you’ll probably notice a lot of weird things that you passed over the first time around, like the fact that the protagonist doesn’t respond to Monika’s “Writing Tip of the Day” segment at the end of each day, nor to any of the weird fourth-wall breaking stuff going on in either the first or the second acts.  And the fact that in every one of her portraits, Monika is the only character who is always looking directly at the player.  This is the sort of thing that you just don’t notice when you’re playing a VN, and the game uses that fact to set the player up for the big twist at the end of the second act.

See, this is an extra-meta-joke because saving your game in DDLC is mostly pointless.

The second act does contain a few jumpscare-esque moments, but they’re not done in the stupid kind of way you might expect.  The best one involves Yuri giving you her third poem, which is a page full of gibberish covered in bloodstains and also a yellow stain that’s probably exactly what you think it is.  When you stop reading the poem, Yuri is standing six inches from the protagonist’s face looking at him in crazy-eyes mode (not the crazy eyes in the screenshot halfway up, but extra-crazy eyes) asking him what he thinks of it.  I’m not posting a screenshot of that because it is actually pretty god damn disturbing and I do not want to look at it again.  The writer and artist both make effective use of that uncanny horror feeling in the second act, especially with Yuri’s increasingly scary yandere side coming out.

There’s only one real fault I can find with DDLC.  The meta-fiction derailment of the story in the second act is clever and surprising, but it also prevents the game from more seriously addressing the emotional problems that the characters face.  I can imagine an alternate version of DDLC in which the protagonist has to try to romance one of his clubmates while considering not only her feelings but also the feelings of the other girls in the game.  DDLC starts down that path in the first act but goes in a different direction after Sayori’s suicide.  That’s not a bad thing in itself, but I feel like there was a missed opportunity here.  On the other hand, the meta-fiction element of the game is a big part of what makes it special, so I can’t complain too much about the path the creators decided to take.  At the very least, Monika’s existential crisis freakout gets solved in the end, though not in an entirely happy way.

Or you can hang out with Monika in the void forever. That’s not a bad option either.

And that’s all I have to say about Doki Doki Literature Club!  As far as plot, characters, crazy meta-fiction elements and attention to detail go, DDLC is extremely impressive, especially for a free visual novel.  You just don’t expect this kind of quality from a free VN you can download off of Steam or itch.io.  I certainly didn’t, which is probably part of why it took me so long to play this game.  It’s a real achievement, and I hope the developer stays in the business.  Maybe they can follow DDLC up with a reverse-twist by creating a VN that everyone expects to be bizarre and meta but that ends up being a completely normal dating sim.  Now that would be interesting. 𒀭

* This is a Futurama reference, which means that I’m not being perverted by pointing out the shortness of the characters’ skirts.  That’s how that works, right?

** Translator’s note: ika means squid.

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Games for broke people, caffeinated edition

Coffee is one of God’s greatest gifts to humanity.  Indeed, it’s one of the few things that makes life worth enduring.  If a doctor told me that I’d have to give up coffee or else die an early death, I would immediately find a probate attorney and draft my will, because there is no force in the universe that will keep me from my daily cups.

Sadly, coffee is not free, especially not if you’re buying that overpriced brew from Starbucks.  The following coffee-themed games, however, are free.  I downloaded these from itch.io, and they all involve coffee as a central theme, though perhaps not always in ways you’d expect.

Need More Coffee

 

You know how you’ll go out in the morning with no money in your pocket and an empty glass coffee cup in your hand, picking quarters up off the street so you can get enough to fill that cup with coffee at your local café?  And then you’ll run to the next café down the street while evading rabid dogs and weaving through dangerous, unprotected construction sites?

No?  You don’t do that?  Well neither do I, but we’re not the protagonist of Need More Coffee.  This Game Boy-ish title features a nameless man who must run from café to café while drinking coffee to keep his energy up, allowing him to run faster, jump higher, and clear all the obstacles in his way.  Drinking coffee fills up your “battery”, which is constantly draining.  And that’s a bad thing, because when your battery is empty all you can do is shuffle around and hop a little bit.  Unfortunately, this guy is pretty fragile, and even walking on a crack in the sidewalk will cause him to fall down completely incapacitated, which isn’t much fun. The idea behind using coffee as a sort of power-up/fuel in a platformer is interesting, but this game just makes me feel like I’m controlling a Game Boy version of my own out-of-shape self, which I really don’t enjoy at all.  The creator did a pretty good job capturing the look and feel of a Game Boy game, though, so good on him for that.

