Wednesday, April 29, 2026

MIDI Week Singles: "Tavern 5" - Kingdoms of Amalur Re-Reckoning (NS)

 


"Tavern 5" from Kingdoms of Amalur Re-Reckoning on the Nintendo Switch, Windows, Xbox 360, PlayStation 4 (2020-2021)
Composer: Mark Cromer
Album: Not Released on the Official Soundtrack
Publisher: THQ Nordic
Developer: Kaiko, Big Huge Games


I'm not going to assume that I know the instruments in this song, be they balilaikas, bouzoukis, mandolins, guitars, citterns, or lutes.  They're plucking and strumming instruments, and we'll leave it at that.

I probably first heard this particular tavern music while visiting The Silken Seat in the village of Canneroc; it's the town that makes their living from the gossamer threads of the normally non-aggressive spiders in the Webwood.  While doing the various quests for the citizens of Canneroc, I didn't really register this music apart from being catchy tavern music.  After my character purchased a home in the town, and since I wasn't able to install a blacksmithing station in the house, I found myself frequenting The Silken Seat to visit the local blacksmith to repair armor and sell all my unwanted goods.  As I made more and more trips to The Silken Seat over the 100+ hours I've (currently) put into Kingdoms of Amalur, this song has really grown on me.  I love that I can hear a muffled version of it as I approach The Silken Seat, as if everything is already in full swing when my character arrives to offload a bunch of gear and to repair what she's wearing.

So I hope y'all enjoy this song from a game that almost had too much going for it for it to succeed, but at least the Re-Reckoning remaster is still widely available.


~JWfW/JDub/The Faceplantman/Jaconian
And In Us It All Combines

Monday, April 27, 2026

Game EXP: 8AM (VSD)

8AM
Systems: Windows, Steam OS, Linux
Release Date: March 28, 2024
Publisher: HeadArrow
Developer: David Gallardo
Time Spent: 36 Minutes
Gameplay Video on YouTube

8AM is a simplistic "spot the difference" game where you scroll through 16 different cameras in a house over the course of a single evening.  You play as a person remotely viewing security cameras at an affluent house, and if you spot something out of place, you exit out of the computer and select the "Yes" post-it note.  If you don't see any anomalies or anything out of the ordinary, you select the "No" post-it note.  If you were correct in your decision, you move on to the next hour, otherwise you start back at midnight, 00:00 if you're wrong.  You have until 8:00 AM to complete your shift, where you then leave through the brightly lit exit behind your computer station.

During my first playthrough, I experienced five strange things, all involving the three members of the family I was watching, which led me to believe that if I saw everyone sleeping in their respective beds, then there wouldn't be any anomalies.  On subsequent playthroughs, there was an instance when everyone was still in their beds, but the backyard patio was populated by 13 business professionals just standing, looking at the house.  At another time, there was a rocking chair that was moving on its own, which was coincidentally the only time I saw anything moving.  In another camera, there was a single man standing out in the backyard.  Any time people were out of their beds, they would only be stationary, just standing around like Katie staring at her husband Micah in Paranormal Activity.

When playing, I pressed the "Jump Scares" button, which generates randomly selected creepy things to jump out and scream at you after you log out of the computer.  Vampire-like faces hiding under the desk.  A ghost resting on your keyboard waiting for you to look up at it.  Several jump scares happened before I could actually register what I was supposed to be looking at, and all I heard was the lingering scream fading in the distance.  I don't know if there's supposed to be any continuity between the entities that scare you at the computer and what's happening to the family in their house.  In one way, it feels like this mechanic is supposed to make the game a lot more tense than it actually is.  While it might be slightly disturbing seeing an adult staring blankly at a wall while standing over a sleeping child, it's not scary in the same way that having an entity scream at you in an otherwise empty and quiet room.  But it's a button you can toggle on/off, so it's not a key mechanic of the game.

It genuinely doesn't feel like beating the game by making it to 8:00 AM is the point.  Had it been, I would have only played for 14 minutes, although I started looking through rooms even after seeing something strange, so I could try to commit to memory what rooms looked like in their default setup.  My final playthrough only took me 5 minutes 22 seconds.  I'm sure that if I wanted to speedrun it, I could probably make it to 8:00 AM in just over a minute.  After completing each shift, you're told how many total anomalies, referred to as "stranger things," you've seen out of 164.  Of the four playthroughs, I didn't see any repeat anomalies, so I assume that after you see one and claim to see it, it's taken out of the queue.  While I am mildly interested in seeing what possibly counts as an anomaly outside of people standing around at 4 o'clock in the morning, I'm not so invested as to spend hours finding all 164 stranger things.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Friday, April 24, 2026

Game EXP: FARAWAY TRAIN (PC)

 [Disclaimer:  I received a review key for FARAWAY TRAIN through Keymailer, a third-party company that connects publishers and developers with content creators.  The game key was given without promise or expectation of a positive review, only that it be played, and content be created.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

FARAWAY TRAIN
Systems: Windows, Linux, Steam OS
Release Date: June 3, 2021
Publisher: AMATA Games, Tatamibeya 畳部屋, & Digital-Touch Co., Ltd.
Developer: Tatamibeya 畳部屋
Time Spent: 7 Hours 54 Minutes*
Gameplay Videos on YouTube

Holy damn.  It took me a while, but I really enjoyed FARAWAY TRAIN.  

