Friday, May 15, 2026

Game EXP: Climb Out: Escape from Anomalous Sewer (MQ2)

[Disclaimer:  I received a review key for Climb Out: Escape from Anomalous Sewer 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.]

Climb Out: Escape from Anomalous Sewer
Systems: Meta Quest 2/3/3S/Pro
Release Date: December 19, 2025
Publisher: Skycamp Studio
Developer: Skycamp Studio
Time Spent: 2 Hours 4 Minutes
First Play Videos on YouTube

I had decently high hopes for Climb Out: Escape from Anomalous Sewer (just Climb Out from now on), and then 0:04 seconds into the playing, you can actually see my confusion through my hand gestures in my First Play video.  The best way I can describe it is that your virtual hands, your hands in the VR space, are flipped 180 degrees.  So when your in-person hands are facing the ground, your in-game hands are facing up, like you're ready to receive alms or a loaf of bread.  This might not be a big issue, but in a game where one of the main mechanics is climbing a ladder, holding onto a zipline, and taking pictures with a handheld video camera, the default hand position can be integral to overall comfort.  Throw in some less-than-optimal hand mechanics and some questionable anomalies, and you have the makings of a game that is not always fun to play.

The premise for Climb Out is similar to other 'spot the anomaly' games, where you pass through a looping hallway.  If you see an anomaly, you go through one hallway, and if you don't see an anomaly, you go through the other hallway.  If you're wrong, you start back at the beginning.  Once you sucessfully make it through 10 passageways, you beat the game.  There are a few differences in Climb Out compared to similar games like The Exit 8 and Room 713, and that's to take a picture of the anomaly.  That picture (which is actually a pre-taken picture regardless of the actual picture you take) is automatically placed on an evidence board, complete with a red string connecting the pictures.  When you see an anomaly, you don't actually have to take a picture like you do in The 18th Attic, to sucessfully proceed to the next sewer tunnel, but there is a secondary quest of sorts to the game where you have to collect 20+ pictures on your board to unlock the true ending, or at least find out how/why your detective character ended up in the sewer in the first place.

The biggest problem with trying to complete your evidence board, or at least acquiring 20 pictures, is that, unlike other games in the genre, the pool of anomalies that the game pulls from doesn't seem to eliminate the ones that you've already come across.  During my playthough, I came across the hanging mannequin corpses three times, the ladder with twice as many rungs three times, the fleshy eyeballs twice, the floating tools twice, and the flipped tunnel twice.  By not removing already sucessfully observed anomalies from a pool that the game pulls from, the game artificially extends the time required for a person to play in order to see "the one true ending."  I don't like that approach.

Two other narrative choices the game makes, I can't figure out if they were planned and not implemented, or mentioned only to mess with the player.  The first is that the game tells you that while you have a headlamp, "and a digital camera on you, though the battery is dying."  Of all of the times I spent playing, I never once had the battery on either the headlamp or the digital camera die.  The headlamp would often flicker, but even playing for more than 30 minutes, never once did the game indicate that the camera battery was in danger of dying.  Maybe there was a planned mechanic, similar to Outlast, where you had to find and replace batteries that died, but that became too difficult to actually implement?  The second mechanic that didn't work was pressing the trigger button while riding the zipline across the open sewer.  The game says that you will be able to stop while on the zipline, presumably to get a better look at anomalies, but again, possibly due to in-game limitations, this function did not actually work.

The last thing I want to harp on is the design of the stage.  For those of y'all who haven't watched any of the gameplay videos, I'll do my best to describe the general layout.  You start in the sewer tunnel with a caution sign telling you which one of nine possible floors you are on.  In front of you is a ladder that leads up to a large open area with a zipline.  Behind you, while climbing the ladder, are two nooks that can hide anomalies.  While riding the appropriately slow-moving zipline across the water-filled gap, anomalies can pop up if they're not already visible.  Once you're across the gap, you can slide down one of two tunnels leading you back to the starting sewer tunnel.  I felt that the ladder should have been moved to the end of the level, so that you're climbing out into the next floor, and the reveal when you poke your head out is when you discover if you sucessfully made it to the next level or if you just climbed back up to the starting floor.  Having to climb the ladder during the first third of the stage felt very cumbersome, even after finding the two nooks.  The sliding tunnel also could have used some fine-tuning, as I felt that I had to constantly push myself to keep moving down to the next floor.