Cappuchino Spoontforce Deluxe VI: Girl of the Boiling Fury

That’s quite a title. Not only did these guys misspell cappuccino, but they made a title longer to say than it takes to actually play the game. And that’s almost not an exaggeration. According to the info on the developer’s itch.io page, Cappuchino Spoontforce stars Sajiko, a girl taking a bath in a cappuccino. Your object is to get points by adding milk and sugar to the drink with your constantly moving pitcher and tongs while maintaining its temperature by adding coffee. If the cappuccino gets cold, Sajiko gets angry, stands up, and shakes her fists at you as the game ends (don’t worry, she’s wearing a towel – not sure why she’d be taking a bath while wearing a towel, but who the hell takes a bath in coffee anyway?) Complicating matters is the fact that Sajiko keeps moving around, and it is possible to douse her in milk or coffee (ouch) or hit her in the head with a sugar cube, which seriously pisses her off and makes her more likely to quit her coffee bath. The game is pretty damn mean-spirited, though, because it gives you 500 points every time you successfully brain her with a sugar cube. Shit. The protagonists in these games aren’t getting any breaks, are they?

Okay, I have to be honest – I like this game, as bizarre as it is. It’s pretty difficult to keep the game going, trying to drop the ingredients in and around Sajiko to keep the coffee hot while trying not to hit her and piss her off. It’s a novelty, at least, and a pretty fun one for five or ten minutes. Definitely weird, though. But you probably already knew I was weird myself, so does it really come as a surprise that I’d enjoy something like this?

Coffee Physics

 

Coffee Physics is a game about throwing cups of coffee at people.  Or rather at sentient men’s bathroom sign figures who are constantly chasing you for some reason.  Tossing your coffee at these things will knock them over, but the chase continues until your stock is exhausted (that’s a lot of full coffee cups for one person to be carrying, though – maybe they’re all stored in a holster or a bandolier that we’re not seeing.)  You can also run around town knocking over objects, because this is one of those games where everything, no matter how solid you’d think it is, has the density of styrofoam.

I don’t like these kinds of games, but maybe you do.  In any case, it’s free, so if you really feel like throwing coffee at vaguely person-shaped objects, playing this game is probably the easiest and most legal way to do it.

Games for broke people: Momodora II

Yes, it’s yet another free game review.  Sorry about that – I’m trying to be more financially responsible right now, which means that I’m living more or less like I’m broke.  Not forever, though.  I still plan to get a Switch at some point.  In the meantime, I have my backlog, and I also have a bunch of freeware from Steam and itch.io that I’ve culled to weed out the boring and non-functional, leaving only the good, the interesting, and the weird.  At least I hope I’ve done that.  I guess you can be the judge, because I’ll probably be making a few more of these posts this May as I tighten my belt and work longer hours.

Today, we’re taking a look at one of the best free games I’ve found so far.  I typically write short reviews for freeware lumped into groups of two or three to a post, but Momodora II is enough of a full-fledged game that it deserves a post all to itself.

Spoilers: it’s not fucking safe

The Momodora series is one that I’ve known about for quite a while.  In fact, Momodora: Reverie Under the Moonlight, the fourth and latest game in the series, is one of those games sitting in my backlog right now.  The first two games are free to play, while the third is pretty damn cheap at just two dollars, and while they’re not as pretty or polished (or probably nearly as long) as the latest installment, there’s a lot of entertainment to be had with them if Momodora II is any indication.  I started with the second title because rdein, the creator of the series, claims on the itch.io page for the game that Momodora I is really unpolished and that we should start with the sequels instead, so sure, why not.  I bet that’s just your typical artistic modesty, though.

Not being very nice to the one-eyed freaks, are we

So what’s Momodora II about?  It has a simple plot: the protagonist Momo, a young shrine maiden, travels to a dangerous temple/cave/dungeon complex near her village to defeat Isadora, an evil demon queen who’s been causing trouble as evil demon queens are wont to do.  For some reason, Momo’s older sister just lets her wander in without helping out, which is pretty weird.  But maybe she’s right to be confident, because Momo is more than capable of defending herself – she carries a magic leaf that she uses as a kind of blade and can pick up some nice power-ups throughout the game, including a ranged attack and a double-jump ability.  As Momo fights through the complex on her way to Isadora, she’ll run into a string of other young women who are also there to take out said evil demon queen, including one who mistakes Momo for an enemy and serves as your first and second act boss battles before she comes to her senses.

Momodora II isn’t all that difficult, thanks in part to the many health regeneration/long range shot drops and the several bells around the game field that act as save points and full heal stations, but it does contain some challenge, mostly in the final section of the game and the final sort-of-bullet-hell-style boss fight with Isadora.  The map is broken into five or six different sections that vary in theme and enemy type and strength, and enemies do respawn once as you move from one section to the next, so you can’t just clear out the entire map, though that also means you have unlimited health and ranged shot drops to use if you’re stuck on a boss.