FARAWAY TRAIN is a narrative escape room and walking sim.  The game can be broken down into individual chapters, as each car/carriage of the train contains certain story beats and clues that unlock the door to the next train car.  The game revolves around uncovering the lost history of the final Empress, Roxelana, by discovering documents related to Roxelana herself, but also the people around her in the years between when she first appeared in written records and when she disappeared altogether.  There was a bit of confusion on my part on who exactly the player character was supposed to be, constantly questioning if I was supposed to be part of this history or if I was just a person following in the historian Graham's footsteps, recompiling his work to determine specific dates in history.

For me, the story was one of the highlights of the whole game, but it took a little while for it to click.  In the first two carriages, I felt like I was a little lost as far as the place of the characters in the overall world, knowing only a little bit about the world, regions, and factions, so I wasn't entirely sure what I should focus on apart from the Blacksmith and that Roxelana would eventually become the final Empress.  I think giving the map of the Imperial City to the player right off the bat was part of what felt overwhelming, as there were a lot of names for various districts, and I first felt that I needed to know these names to be able to follow the story.  Once I let that feeling go and focus on the information provided in the individual chapters, it was a bit easier to take in.  

And then in the third carriage, there was a painting of The Imperial City Obelisk, and something happened.  It was like the floor had dropped out from underneath me, as I saw the imensity of this object that had been mentioned a few times in the previous carriages.  I had previously seen the Obelisk labeled on the map of the Imperial City, so I knew where it was located and thought I knew its scale, roughly akin to the Washington Monument. This Obelisk was absolutely massive, bigger than anything I had previously comprehended, and there was just something about this visual that immediately sold me on the world for the rest of the game.  No matter how confused I was about solving puzzles or frustrated with not being able to locate keys to unlock boxes and doors (sometimes reverting to playthroughs on YouTube), this was the point where I was all in on the world and the story.

The escape room aspect of the game was split up into two mechanics.  First, there were locating keys or three-digit codes for combination locks to progress through the train car or to find documents related to the events happening around a specific time. For an in-person escape room experience, I would have been pretty disappointed, as most of the actions in each of the carriages were primarily finding a key and which lock that key went to.  For a video game, however, it felt like the perfect balance of keeping information literally locked until the right time.  Oftentimes, the description of the key was vague, such as "Heavy Key" or "Beautiful Key," but on at least one occasion, with the "Paint Flecked Key," it was a clue as to which door the key could be used for.  

As a final puzzle to pass through to the next train car, there was always a five-digit number related to the year and month of an important event in the life of Roxelana that Graham prompted you to discover.  This solution was pieced together through various journals, letters, and other documents that were about the carriage.  These puzzles I found to be the most difficult (ignoring the two times I needed a walkthrough to find exceedingly well-hidden keys), as they often required referencing multiple documents, and they didn't always specify the year.  Sometimes it would mention a month (using their own in-house month naming system, along with their own base four numbering system) after an event, and since it happened in Mourn-Moon, which was after the referenced event that occurred in Scythe-Moon, you'll need to add a year to when that previously referenced event was.  I would say it's less complicated than it sounds, but I did have to use the aforementioned walkthrough for two of the final codes.

Lastly, as a walking sim, I couldn't really ask for anything more.  You could run, but there was no reason to unless you wanted to get from one end of a train car to another in less time.  There was no jump button.  Any document you picked up was automatically recorded in your journal, so there was no need to constantly backtrack to reread a letter to figure out how many children the merchant had to determine the code on the locked cabin door.  I never felt that there were objects in the way that impeded movement that you wouldn't normally find in a train, and since the cars are all essentially a tube, you can't really get lost or turned around.  I also loved how each of the cars felt appropriate for the class that was being served, although I did find it odd/amusing that the windows in the first-class carriage had wooden ornamentations that obstructed the view out of the windows.

Without getting into story spoilers, I felt that the developers did an amazing job of wrapping up so many loose ends by the end of the game, except maybe the origins, functions, and history of the train itself.  The lore of the world felt planned and thought out, and there were conclusions to characters introduced earlier in the story that I thought had been dropped off, which felt odd considering how important they were made out to be (looking at you, Rey, and Estella).  I was honestly just so happy with the overall story, how the story was conveyed over the course of the game, and how nearly everything felt wrapped up, that it was just a really nice game to have experienced.  Had it recently been released, I would hope for a novelization, but since the game is almost five years old, I think that ship has sailed.  

I guess I'll just reread all of the documents again.



~JWfW/JDub/The Faceplantman/Jaconian
Gifts of Nightmares


P.S.  I give a little bit more commentary in the descriptions of the videos that are up on YouTube if you're interested.

*I actually finished the game in 6 hours 20 minutes, but then I spent another hour and a half gathering footage for videos and just sitting in the train watching the scenery go by.

