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.

Spooky RPG Maker game review: Blank Dream

Before I start this review, a warning: this game deals strongly with the theme of suicide.  Please leave this page now if you don’t feel comfortable reading about this subject.

blank1

Of the several RPG Maker games I played or watched during my marathon RPG Maker spooky game session a week ago, Blank Dream was both the best and the most emotionally moving.  If I’m being totally, completely honest, I got all verklempt when I got to the true ending of this game.  I was a little bit choked up, which is a thing for me, a person who has not gotten emotional at either an artistic work (minus possibly one) or a personal circumstance for over a decade.  It may be that I’m an emotionally stunted man – I almost definitely am – but it may also be that Blank Dream is just that good.

Blank Dream tells the story of Mishiro Usui, a high school girl who faces bullying and abuse at school and extreme pressure from her family at home.  These stresses drive Mishiro to kill herself by drowning in a lake.  When she wakes up in a strange shadowy world, however, Mishiro has no memory of who she is.  By looking into mirrors scattered around this limbo she’s found herself in, Mishiro slowly recovers her memories and realizes the wish that led her to commit suicide – her desire not only to die, but to erase herself entirely from existence.

blank2a

The above description makes Blank Dream sound like a bleak and lonely game, and in some ways it is.  The mirrors that the player has to find are located in parts of limbo with names like the Realm of Spirits, the Realm of Blood, and the Realm of Death, and in typical RPG Maker horror game fashion, each of these realms contains puzzles that the player must solve and enemies that must be avoided.   However, Mishiro also is joined in her search by two other dead characters: Ryotaro, a professional-looking guy in a suit, and Yuzu, another high school-aged girl who claims to have been stuck in limbo for several years.  These characters also have mirrors that the player can find, and their stories are intertwined with Mishiro’s.

blank2

As described above, Blank Dream involves many heavy themes.  Certain characters contemplate and talk about stress, depression, and suicide.  It’s easy to imagine how a game creator could screw this up badly, because Blank Dream also contains the kinds of jumpscares and chase sequences involving spirits and monsters that could cheapen the experience (a problem that the otherwise good RPG Maker horror game Misao suffers from.) However, Blank Dream doesn’t suffer from these kinds of abrupt tonal shifts.

The game features plenty of deadly traps, blood-thirsty ghosts, and chases down darkened hallways, but they all work in the context of the larger story because they represent challenges that Mishiro must face to make it to her mirrors and to recover her memories. Many of these traps, like the one above, require creative thinking on the part of the player to solve. A lack of creativity in problem-solving usually leads to death. (How can Mishiro die in limbo if she’s already dead? There really is a reason for this – play the game and find out!)

blank3

There are five different endings to this game, but it’s not all that difficult to achieve the true ending if you’re paying attention. I mentioned that I got misty at the true ending. Just to be clear, I’m not the sort of person who goes for tearjerkers at all – movies, novels, and games that go straight for the tear ducts do absolutely nothing for me, and they usually just piss me off (see John Green’s critically acclaimed but absolute bullshit Young Adult novel The Fault In Our Stars for a good example of this kind of work.) Blank Dream doesn’t feel manipulative at all, though, maybe because the characters are written so well. This game doesn’t feel like it was made just to pull at the heartstrings; it tells a compelling story that feels real. And that’s the key, I think. (Though as John Green proved with his own novel, you can just be straight up manipulative in your story-telling and still sell millions of copies and get a movie made based on it that gets an 80% rating at Rotten Tomatoes. Seriously, fuck you, John Green. I like your Youtube history series, though.)

Unfortunately, I can’t really say anything else about the game without giving away spoilers – Blank Dream is that kind of game. So all I can do is recommend it. If you’re looking for a really well-made RPG Maker game that has good puzzles and a great story, and if you don’t mind playing a game that deals with suicide and other heavy themes, Blank Dream is made for you. Blank Dream was produced by a company called Teriyaki Tomato (yes, really) and an English version of the game can be downloaded here.