Even the maids are your enemies, and they’re just cleaning up the place

Even though Momodora II isn’t a very big game, I really enjoyed the exploration aspect of it; the level design is set up so that new sections of the map become accessible once you’ve gained certain powerups.  You’ll also have to hunt around the map for certain items before you can feasibly take on the final boss, including a set of “love letters” that fill Momo with tender feelings when she reads them, giving her an extra heart in her life counter.  At least I guess that’s how it works.  I don’t think those love letters were even addressed to her.  They’re just sitting around in chests in a dungeon; who could they be addressed to even?  Best not to think about it.

I hide my love letters behind rows of deadly spikes

The only real criticism I can make of Momodora II is that its controls can be a little too sensitive sometimes, especially when you’re trying to make jumps in a few areas that require great precision.  It’s not a major problem, just something that comes up occasionally.  If I’d paid more than a few dollars for this game, I’d also be kind of upset that it’s only about 60 to 90 minutes long (though you can get through it more quickly with a guide, but where’s the fun in that) but since Momodora II costs zero dollars, I can’t say anything about that.  This game asks for nothing but a bit of your time, and it delivers some solid entertainment, cool background music, a nice little plot and a few secrets to discover.  What more do you need, really.  Unless you’re allergic to action platformers, you should check this one out.

Games for broke people, procedurally generated edition

I’m still dedicated to writing about games that you don’t have to pay one cent for (or one of whatever sub-denomination of currency you use.)  But the problem is that a lot of free games out there are buggy, boring, and/or unfinished, some of which I suspect are student projects that would otherwise be bound for the trash.  Or they’re MMOs, which I have no interest in playing no matter how well-made.  So I started digging around, this time on itch.io, to find something at least worth the time it would take to download, and I came across a strange sub-genre of procedurally generated games.

Well, the term “game” might not quite fit in this case.  These are more like simulations or art pieces that you can walk through.  Still, that won’t stop me from writing about them.  I’ve already written about a game that consisted entirely of a five-minute boat ride and nothing else, and Becalm is about as much of a game as the following programs are.

Pattern

If you like the general idea of the world of Minecraft but you hate all the gameplay parts of it, Pattern is for you.  This program generates an endless land/seascape featuring forests, beaches, and what are either lakes or different sections of an ocean surrounding a bunch of islands.  It’s hard to tell.  As you run around aimlessly, night turns to day and back to night while the trees, ground and sky change color from green to red and back and a minute-long ambient loop repeats in the background.  There are a few interesting sights that break the monotony, but this describes 95 percent of the experience.

I might have sounded pretty underwhelmed in that last paragraph, but I basically like Pattern.  I find it relaxing.  There’s nothing going on in this world, at least from what I could tell, but that’s okay.  According to Talking Heads, Heaven is a place where nothing ever happens, so maybe Pattern is what Heaven will be like for those lucky enough to get in?

Wave Function Collapse

If Pattern isn’t a game, Wave Function Collapse really isn’t a game.  It consists of an infinite M. C. Escher-esque city full of staircases, balustrades, and classical-looking columns and arches that you can run over, across, and through, and that’s it. There’s no music, there’s not even sound, and there’s also apparently no way to quit the program other than alt+f4.  This one is kind of interesting just because it really does look like a city designed entirely by a computer – completely cold and inhuman, even lacking color.  Reminds me of the Copied City from NieR:Automata.

I had no idea what the title of this program meant, so I looked it up. According to Wikipedia, “wave function collapse is said to occur when a wave function—initially in a superposition of several eigenstates—appears to reduce to a single eigenstate due to interaction with the external world.”  So there you go.

SiCoTa N

According to creator Jonathan A. Daley, SiCoTa N is “[a] procedurally generated interactive environment whose movement is driven by the trigonometric functions of Sine, Cosine, and Tangent.”

Now look, I barely know a thing about how to do math beyond everyday business-related stuff.  I do remember studying sine, cosine and tangent from the trigonometry class I took in high school, but I don’t really remember what they are or know how they relate to the insane shit going on in this program, what with the cubes bouncing and the undulating polygons and block towers.  It is possible to jump off the edge of the platform to escape the madness (see right) but that won’t stop the bizarre noise music in the background from playing.  I think the background music is also procedurally generated, in fact.  I get the feeling that I just don’t understand SiCoTa N, but maybe you will if you’re a math major.

Okay, I promise I’ll review real games next time.  Probably.  I do recommend Pattern as a stress-reliever, though.  Works for me.