Wednesday, April 22, 2026

MIDI Week Singles: "Call Me Sister Hel (Sister Hel's Theme)" - Code of Princess (3DS)

 


"Call Me Sister Hel (Sister Hel's Theme)" from Code of Princess on the Nintendo 3DS, PC, and Nintendo Switch (2012)
Composer: ACE (CHiCOTomori Kudo)
Developer: Studio Saizensen


"Call Me Sister Hel (Sister Hel's Theme)" is a strange one, primarily because the song doesn't actually show up during the main campaign of the game.  As there are only four playable characters in the campaign, Sister Hel (Helga Wilhelmina) is not one of them, so sadly, you don't actually hear her theme.  And having just played through several of the Free Play and Bonus Quests modes, I still couldn't figure out where her theme plays at all.  Unless a snippet is used during a cutscene that I can't seem to locate, I'm now not even sure if this song is used outside of the soundtrack, which is a real shame because there's so much to Sister Hel's theme that is awesome.

First, it starts with an organ, followed by chimes, a randy guitar, and drums.  That's it.  That's all you need for a kick-ass theme for a battle nun in a side-scrolling beat'em up.  And that's why I really like this song.  If only she'd move a little faster so I wouldn't have to plug all of her skill points into Speed so she doesn't crawl across the stage.



~JWfW/JDub/The Faceplantman/Jaconian
I Think of the Times I Had

Monday, April 20, 2026

Game EXP: The Black Within (VSD)

 


The Black Within
Release Date: May 30, 2024
Systems: Windows, Linux, Steam OS
Publisher: waleedzo
Developer: waleedzo
Time Spent: 116 minutes

The Black Within was an interesting game, where I think my expectations were a bit too high.  Those expectations were solely based on the following criteria:

  • The simplicity of the title
  • The aesthetic of the Steam store banner
  • The self-description as a short, first-person psychological horror game that delves into the character's psyche.
What The Black Within was to me, instead, was a short, first-person horror game with a story that moved too quickly without decent explanation, filled with fetch-quest-adjacent puzzles, and a handful of sucessfully placed jump scares.

Because this game was so short, which is not a criticism, as that was one of the selling points for me, I'm going to get into spoilers throughout the article, both in terms of story and a few of the puzzles.

In The Black Within, you play as Laila (sometimes spelled as "Layla" in-game), who has aspirations of being a successful music artist, although, as evidenced by the shabiness of her apartment and her nearly empty fridge, she is nearing the end of her financial rope.  At the beginning of the game, she receives "an important call" from her new manager, Arne, who literally tells her that she's about to sign a contract with the devil and that she needs to follow all of Arne's instructions perfectly.  I personally wasn't sure if this was hyperbole or not, but based on Laila's lackluster response at potentially signing her soul away or chuckling at Arne's verboseness, it didn't feel like the content of the phone call was entirely surprising.

The first puzzle in the game, in hindsight, felt like a bit of a tutorial in how to open doors, and because I was playing on the Steam Deck, it was oddly important, as unlocking doors required two actions that functioned differently than if you were using standard mouse/keyboard controls.  Following leaving the apartment, I spent an embarrassingly long time trying to figure out where Laila stashed her car keys.  I had checked her apartment to no avail, as she apparently doesn't keep them with her house keys.  They also weren't in a bathroom that was outside, down a hall, and up a flight of stairs, although it seems like she leaves her antidepressant medication there.  It turned out that her keys were in the downstairs unit of her apartment, which was only accessible from a separate door outside and around the corner from the main apartment (with her bed, kitchen, cat, and house keys), where you start the game.  I could not give you a logical explanation of the layout of this apartment.

The bulk of the game is spent in Arne's house, which you arrive at at night after spending some time driving.  Your goal: sign the contract that's located inside the house.  Getting inside the house and locating the contract is the meat of the game, and how seemingly complicated the whole process is feels like it's the reason for there being puzzles throughout the game and for what triggers jump scares to happen.  Since the front door is locked, you have to find another way into the house.  Once in the house, you have to find a way out of the living room, which is probably one of the strangest and most obtuse puzzles in the entire game.  In no amount of time would I have guessed that to open the door out of the living room to explore the rest of the house, would I have thought to pick up a pail of water to dump onto the roaring fire in the fireplace, pull out a discolored brick, activating a mechanism that unlocks the door to the front room of the house.

Most of the time spent in the house is spent locating keys of various fashions scattered throughout the house to access new areas.  Need to open a padlocked cabinet (because of course you do)?  Use a mallet.  Need a key to unlock the blue door? Use the key found (I genuinely don't remember where this key was, but it was somewhere else in the house) somewhere.  Need to access a room that's boarded up by wooden beams?  Gotta use the axe that was in the locked cabinet in the garage.  And of course, finding keys and unlocking doors is what triggers strange things to happen throughout the course of the game.