Spooky RPG Maker game review: Bevel’s Painting

Over the break, I had the chance to play and watch a series of freeware RPG Maker (and Wolf RPG Editor) games with horror themes with a few friends.  (Before I go on, I should note that we weren’t recording ourselves uncontrollably shrieking at the games, like a handful of Pewdiepie imitators hoping to make it big with Youtube ad revenue.  Also, Pewdiepie’s routine is not funny and gets extremely irritating after about three seconds.  Sorry for the digression, but after writing off and on about video and PC games for over two years I finally had to say it.)

Despite technically all being “horror games”, the games we played in our weekend RPG Maker marathon varied pretty widely in theme and approach.  And while it wasn’t the best among the games, Bevel’s Painting was certainly one of the most interesting.

bevel1

Made in 2015 as an entry in an independent game contest by one Maninu, Bevel’s Painting tells the story of Bevel, a young white-haired girl who enjoys painting.  There’s not much in the way of dialogue in this game, and Bevel is a silent protagonist, so a lot of the story is implied, if that makes any sense.  Here, we know Bevel is a budding artist because she starts the game in an art classroom in front of an easel with a painting on it, and also because she wears something that looks like a beret.  Other than that, the game initially gives you no direction or narration, and Bevel’s classmates standing around in little cliques in the hallway outside the classroom won’t talk to her, so the only place to go is naturally inside the painting on the easel.

The great bulk of Bevel’s Painting takes place inside the “world” of Bevel’s painting.  Bevel has to navigate through various puzzles and traps to progress through her world.  While her art world starts out bright and happy (in a sequence that occurs shortly after entering the painting, Bevel is magically decked out in a princess outfit by animals and gets applauded by a crowd of colorful bees, worms, and alien-looking creatures) it doesn’t stay that way for long.  This is a horror game, after all, so it’s no surprise when the initial cheeriness of the game fades away into darkness and terror.  You can also expect to be chased by enemies a few times – and yes, you can die in the painting world if you’re caught or if you fall into a trap.  And like most games of its type, Bevel offers a number of endings – which ending you get depends upon several choices you’ll have to make when deciding how to solve the game’s puzzles.  The game also features a language gimmick: most of its text is in “Bevelese”, which is English with its letters replaced with gibberish symbols (the game helpfully offers a guide in the download file to help the player decode the language.)  The Bevelese thing does come as a surprise at first and can be a little annoying, but we quickly got used to it while playing, and the concept of a made-up language within Bevel’s art world makes sense in the game.

bevel2

Out of all the games I played/watched throughout our marathon horror RPG Maker game sessions, Bevel gives you the least information by far.  The game drops clues about where to go and what to do, but you have to use your mind to make the connections and solve the puzzles necessary to moving forward.  It also gives very little away about the story behind Bevel’s explorations – at least at first.  Bevel is (debatably) the only “real” character in the game, not counting the various creatures and beings you’ll run into during your playthrough.  The game doesn’t provide much in the way of dialogue and provides no narration whatsoever.  However, the game does provide serious hints later on about some of the issues Bevel might be trying to work through.  Without spoiling too much, I can say that the game goes into seriously dark territory near the end – although it never explicitly states anything about its protagonist, her experiences, or her feelings, they can be guessed at by the end of the game depending upon the ending route you’re locked into.  Bevel’s Painting goes far more for ambiguous creepiness and unease than it does for cheap scares, and that’s something I appreciate.

bevel3

All in all, Bevel’s Painting is well worth playing.  The game clearly owes a lot to Ib and Yume Nikki, two popular RPG Maker games that involve exploring mirror-universe painting-worlds and bizarre dreamscapes respectively.  Unlike those games, Bevel is very short – a full playthrough can take less than an hour depending upon your puzzle-solving and being-chased-by-a-monster skills.  Despite its short length and its ambiguous endings, though, there’s enough here to make the player feel that he’s achieved something by the end, at least if he manages to get one of the non-bad endings.  It’s not a terribly big or ambitious game, but Bevel is good enough to get a strong recommendation.  It doesn’t feature a lot of spooky ghosts or JUMPSCARES, but if you’re looking for a bizarre little exploration game with horror elements, Bevel’s Painting is for you.  Maninu’s game was translated into English (except for the Bevelese parts) by vgperson and the English version can be downloaded here.