What I liked about Climb Out was that after playing a handful of these 'spot the anomaly' games, I really liked playing this type of game in a VR space.  Being immersed in a virtual world where spooky stuff is happening will always feel a lot scarier than when you play on a TV, computer, or handheld screen.  Playing Layers of Fear on my computer was really scary, but playing it in VR was terrifying, even on my third time through the game.  A couple of the anomalies were genuinely scary, like the woman who appeared right before the zipline ended, trying to get the player to jump and let go of the zipline, leading to "death."  I also loved the two times the world flipped upside down, as it made traversing more challenging, but in a way that was fun and not frustrating.

I really wish I had more positive things to say about Climb Out, but when I look up at everything I've written, it feels like I liked the concept more than the actual execution of the game.  The bones are somewhat decent, but the final end product still feels like it needs a bit of work, especially in the hand orientation department, before I could give it a glowing recommendation.  The coat of paint is nice, but everything else needs work.


~JWfW/JDub/The Faceplantman/Jaconian
Why Should I Be Frightened of Dying?

Wednesday, May 13, 2026

MIDI Week Singles: "House at the Bay" The Legend of Zelda: Link's Awakening (NS)

 


"House at the Bay" from The Legend of Zelda: Link's Awakening on the Nintendo Switch (2019)
Original Themes By: 
Composed and Arranged by: Ryo Nagamatsu
Album: The Legend of Zelda: Link's Awakening Original Sound Track
Label: Columbia
Publisher: Nintendo
Developer: Grezzo


"The Ballad of the Wind Fish" is an amazing theme for The Legend of Zelda: Link's Awakening, and it is liberally peppered throughout the game, so the likelihood that I'm going to land on a song that is some variation of that theme is very high.  With that in mind, having mostly played the original Link's Awakening on my Game Boy sometime after it came out (thanks again, Sharad), I have a strong affinity for that original music played out of the Game Boy's mono speaker.  So I was a bit surprised when "House at the Bay," originally titled "Ghost's House," came up, and was just floored by the amount of emotion instilled in only two instruments (marimba? and chimes/bells in the beginning).  Then about 30 seconds in, those two instruments are joined by, I think, a clarinet and violin/cello/viola (I can't tell).  

The softness of this arrangement of "The Ballad of the Wind Fish," coupled with how forlorn the ghost acts after Link takes it back to its desolate house by the cove, can be pretty heart-wrenching.  Who was this ghost?  Is there significance in what they look at in the house before asking Link to be taken back to their grave?  Was the one bed a shared bed, or did the ghost live when they were alive?  Was the ghost an adult or a child?  Does the chime/bell carrying the melody have any significance to the ghost, or was it what Ryo Nagamatsu wanted to use for this particular scene?

Whatever the reason behind the arrangement decisions and the significance of the ghost, I love this song and how it's effectively used in this one short scene.  Another instance of less is more.


~JWfW/JDub/The Faceplantman/Jaconian
Sheltered Behind the Walls

Friday, May 8, 2026

Game EXP: Room 713 (PC)

[Disclaimer:  I received a review key for Room 713 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.]

Systems: Windows
Release Date: April 30, 2026
Publisher: GoragarX
Developer: GoragarX
Time Spent: 3 Hours 12 Minutes

I'm going to gingerly describe Room 713 to you, and then I want you to forget that I said it.

Room 713 is like The Exit 8, if The Exit 8 took place in The Overlook Hotel from Stanley Kubrick's 1980 adaptation of Stephen King's 1977 novel, The Shining*.  Room 713 is like The Exit 8, but it's not, because apart from the "walk down a hallway and spot anomalies," it is vastly different in ways that are both expansive on the formula and regressive in terms of playability.

We're going to need to do a spot of contextualizing here, otherwise I'm going to write myself in circles.  The general premise of the two games is similar.  You walk through a looping hallway and look for things that are out of place.  But where The Exit 8 has you turn around to acknowledge being a witness to an anomaly, in Room 713, you walk down a different hallway and go up a different flight of stairs that will lead you to the beginning of the same hallway you started in, but a floor higher, if you're correct, otherwise you start back at Floor 0.  The other major difference is that Room 713 includes more than a single hallway, but also an elevator landing/lobby, and three hotel rooms of varying sizes, from a single room up to three individual rooms, including a living room, bedroom, and bathroom.  All of these spaces need to be taken into account when trying to locate anomalies and, as I found out after the fact, finding an anomaly in one place might mean that there are similar anomalies on the same floor in different areas, not just limited to one location.