Some of the scares in the game are pretty effective, often happening while traversing through the house and when things are pretty quiet, but they're not wholly unexpected because you already know what kind of game you're playing, and Arne warns Laila that she will be seeing dark, shadowy figures and that she'll get used to them after some time.  Dark figures sprinting up the stairs on all fours just as you enter the front room (at least, I think it was running up on all fours), or a statue weighing a literal ton showing up behind you when you last saw it two stories above you, were all effectively unsettling.  Having the image of a bloodied woman appear and scream at you as you walk down a hall is scary because it's a jump scare, but then you wonder who this woman was and question if she's part of the story, or just an asset the developer used.*

After securing the contract and placing it (which took a few attempts as the game apparently didn't register my button presses on the Steam Deck, and doesn't seem to be an isolated issue either, based on some reviews on Steam), you're prompted to leave the house.  I genuinely thought that that was the end of the game, but then you're transported (via your car) to a cabin out in the woods, where you once again have to solve several puzzles to complete the ritual.  After entering the cabin, I was questioning why the game was telling me that my current goal was to still enter the small wooden house (I forgot the exact description, but that's the jist of it), and only after thoroughly exploring the whole cabin, did I find that there was a small wooden toolshed (shack?) along the oustside of the house that I hadn't explored where I again found another "key" to unlock another room inside the cabin.

After completing the ritual by placing three objects on three pedestals outside the cabin, you slowly walk (because I never figured out how to run, and I additionally didn't feel like remapping the buttons in the Steam Deck customizations) towards the shining door at the end of the path.  I'll give waleedzo credit in how the game ends, but only to a certain extent.  Upon entering the Door of Dreams, Laila completes the ritual and gains all of the fame and success as a musician, but her perspective is from behind a literal prison, watching herself perform to a cheering audience.  I actually really liked this interpretation behind "selling your soul to the Devil," since to me it felt pretty novel and I hadn't come across it before.  The problem, though, was that Laila's pain and distress at being trapped in this prison watching herself perform seemed exaggerated with what was being shown.  Had there been a montage of her being in this prison over the course of days/weeks/years, I could understand her immediate distress.  Had she been flayed or been subjected to Hellraiser levels of torture, I could understand that as well.  But instead, we just have Laila standing in a cinderblock prison immediately after passing through the Door of Dreams (and completing the ritual) with no other sign of visual distress to justify all of the regret that she pours out at the player for having gone through the events in the game.

The Black Within had its moments.  It wasn't a great game, but it wasn't terrible either.  It was fine.  It was okay.  It was also waleedzo's debut game, so there's room for growth, and that's good.



~JWfW/JDub/The Faceplantman/Jaconian
The King Wants Blood


*I'm not certain, but it seemed like the pedestals used to hold each of the items to complete the ritual were reused mauseleums.  On the opposite side, facing away from the viewer in the picture below, all had little doors.  At first, I thought that they had something to do with the ritual, that after the item was placed and the fire started, you were supposed to collect something, but then I thought maybe the developer was just repurposing assets instead.  It's not obvious, and it doesn't do anything to affect gameplay, just something I thought mildly interesting.



Friday, April 17, 2026

First Impressions: Return to Dark Castle (PC)

 [Disclaimer:  I received a review key for Return to the Dark Castle through Keymailer, a third-party company that connects publishers and developers with content creators.  The game key was given without promise or expectation of a positive review, only that it be played, and content be created.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Return to Dark Castle
Systems: Windows, Linux, macOS
Release Date: March 3, 2026
Publisher: Ludit
Developer: Z Sculpt Entertainment
Time Spent:2 Hours 6 Minutes
Gameplay Videos on YouTube

My first thought after playing Return to Dark Castle for two hours and not making any progress was that "You have to actually get good at playing the game before you can actually get anywhere playing the game."  At first, that felt like a great way to describe the game, before realizing that it is kind of how you can describe a lot of games, from Mega Man to Dark Souls to even Tents and Trees and Sudoku.  As the title states, Return to Dark Castle is a return to a video game first released on the Apple Macintosh in 1986, and while this is more than a simple remake and expands on the scope of the original game and story, it manages to preserve a lot of the mechanics and functionality of the original game, complete with gaming conventions of the mid 1980s.

I could go into a long-winded deep dive into the history of Dark Castle, but Classic Mac Gaming on YouTube already did that, so I'd highly recommend watching that for the next 13 minutes.  It genuinely gave me a deeper and better understanding of what Z Sculpt Entertainment was doing with an IP that was new to me, but beloved by an entire generation of early Mac gamers.  And that's really what Return to Dark Castle felt like in the end.  It was not a game that was made to be accessible by the masses or to engage a new generation of gamers who have grown up with games like Minecraft, Fortnite, and RobloxReturn to Dark Castle is the result of impeccable video game preservation, coupled with expanding on a game that was already hard as balls to make it just as difficult as it was 39 years ago.