A review of OneShot (PC)

Yeah, I’m late again, aren’t I? OneShot was making the rounds back in 2016/2017, and here I am about two years after the party ended as usual.  But I’ve finally played it. This RPG Maker game was originally a free title released in 2014, but it got a massive overhaul along with a completely new chapter near the end of 2016. This is the version that’s been put up for sale on Steam, and it’s the version I played.

So, uh. How to approach this one. This game isn’t that easy to review for reasons that will hopefully become apparent. OneShot is the story of Niko, a child with cat-like features (big yellow cat eyes and fangs and whiskers – not a cat, though, as we’ll learn later on) who wakes up in a creepy dark house alone. Well, he’s not quite alone – you, the player, are with him.* After finding a mysterious self-lighting light bulb, Niko finds his way out of the house into a strange fantasy world totally different from his own. There, Niko finds a robot dressed like a holy man, who calls him “Savior” and tells him the light bulb he found is this world’s new sun and that his mission is to bring it to the top of a massive tower to restore light to the world, replacing the old sun that broke one day without warning. This world contains independent light and power sources, but they’re finite, and once they’re exhausted, the world will be shrouded in darkness.

I mean no pressure or anything, you know

The robot also instructs Niko to contact you. Yes, you, the player. So Niko closes his eyes and tries talking to you… and you respond to him. Through predetermined dialogue options and dialogue trees, but you do respond to him. Holy robot man tells the amazed Niko that that’s god talking to him and that god (i.e. you) will be guiding him throughout his quest.

I played Contact a long time ago, a DS JRPG that broke the fourth wall. I also played Undertale, the game that OneShot always seems to be compared with, and that game broke the fourth wall as well. OneShot doesn’t just break the fourth wall – it demolishes the damn thing, 1989 Berlin Wall style. You, the player sitting behind the screen, are one of the main characters in OneShot, and everyone in the world knows you exist… including the game itself.  I can’t elaborate on what that means without spoiling parts of the game, so I’ll leave it at that.

As you guide Niko through this strange world, you’ll have to help him solve puzzles, typically by finding, trading, using, and combining items in your inventory. There’s no combat, no boss battles, nothing like that. That’s not to say Niko’s not in any danger – the world he’s meant to save is collapsing bit by bit for reasons that remain unknown to its residents.

Industrial equipment also poses a danger to Niko (not really, though.)

Along the way, Niko meets some of the residents of the world who decide to help him out, partly because they recognize him as the savior (some of them even address him as Messiah) who will return their sun to the tower and save the world.  Well, maybe save the world.  There seems to be disagreement among the world’s citizens as to whether restoring the sun will stop the strange instances of corruption and decay that have been occurring, eating up the land and swallowing it into a void.  Even so, they’re putting all their hopes on you and Niko to do your best to save them.

Well shit, thanks for telling us that now.

While Niko finds friends throughout his journey, the most important character relationship in OneShot is the one between Niko and the player.  Niko will sometimes talk to you when you direct him to make certain decisions, and there are a few points in the game where he opens up about the world he comes from and asks about you and your world.  It’s easy to imagine the writer screwing this up by making Niko irritating, but he’s not.  Niko is a pretty smart kid, but he’s not annoyingly precocious; he takes the challenges presented to him in stride, but he still misses his mom and the rest of his family and friends in his village and wants to go home.  This desire becomes evident if you decide to let Niko take a nap in one of the few usable beds scattered around the game world.  When you put Niko to bed, the game saves and closes, and upon opening it again you’ll get to witness Niko having a dream about being back home before he wakes up and continues his journey.

Niko dreams of pancakes.

Niko’s characterization is one of the greatest strengths of OneShot.  Your first run of the game will probably take about three to five hours to complete, so you don’t really spend that much time with Niko, but the writer used that time very effectively.  By the end of that first run, I wanted to protect Niko at all costs, because he’s a good kid and he deserves to go back home, damn it.  People often compare OneShot to Undertale, but if there’s one big difference between them, it’s that while Undertale made me care about the world of the game, OneShot made me care about its protagonist.

I’m sure this game won’t present me with a dilemma that plays on the fact that I want to protect this kid

I like the game’s art style.  You can tell it’s an RPG Maker game, but the character designs are great, the character portraits are nice and expressive, and I love some of the weird little details included in the game’s settings.  The world itself isn’t very big for a game of this kind, but it’s got quite a bit to explore, with a lot of flavor dialogue and descriptive text and a few secrets to reward the obsessive completionist who has to talk to everyone and find every available item.  It’s certainly possible to speed through OneShot if you’re good at working out logic puzzles, but a lot of the game’s charm comes from wandering around and talking to everyone you and Niko can find.  The game’s background music adds to the experience – none of the tracks jumped out to me as amazing, but they’re all perfectly fitting if that makes sense.

If there’s one criticism I can make of OneShot, it’s that the other characters in the story aren’t all that fleshed out.  Not that they couldn’t be – most of them seem interesting, but it feels like you and Niko just kind of fly by them on your way to the ending.  You do get to revisit these characters in the game’s new final chapter, though.

Not a cat, not a Persona 5 reference

Time to give this game a score, I guess.  How about a 6 out of 7?  Yeah, that fits.  OneShot might just be an RPG Maker game, but like Yume Nikki, it manages to do something special with a relatively limited program.  The highest praise I can give OneShot is that it surprised me and kept me guessing all the way to the end of the final chapter.  It’s well worth buying.  As for the older free version, it’s still available to play, but it doesn’t contain the final chapter of the game, and it requires the player to play through without quitting the game except at the beds.  This is apparently why the game was titled OneShot – it only gave you one shot to beat it.  Kind of a harsh restriction, though.  Check it out if you feel like it, but this Steam version seems to be the definitive one.

Okay, I’m tired.  Two posts in the span of 48 hours is a lot for me.  Maybe I’ll go to bed and dream of pancakes. 𒀭

 

* I know Niko’s gender is never addressed in the game, but I always thought of Niko as a boy for some reason, and so I refer to him. Niko just as easily might be thought of as a girl.  It doesn’t really matter.

Backlog review: Sonic CD (PC)

Yeah, I said I’d be cleaning up the backlog, and here’s the proof.  I bought Sonic CD on Steam during a sale years ago and immediately forgot about it.  I’d messed around with the game on Sonic Gems Collection on the Gamecube years before, and I remembered it being a sort of strange novelty and not much else (classic Sonic + time travel?  What a combination!)  But that’s not being very fair to Sonic CD.  It’s an interesting game in its own right, and a pretty good one too, despite its problems.  Probably more interesting than good, which is more or less what I wrote about Knuckles’ Chaotix a long time ago.

Let’s start with the basics: what the hell is this?  Sonic CD was released in 1993 on the Sega CD, a Genesis add-on that more or less flopped. Sonic CD was originally meant to be the sequel to Sonic the Hedgehog, but while Sega of Japan worked on it, legend has it that series brainchild Yuji Naka fucked off to California to get with a branch of the company named Sega Technical Institute that created what would become the actual Sonic the Hedgehog 2, aka one of the Sonic games you actually remember playing when you were a kid.  Sonic CD ended up the flagship title for the Sega CD and was pretty much forgotten until it was re-released in 2005 on the aforementioned Gems Collection, which contained otherwise crap novelty games like Sonic R and Sonic the Fighters.  Then it was semi-forgotten until it was re-re-released on Steam a few years ago with some serious upgrades and additions made by Christian Whitehead, the guy who ported this and a few other 2D Sonic games to Steam and other platforms and who also worked on Sonic Mania.

Future and Past signposts. I’d make a Moody Blues joke here but I don’t think I’ll ever be old enough to do that.

The premise of Sonic CD is that Sonic has to once again save the world from Dr. Robotnik. Yeah, very original, I know. But this time, he also has to rescue Amy Rose, a hedgehog girl who crushes on him hard (and yeah, this will come back in later Sonic games dozens of times) from the clutches of a robot version of himself that fans have dubbed Metal Sonic (or maybe the original manual called it that – I don’t know, I don’t have it.)  Sonic also has the option of changing the history of the world by time-traveling through the use of posts that let him travel into set points in the past or future and destroying Robotnik’s robot-making machines in each level Back to the Future style.

Sonic’s world also had Roman times in its past, just like our world. Coincidence???

Aside from the usual run past the final post and beat the boss at the end of each zone stuff, Sonic CD features a new style of bonus stage that I completely hate because I’m bad at it.  It’s in some kind of weird pseudo-3D track that Sonic has to run around while destroying UFOs for some reason.  Destroying all the UFOs before the time runs out nets you a Time Stone, which is this game’s version of a Chaos Emerald, because… because why the fuck not have a new kind of rock you have to collect?  Incidentally, destroying all of Robotnik’s machines in the past or getting all the Time Stones gets you the good ending and creates a good future that you can travel to if you want to see the fruits of your labor, which unfortunately does not include going Super Sonic because that wasn’t a thing when this game was being developed.  The good future looks nice and shiny and clean, whereas the bad future looks like a Captain Planet dystopia covered in oil and electrical equipment.

Robotnik still shows up to try to kick your ass in the good future, but unfortunately for him, all but one of the boss fights in this game are complete garbage.