While there are plenty of updates in Return to Dark Castle that benefit from being played in 2026, such as improved graphics, expanded soundtrack, and functional controller support, the game still feels as frustratingly difficult as I imagine it did in 1986.  However, given the option, I decided to play with an Xbox controller, primarily because this is a game that is heavy on platforming, and despite the fact that the original Dark Castle was likely the first game to utilize WASD movement coupled with mouse targeting, I personally am not very good at running around and platforming with WASD compared to a directional pad.  That being said, all of the on-screen prompts assume that you are playing with keyboard/mouse controls, so there is a bit of trial and error when the game prompts you to duck and crawl under a table and fight an enemy equipped with a flail and to then pull a lever, all to figure out which of the many buttons on a controller those prompts refer to.  Thankfully, most of how to play was covered in the training/tutorial area, so it was just a matter of remembering which buttons did what.

On that note, the game prompts you to pick up potions and elixers that are scattered around the castle, to be used when your health is low or if you're poisoned by a rat or snake, but to date, I have not figured out how to use an item apart from a weapon that you pick up.  Not that you have much time to use anything when you're poisoned, as whatever is attacking you will attack even faster after the first hit, and your life drains very quickly when poisoned.  And thus, you will die.

You will die a lot in this game.  There were a lot of deaths I know I could have avoided, but then there were deaths that felt like they happened because I made the wrong choice based entirely on RNG.  Every so often, usually after falling down a pit and having to pick up a key to find your way out, you are presented with the choice of one or two keys hanging up next to a torturer.  If you choose the wrong key, a 16-ton weight falls on you, forcing you to do the room all over again.  Only while researching for this article did I discover that the prisoners will fervently shake their heads when you're in front of the trapped key.  I'm sure that after tens upon hundreds of hours of playing this game, you will get good enough to play a no-hit run (including not tripping over six-inch steps, not tripping over torturer corpses, and not running into walls), and it genuinely feels that that is nearly the expectation that the original developers intended.  To get good enough at the game so that you know it inside and out, so that you can play through the game with nary a scratch.

That's Return to Dark Castle.  A game steeped in gaming history preservation and mired in historical accuracy.  I'm sure that if I had grown up with the original Dark Castle I would be as excited as most of the positive Steam reviews are, and if I didn't have any other game to play, I would play Return to Dark Castle until I got good enough to find all 10 orbs and all of the additional 20 orbs and kill the Black Knight, avenging Duncan and his ill-fated successful run at the Dark Castle back in '86.


~JWfW/JDub/The Faceplantman/Jaconian
Pray to your Weak God in Heaven

Wednesday, April 15, 2026

MIDI Week Singles: "Thief's Theme" - Golden Axe (GEN)

 


"Thief's Theme" from Golden Axe on the SEGA Genesis (1989)
Composer/Sound: Nankyoku, Decky, Imocky*
Publisher: SEGA Enterprises Ltd.
Developer: Team Shinobi


We're going to break "Thief's Theme" down into two parts.  First, it's a fun song that plays when your players are camping at night between levels.  The music starts right before the stage opens, so the cue lets the players know that something is about to happen.  The song itself, including the three-second intro, only plays for about 12 seconds during the game, all depending on how fast the player is in recapturing any of their stolen magic bottles.  The actual melody only plays for about 24 seconds, usually leaving the second half of the song unplayed, which is rather unfortunate, but entirely expected.  Had the scene gone on for a full 24 seconds with the thieves running around, the player would likely be able to bring their health back up to full and arm themselves with a belt full of potion bottles.

The second part is that for a good portion of the game, if the player is paying attention, the thieves are very rarely actually stealing anything.  If you finish a stage without any potions, then the thieves are just running around while the player kicks them, taking their potion bottles.  Although you could imply that the players are just taking back what the thieves stole from others.  But then the players are using those potions and hunks of meat for themselves without returning what was originally stolen from someone else.  It's a cyclical cycle of twisting logic; best to leave it be.



~JWfW/JDub/The Faceplantman/Jaconian
Will I Go Through The Night Thinking You're Near?

Friday, April 10, 2026

Game EXP: The Exit 8 (PC)

Systems: Windows, PlayStation 4/5, Nintendo Switch, iOS, Android, Steam OS, Linux
Release Date: November 29, 2023
Publisher: PLAYISM
Developer: KOTAKE CREATE
Play Time: 2.4 Hours

I'd been aware of The Exit 8 for a while, probably around the time I was reviewing Dreamcore and POOLS, and the concept of another liminal game combined with a spooky version of 'spot the difference' mechanic was very appealing.  So I picked the game up last week when I saw it was on sale along with The Cabin Factory.  The game is up front with what you have to do to proceed: walk forward and, if you spot an anomaly, turn around and walk the other way, although what specifically the anomalies are and how they manifest vary greatly.  One anomaly might be as obvious as a sign being upside down or the black ooze leaking from an air vent, while others might be more difficult to spot, like the man whom you constantly pass is no longer holding the phone in his left hand.

Your overall goal in the game is to escape the series of seemingly endless hallways by reaching Exit 8.  If you pass through a hallway that doesn't have an anomaly, the number on the large yellow sign will go up by one.  If you see an anomaly and you turn around, when you reach the sign, the number will have increased by one.  If you fail to see an anomaly and continue through the hallway, the number will reset to zero, and you will start back from the beginning.  If you think you see an anomaly but there isn't one there, and you head back the way you came, the number will reset to zero, and you will start over from the beginning.