I want to love this game.  I love Sonic 2 and Sonic 3 & Knuckles.  Sonic CD is hard to love, though.  It’s just too oblique with its ridiculous level design.  Almost every stage is stacked up in bizarre ways that don’t really work that well with Sonic’s style of play.  Other 2D games in the series let Sonic go fast, but Sonic CD tells Sonic to slow the fuck down.  Using speed to get through one section of a stage often ends with an obstacle stopping you or springing/catapulting you back to where you started.  There’s nothing wrong with that in itself – it’s not like I want a straight left-to-right course without any obstacles – but at times it feels like this game is giving me a middle finger.

This is doubly a problem if you’re going for a good ending by finding and destroying each one of Robotnik’s machines.  This requires you to travel to the past and to find and destroy said machine.  This might sound easy, but it’s not, for the simple reason that the god damn game makes it a chore for Sonic to maintain top speed for long enough to time-travel.  All too often you’ll find yourself faceplanting into a wall just before your jump.  The worst part of it is that losing momentum after a couple of seconds makes you lose the ability to jump until you hit another post, and the next post you’ll find is usually a useless Future post.  It’s frustrating, and the crazy level design only adds to the madness.

Okay, I already don’t know where to go and I’m only 18 seconds in, please help

But there is a lot of good in Sonic CD.  As much as I might complain about how much of a pain in the ass it is to navigate your way to a good future in each stage, it does add some replay value to the game.  The soundtracks, both American/European and Japanese, are also really good.  Sonic CD features a massive soundtrack for its time – each stage has a present theme, a past theme, a bad future theme and a good future theme.  This had to take a lot of effort, and it paid off.  For some reason, the western and eastern soundtracks feature mostly different tracks aside from the past themes, but I like all of them.

I also like the art in Sonic CD.  The style is pretty different from the Genesis Sonics.  I don’t know whether that has to do with the fact that it was made for a CD-based console or what, but it looks good.

The special stages look really good too, but I still hate them.

Major props go to Christian Whitehead, who made some great modifications to the original Sonic CD for its Steam release, cementing it as the definitive version of the game.  It lets you choose whether to play the NA/EU or the JP soundtrack, which up until this release was a huge point of controversy among fans.  It allows you to play with the Sonic 2-style spindash that wasn’t present in the original Sonic CD, giving Sonic more of a boost (this is a big deal, believe me.)  It even lets you play as Tails once you’ve beaten the game as Sonic, which is some Knuckles in Sonic 2-level game-breaking insanity.  Tails’ flying ability adds a new dimension of “fuck this level, I’ll fly over it” to some stages, and it’s just a lot of fun to explore parts of the stages you can’t get to with Sonic.  Tails is nowhere to be found in any of the older versions of Sonic CD, so this is a welcome addition.

Best of all, Whitehead added all that good stuff without taking out any of the weird little touches that made Sonic CD interesting, like the bit at the end of the very first stage where Amy chases after Sonic.  That’s important lore.  Establishing character and shit.

Maybe if I hide up here long enough she’ll go away

Sonic CD is the weird cousin of the classic Sonic lineup.  It’s still recognizably classic Sonic – all the elements are there – but it’s different in so many small ways that it just belongs in its own category separate from everything else.  That doesn’t make it a bad game by any means.  There’s a lot to recommend it: it’s got great music and plenty of action.  But I can’t ignore its main flaw.  Sonic CD suffers from such completely fucky, non-intuitive level design that large parts of it are frustrating to play, which is something I can’t say at all for Sonic 2 or Sonic 3 & Knuckles (it’s something I can say for Sonic 1, but Sonic 1 is still more enjoyable than Sonic CD, and it gets a break for being the first game in the series.)

Even so, I like Sonic CD.  Maybe it’s because I was the weird cousin too when I was growing up, so I feel some kind of strange man-to-game camaraderie with it.  It gets a 5 out of 7 on my stupid nonsensical scale.  It’s worth playing, but it’s not as good as any of the Genesis titles except for Sonic Spinball, which isn’t really that good at all.  If you haven’t played any of the old Sonics, I wouldn’t advise you to start with this one.  Get Sonic 2 or 3&K first and see how you like them, and get this if you end up hooked on those.  It’s probably worth it for the soundtrack alone.

Megami Tensei #2: The solitary soul

Yes, it’s more of this weird stuff. Sorry. The following post contains major story and ending spoilers for Shin Megami Tensei III: Nocturne.

Humans are social animals. We all need connections with our fellow humans. We all need love from other people. That’s just common knowledge, isn’t it?