I definitely went through various stages of emotion with this game.  First, there was the general uncomfortableness that you might experience playing a game in a liminal space.  Then there was excitement about noticing something different in the environment, like a light that wasn't blinking before or a severed foot in the middle of the floor.  Then there was the horror of the situation, and feeling scared when you turn the corner and stop, but continue to hear footsteps from behind you.  Then there's frustration when you enter the hallway after passing the yellow sign, now with the number 7 emblazoned on it, convinced that you don't notice any anomalies, only to see a 0 on the sign when you round the corner at the end of the hallway.  Then there's whatever emotion "fuck all" defines as you start sprinting through the hallways, only giving a haphazard glance around before you decide to continue or turn back (see my playthrough series Part 5).  And at some point, there's paranoia as you first come across the yellow sign with 8 on it, looking no different than all of the other iterations of the sign except the number.  You enter the hallway and begin to second-guess everything, all of the times you were convinced that you didn't see anything, only to have the number reset to zero.

For me, I didn't look up any of the guides on Steam listing all of the known anomalies at first.  I wanted to see how far I could get on my own, convinced that I had a decent memory and an eye for noticing differences.  To me, it would be like looking up all of the sanity effects in Eternal Darkness and not being surprised by the bathtub scene.  After an hour, I did look up a spoiler-free post, just to see if there was a mechanic that I was missing that was causing me to return to zero, and I inadvertently saw a reference to two anomalies.  After two hours and still coming back to that zero on the yellow sign, I gave in and looked up a guide for all of the anomalies.  I saw that, apart from one anomaly, I had already seen most of them, and the two I hadn't seen were somewhat obvious, like the lights in the hallway turning green, or the walking man wearing a baseball hat.  

On my sixth attempt, I finally made it out after several runs where, looking back at my video, I missed some pretty obvious anomalies, but I was just moving too fast to notice what was off about the hallway.  Seeing those stairs at the end of the hallway, I felt a sense of relief, although still cautious that there was going to be a stinger of an ending, which I wouldn't put it past this kind of game to pull.

Since this is a Game EXP article, I wanted to go into more specifics about how I played The Exit 8, but I can't really do that without getting into spoilers, because part of this particular liminal game is discovering how the game works apart from the list of rules that the game gives you at the beginning.  I had thought about not including some of these points, but while rewatching my playthrough videos, I laughed at my assumptions.  So I am going to include those below the spoiler warning.  So, only continue reading if you don't mind spoilers.












~SPOILERS~


One of the first things I started doing, even before reading the rules, was to stay to the left of the yellow line.  There was a sign that said "Keep Left," and I read that as one of the potential rules.  This, in fact, was not one of the rules, but me taking things literally.

Probably like a lot of people who didn't look up a walkthrough before playing, I was fully expecting there to be some super subtle anomalies associated with the posters on the wall.  I didn't think that the developers would have swapped Kanji characters, as this would alienate just over half of Steam's user base.  Likewise, I didn't think that there would be any misspellings or alterations to the date or time on any of the posters.  When the woman in the poster developed longer hair and creepy eyes, that was the kind of anomaly I was expecting.  I was also thinking that there would be additional anomalies, like maybe the dogs in the third poster attacking each other.  In the fourth poster, with all the people milling about, I was expecting there to be someone standing in the middle of that room holding a knife, and everyone else was murdered, maybe with the lone person looking out to the viewer.  Considering how many times I reset back to zero after missing an anomaly, I was convinced that something was happening with the posters that I was missing.

Focusing on the posters was one reason I didn't pay much attention to the walking man at first.  As long as he looked relatively normal, then I didn't need to give him so much of my focus, where there were six posters on the other wall.  Early on, I had experienced his face looking strange, him smiling, and him following me, and that all seemed pretty obvious compared to what my brain was telling me could be wrong with one of the posters.

After a while, I also thought that there could be an anomaly associated with the doors; apart from the door knob placement, and there being a door missing.  I noticed that the far left door was only two tiles away from the electrical box with the red light, and eight tiles away from the door to the left.  The doors were also three tiles higher than the electrical box.  Sadly, another thing I was focusing on turned out to be a self-imposed red herring.

Another thing that I thought might have been an unspoken rule that wasn't was that at some point, I thought you had to be moving the entire time, that you couldn't stop, and that was the reason why I kept failing and going back to zero.  Which I recognize doesn't make any sense, as there were plenty of times I had stopped to notice an anomaly, turned around, and progressed, but for some reason, my brain thought, "Maybe if I kept moving, that might prevent me from going back to zero.

As I mentioned above, after two hours of playing, and always seemingly missing an anomaly or two, I did look up a guide, and that was when I found out about "The Face."  The Face was described as a face that looks like it's made out of smudges of dirt on the ceiling.  There were a lot of people commenting on never seeing The Face, and it likely being the reason that they didn't spot an anomaly even when they were so very thorough.  I only barely saw The Face during my last run (in Part 6), or you can go up and look at the ceiling in the second-to-last picture in this article.  There's The Face between the light closest to the top of the picture and the next light down; the mouth might even be part of that second light.  It's that hard to see, although I think the screenshot from the video is a bit darker than what I saw in the game, but it really was that faint.