I’ve always been an introvert. Huge surprise, I know – you couldn’t have guessed that the guy who’s into weird JRPGs likes to keep to himself. I’m thankful for the fact that I can at least function in society and pretend to be a more or less normal person, but at my core, I’m still the same reclusive kid I always was. I used to dream about going to some distant island and just staying there alone forever. I still have those dreams sometimes.

As much as I hate to admit it, even I need to socialize. One of the reasons I write on this site is to connect with readers, after all, and that’s a kind of indirect socializing. And yes, I do have friends, and I’m maybe not quite as miserable as I let on sometimes. But does the mind really need those social connections to keep sane and healthy? That’s one of the questions raised by Shin Megami Tensei III: Nocturne. You might already know that Nocturne is one of my favorite games, but one of the reasons I love it so much is all the philosophizing its characters get up to.

First we have to set the table. The game starts about a half-hour before the world ends. Specifically, about a half-hour into Nocturne, the protagonist’s hometown of Tokyo is mostly wrecked and turned inside-out so that its ruins are now on the inside of a sphere, like an inverted Earth, with a sun-like representation of the Japanese fire god Kagutsuchi floating in the center of the sphere.*

Nocturne starts like a survival horror game, then turns into something completely different.

Our silent blank slate protagonist, your typical high school student, just happens to have been in a hospital with two of his schoolmates, Chiaki and Isamu, on a visit to their teacher Yuko Takao at the time – the same hospital where this apocalypse was triggered by a cult leader in the basement through some kind of arcane occult magic. Since the hospital itself was spared from the disaster (the cult leader wanted to survive, after all, so he presumably created a magical barrier around it) you, your friends, the teacher, the cult leader and a stray journalist you met earlier that day who somehow found his way into the hospital all survive. However, almost every other human has been killed, inverted ruined Tokyo world has been filled with demons (of course it has – it’s an SMT game) and the protagonist is himself turned into a demon by a mysterious boy and his elderly nanny who force an infernal parasite into his brain through his nose.

Aw, shit… how much did I drink last night?

Got that? It’s all a little bizarre, but the gist of it is that the world as we know it has ended. But not permanently. Just before his demonic transformation, the protagonist receives a telepathic message from Kagutsuchi in which he’s commanded to “find a Reason” and create a new world. These Reasons are basic philosophies, principles for how the world should best operate. If a human can find one of these Reasons and collect enough magatsuhi (some kind of weird glowing red energy that exists in all living things in the Vortex World, as this inside-out sphere world is called) he can gain enough power to summon a god to carry him to Kagutsuchi, who will then let said human create his ideal world. So while the Vortex World is chaotic and filled with violence, it’s really meant to be a brief transition from the end to our world to the beginning of the next one.

Yeah, the apocalypse isn’t fun.

There’s a problem, though. After receiving Kagutsuchi’s command, you might expect that your quest here is to find your own Reason, summon your own god and create your own world. In a different game, that would be the case. But in Nocturne it’s not, because only a human can conceive of a Reason, and the protagonist is no longer fully human. He still has a human mind and what looks more or less like a human body, but in exchange for gaining the superior physical and magical power of a demon, he has traded away part of his humanity, or at least enough of it that he no longer gets to enter Kagutsuchi’s “Create Your Ideal World” contest (only humans qualify; it’s in the fine print.) However, the Demifiend, as the protagonist is now known, can lend his power to one of the remaining humans if they conceive of a Reason he likes and can fight for the supremacy of that Reason over the others.

In the course of the game, three Reasons are conceived, and two more are attempted but fail for different reasons. The first of these Reasons is conceived by Hikawa, the dillweed cult leader who started this whole mess. It’s called Shijima, the world of stillness, one in which all souls melt into a perfectly consistent soup of energy and nothing changes for the rest of eternity (at least I think that’s the idea – his explanation is obscure, or maybe I’m just too stupid to get it.)

Hikawa explains his Reason, but it still doesn’t make a whole lot of sense.

The other two Reasons are conceived by your two surviving still-human classmates, Chiaki and Isamu. Chiaki champions Yosuga, the world of strength, which seems to be something close to the Chaos “might makes right” alignment in the other SMT games with the exception that the powerful can’t be challenged and overthrown in Chiaki’s version. While both Hikawa and Chiaki actively seek demon minions to help them gather magatsuhi to call down their gods, Isamu retreats into the Amala Network, a series of tunnels “under” the Vortex World that act as a sort of extra-dimensional subway system for the Demifiend and those few others who know how to use it. It’s in this Network that Isamu realizes his own Reason of Musubi, a world of solitude in which every soul can create his or her own reality separate from every other reality. Strangely enough, Isamu starts to gather demon followers as well, though they don’t have quite the same team spirit as the Yosuga and Shijima demons have for obvious reasons.

Yeah, keep telling yourself that.

The first time I played Nocturne, I wasn’t following a guide, so I didn’t realize that rejecting all three Reasons was a viable option. I thought I had to make a choice out of the three. All three of the Reason-conceiving characters try to some degree to convince Demifiend that he should support them, and there are a few dialogue and decision points starting around late mid-game that present the player with the option of supporting or rejecting each. Naturally, you can’t support more than one reason, so the game uses a point system to determine which Reason you end up backing, sort of like the Golden Saucer date system in Final Fantasy VII except the fate of the world lies in the balance.

Out of the three Reasons, I rejected Shijima out of hand. Hikawa is an asshole who never shows any sympathy for the protagonist or his friends, who in fact uses and deceives your teacher to collect magatsuhi for the purpose of creation. On top of that, his ideal world sounded like a hellish nightmare to me. Shijima seems similar to some of the less orthodox Western ideas about Heaven or to the Buddhist concept of nirvana, in which the idea of the self and all its desires are lost. I know that’s supposed to be a good thing, but I guess I’m not enlightened at all, because I’d rather keep my self intact, as much as I hate it sometimes. So there was no way I was going with Shijima. The “strong oppressing the weak forever” world of Yosuga also sounded pretty lousy. Chiaki is the game’s only female human character aside from Takao, so some players might have thought about making her Demifiend’s qt waifu, but alas, near the end of the story she’s absorbed into a weird-looking god named Baal Avatar and completely loses all semblance of humanity, so that’s not happening. Nocturne isn’t a Persona game, and there’s no Christmas date with your girlfriend in the Vortex World.

This is really as close as you get.

That left Musubi. Isamu is kind of a dick throughout the first half of the game and ends up blaming Demifiend for not saving him from being captured by a gang of demons that were squeezing magatsuhi from every living thing they could find, something that wasn’t Demifiend’s fault at all. But once he finds his Reason, he forgives Demifiend for that, since he seems to have found his own truth – that people live essentially separate lives and can never truly empathize with each other. Hence Isamu’s ideal world, which takes a lot of credit from the idea of solipsism, that you can never be sure of any fact other than that you exist. Isamu doesn’t elaborate on this idea a whole lot when you meet him in the Amala Network near the endgame, but he seems to suggest that in his new world, everyone would be able to create their own worlds in their own minds, essentially talking to themselves for the rest of eternity, or at least until the next death and rebirth of this universe.

When you transcend the plane of normal humanity, you lose your shirt but keep your hat.  Those are the rules.

This might sound just as hellish to you as Hikawa’s world of stillness or Chiaki’s world of strength, but I find something interesting in it. The mind needs socialization, but if it creates its own society, its own world, its own universe – maybe that fulfills its need perfectly. The real world may already be headed in that direction with improvements in AI and the creation of virtual worlds that are starting to not look and feel like shit when you enter them. Be honest with yourself – given the choice, would you deal with the outer world full of people you can never fully empathize with or trust, or with your own inner world? Most people would honestly say the former, and I understand why. But I also understand where Isamu is coming from, and I was 100% in “fuck the whole world” mode the first time I played Nocturne. I chose to support Isamu, and we built our own world(s) at the end of the game when I beat the hell out of Kagutsuchi for him (turns out Kagutsuchi doesn’t let you create your own world unless you can beat him in a two-stage boss fight. That must have also been in the fine print.)

On my second playthrough, I found out that I could reject every Reason and get a different, better ending, so I did that instead. Still, even after all this time, Isamu’s world of solitude holds some appeal for me. Throughout my life, I’ve been told what to do and how to do it. I’m sure you’ve been told the same. Even now, I don’t feel like I live for myself at all, but only out of duty to others. I’d like nothing better to escape, though that’s impossible. Is it selfish of me to think that way? Probably. Should I care whether that makes me selfish? Every day I live, I care less and less. Weirdly enough, then, Isamu is the character in Nocturne I empathize with the most.  Aside from Yuko Takao, that is.  She’s got it the worst.  Elaborating on her story would take an even longer post than this one, so I’ll set it aside.

It’s sad, though.

What are your thoughts? What kind of world would you create if you were given the option? Do you think it’s even right to impose your own ideals on the entire world the way the characters in Nocturne do? Do you wish I would shut up about this nonsense and review my backlog of games instead? I will, I promise. 𒀭

 

* What happened to the rest of Earth outside of Tokyo after the Conception is never addressed, but our characters have enough of their own problems to be concerned with that. Maybe Tokyo just blinked out of existence and left a void behind, or maybe every city and every little bumfuck town in the world experienced its own Conception based on their city and county limits.