One of the more frustrating things about this game, apart from coming back to zero, was when it would happen immediately after seeing a very obvious anomaly, like the poster shaking, or when the walking man was a giant.  Since the game locks that specific anomaly away (put a pin in that for a second), it feels like a wasted use of an anomaly that could have been used to beat the game.  Missing an anomaly was even more frustrating after passing hallway four because it felt like, "Yeah, I'm halfway there, that wasn't too difficult!  Ahhh damn, now I'm back to zero."  So it kind of felt like a waste of time.

I've read criticism of one of the game's core mechanics, that after you see an anomaly and turn around, it removes that anomaly from the pool the game pulls from, which means that the only anomalies you end up coming across after an hour playing are often the ones that are difficult to see, being the whole reason you missed them.  This brings up the question of whether, if you have only one anomaly remaining when you start a run, will seven of the eight hallways be free of anomalies?  There's another mechanic that resets your anomaly queue, which happens if you fail certain anomalies, possibly the false exit, or being caught by the flood.  Other anomalies will "kill" the player, such as the aforementioned flood, but also walking through the open door to the void, or being caught by the tiled man.  Do these events also reset your progress?  In my run in Part 5, I believe I started seeing anomalies repeat, like the lights turning off, the flood, the creepy eyes on poster #3, and the walking man starting to follow you.  Was this because I triggered an event that reset my progress, or was it because I had too few anomalies left in my queue for a complete run?

In the two-and-a-half years since The Exit 8 was released, there have been a lot of games that use a similar mechanic, spot the anomaly while passing through a repeating room. The 18th Attic is a recent example, and I'm playing another VR game that uses the same premise, although in a different underground setting.  I get it, it's a fun mechanic that starts out scary because of the liminal space and the smoothness that anomalies happen within a repeating setting that is uncannily familiar, and can easily turn to annoyance and frustration.  That happened to me with The Exit 8, but I still had a lot of fun, and that's my final takeaway.



~JWfW/JDub/JWfW/Jaconian
They Go On And On Forevermore

Wednesday, April 8, 2026

MIDI Week Singles: "The Song of the Wind" - Divine Divinity (PC)

 


"The Song of the Wind" from Divine Divinity on Windows & OS X (2002)
Composer: Kirill Pokrovsky
Album: Divine Divinity
Label: GOG
Publisher: cdv Software Entertainment
Developer: Larian Studios


This song has really grown on me in the last couple of months.  When I first listened to it outside of the game, I thought it was alright.  There was nothing inherently wrong with the piece, nothing stood out to me as jarring, and nothing made me pause what I was doing to listen to the song again when it first came up.  However, since that first play, I've been playing a lot more of Divine Divinity, and I've been visiting Rivertown as it's my go-to town for equipment repair and item selling.  Each time I play, I probably spend 5-10 minutes in this town alone, so I hear this song a lot, which is not a bad thing now that this song has really sunk its hooks in me.

As for the song itself, I can't quite tell all of the instrumentation involved.  It sounds like there's definitely a harp there in the background, but the stringed instrument at the forefront, I can't tell exactly if it's a lute, a dulcimer (because of the quick stacatto-esque notes around 0:10, 0:17, 1:14, 1:27, etc.), or if it's just a digital string instrument.  The first 50 seconds kind of blend into the background for me, after the initial four seconds of, "Oh, yay, the Rivertown song."  But then at 0:54 and 1:43, something about that flittering melody there gets me every time.  It's now one of my favorite songs in the game, and I'm going to bring down whatever divine wrath I have if whoever the antagonist in this game is ends up destroying Rivertown and I never hear this song again.


~JWfW/JDub/The Faceplantman/Jaconian
Es war der Tanz mit den lebenden Toten

Monday, April 6, 2026

Game EXP: Organ Quarter (MQ2)

[Disclaimer:  I received a review key for Organ Quarter through Keymailer, a third-party website/company that connects publishers and developers with content creators.  The game was given without promise or expectation of a positive review, only that the game be played, and content be created through the playing of the game and the experience.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Organ Quarter
Systems: PlayStation 5 VR, Meta Quest 2, Meta Quest 3/3S, HTC Vive
Release Date: October 19, 2017
Publisher: AMATA K.K.
Developer: Outer Brain Studios
Time Spent: ~4 Hours 38 Minutes 
Playthrough Videos on YouTube

When I saw that AMATA had published a virtual reality survival-horror game, I was pretty excited.  My time with Last Labyrinth was a good indicator that they knew how to develop single-room-style escape room puzzles in a virtual reality space, so putting their publishing arm behind a game developed by Outer Brain Studios was a pretty decent indicator, before I looked up anything about the game, that this was going to be a wild ride.  However, after four and a half hours, I have officially hit both a skill and technical wall that we will get to after we lay some contextual groundwork.

Organ Quarter is a survival-horror game in the truest sense of the word.  There are slowish-moving humanoid monsters, and there are (currently) different types of guns with limited ammo and health that can be found scattered throughout the different areas.  Of the enemies I've encountered, they all take significantly more damage with head shots (for those that have heads), and take anywhere between three to five shots, while others seem to only take one.  In two instances, I reloaded from a previous save because I felt that I had wasted ammo, the first time being when I first encountered a shambling enemy, and tried shooting from a distance.

One complaint I have that's directly tied to shooting the enemies is the control scheme.  You move with one hand, which also has access to your inventory and map, and the other hand holds a flashlight and your weapon (your weapon takes on flashlight functionality, so there's no having to shoot in the dark), and allows you to snap-rotate.  When I first started, I opted to shoot with my left hand since I'm left-eye dominant, but this meant I was using the right controller/joystick, which felt very awkward.  When I switched to using the left controller/joystick for movement, it became much more comfortable, as did turning with the right controller.  Unfortunately, even in virtual reality, if I try to aim with my right eye, my shots are off ever so slightly.  This has forced me to fire at nearly point-blank range with the pistol, which isn't too much of an issue against the basic grunt-type enemies, Trypos, who just lumber at you slowly.  The faster-moving Pegman is more of a problem as it will also lunge at you when you're in range.  The projectile acid-spitting Retches are terrifying, as their long necks and bobbing heads allow them to look around corners before the rest of their body makes the turn.

The gameplay, up until I decided I was unable to progress any further, was a great throwback to "old school" survival-horror games set in a virtual reality space.  There are no enemies to encounter until after you acquire your first gun, and all of the enemies in the starting area are appropriately frightening while still being easily dispatched with the single-fire pistol.  Once you acquire the sawed off shot gun, you now have the option of a higher-powered gun, but at the expense of far fewer rounds found scattered around.  Do you use three rounds from the pistol to take out a monster, or one blast from the shotgun, hoping that all of your shots hit, otherwise you'll have to fire again, or maybe switch back to the pistol for the killing shot?  Do you shoot at the bouncing spider creature, knowing that it takes only one bullet, or do you try to sprint past the three or four that are currently scuttling around in the hallway between you and what you hope is a door to the next save room?  It can be a pretty fine balance between hoarding your ammo for the end of the stage boss fight and making sure you get through while taking as little damage as possible.

Four and a half hours in, though, I've decided to call it quits.  I'm at the boss fight at the end of the nightclub area, and the game is throwing too much at me while trying to shoot with my non-dominant hand.  It honestly feels like there is just too much going on to take in, and it feels like a jump in skill level that's just too much.  Let me try to break it down.

The boss is a creature inside of a metal shell with eight tubes, four on either side.  There's a fleshy mass that passes between each of the tubes and the round shell body in the center that the creature is in.  Once you shoot one of the fleshy masses, the battle starts, and the entirety of the boss creature starts rotating clockwise.  While the boss starts bobbing up and down and spinning, it fires projectiles at you that you have to move around to avoid.  There is also a rotating platform with a spike blade that sticks out that sweeps the playable area, although it retracts to the opposite side as this circular structure also rotates clockwise.  While the boss is moving, you again have to hit one of the fleshy masses, and in doing so, the whole creature drops to the top of the rotating blade platform, and a cage door opens, revealing the body of the creature within the device.  This is when you shoot it.  After about three seconds, the cage door closes, and the whole boss device thing starts again with its bobbing and spinning, although this time faster if you hit the creature within the device.  So you're moving to avoid the spinning spike blade that's sweeping the floor (and you can't jump over it because there's no jumping in the game), moving to avoid the projectiles, and trying to hit a seemingly random target that's moving up and down and spinning, all the while firing with my non-dominant eye.

In my final attempt, I did try going back to shooting with my left hand and moving with my right, but that felt too awkward.  I also tried changing the moving mechanism from standard to teleporting, but that didn't allow for the quick movement that I would need to be constantly moving around the room while aiming at the boss.  I am willing to concede that I'm missing something about this boss fight.  Like maybe I'm supposed to use the shotgun to shoot at the masses as they randomly move between the tubes, then use the submachine gun when the cage opens up.  But then I'm afraid that I'll run out of ammo, as I don't have much for either of those guns, and I'm genuinely thinking that you have to hit the fleshy masses eight times, each from a different pipe, along with the creature behind the cage.

Unfortunately, this is where my journey with Organ Quarter ends.  I was very much enjoying the gameplay and the terror and thrills of playing a survival-horror game akin to the original Resident Evil and Silent Hill in a VR setting, where an unsettling encounter with a single enemy puts you on edge.  Where a darkened cave with limited visibility is more terrifying than having to go up against a single boss for the 10th time.  I'd like to think that I'd come back and beat the Nightclub boss in the future, but in the meantime, I just need to step away rather than go in and hope that I might beat the boss.


~JWfW/JDub/The Faceplantman/Jaconian
Break the Cycle that I'm in