And that brings us to the concept of Change Blindness, or the inability to notice changes in the environment, something that the developers of all of these spot the anomaly mechanic video games are playing with against the players.  I don't know if there's an additional phenomenon coupled with Change Blindness when taking into account the player playing a game for an audience.  As in, when I was recording myself playing Room 713, knowing that I was recording what I was playing, did that have any effect on my ability to recognize differences in the different environments?  Was the need to "create good/watchable content" getting in the way of my not noticing that the pattern of the carpet was flipped upside down, or that the doors on the rooms didn't have the usual room numbers on them?  It's hard for the player to miss something as obvious as a dinner table in the middle of a hallway, compared to the light fixtures on overhead lights changing from a dome to a flattened box.

Room 713 does something I haven't seen before in the 'spot the anomaly' genre, and that's giving clues when you end up going up the "No Anomalies" staircase when you missed the statement on the radio about the elevator not working.  Clues like, "How's anyone supposed to find their room like this?" or "Did the carpet always look like that?" are obvious when you know what to look for, but at times seem obtuse when you're faced with failure while on the fifth floor, and you might have to start back at the beginning.  For the three times I got the first clue above, I was convinced that the map of the hotel floor would be missing or altered in some way, so I would frequently look at the map each time I entered the hallway.

There were several changes to the spot the anomaly formula (is there really a formula, though?) that the developer took.  In at least one instance, an anomaly will outright kill the player if not avoided.  In The Exit 8, this manifested as a darkening of the metro tunnel, a door opening to darkness, or a flood rushing towards the player.  When you died, you would respawn at the beginning of the hallway.  In Floor 713, respawning after the dying mechanic felt a lot clunkier and less user-friendly as it functioned more like an old-school Game Over screen, and took you back to the starting menu screen.  Likewise, every time you started the game, you began at the entrance to the hotel, where you would need to pick up your room key, enter the nearby stairwell, and enter Hallway 0.  There is a notice at the start of this hallway that lets the player know that Hallway 0 will never have any anomalies, so unless you feel you need a refresher on what the default rooms look like, you can just sprint through up to Hallway 1.  On some level, I can understand having this default setting for the player to compare against, but like being sent back to the starting menu screen, it often times just feels unnecessary.

The last way that Room 713 differentiates itself significantly from several other anomaly games is that there is an attempt at telling a story here, which I did not discover until ~13 minutes into my sixth playthrough.  Prior to this, I thought that there was some kind of overarching story, but I wasn't picking up on it, and then the table appeared, coupled with the bloody bathtub anomaly from the previous floor, and everything clicked.  The knife in the bathroom, the body on the floor of the kitchen, the bloody footprints, the numerous radio stories about a murder, and the introductory text that "A man full of guilt arrives at a lonely hotel."  But what to do with these revelations?  The two times I reached room 713, they both resulted in your playable character committing suicide, going back to the starting menu with the following message: "You learned nothing.  The cycle continues."  There are three possible endings in the game: A, B, and C, and according to the Steam Achievements page, while over 50% of players have reached room 713 and gotten the bad ending (Ending A), only 7.8% and 2.4% have reached Ending B & C, respectively.  Even the trailer hints that there is a lot of story to uncover, with the presence of the briefcase and the code-locked door in the lobby all but claim this to be the case, but how that story is discovered, remains to be discovered.  U

Unless you're required to play through the three additional modes the game offers, then there might be a way to see the whole story.  Maybe.  There's a speed running mode, which only adds a timer to the top of the screen, but the gameplay is identical to the standard mode.  There's an Extreme mode that requires you to go up 21 stories (compared to only seven) to acquire a warm slice of pizza, but there might be other things to find along the way.  Lastly, there's a custom mode where you can set which of the anomalies you've already experienced to be the pool of anomalies the game pulls from as you play through an otherwise regular run.  So maybe you have to experience all of the anomalies (6.6% achievement rating on Steam) to have the chance to experience and unlock the full story?  If you've watched any of my playthrough videos, you'll also know that I looked in a lot of drawers, dressers, wardrobes, looking for anything, even when the game tells you that anomalies aren't hidden behind drawers.

So that was Room 713.  A fun 'spot the anomaly' game that feels like it's only pulling from The Shining as an homage, rather than a gimmicky crutch, and is different enough from other games of this similar genre and just enough content to stand on its own.


~JWfW/JDub/The Faceplantman/Jaconian
How I Yearn For My Return


*  Yes, I know the carpet is different from the one that was used in the movie.  Maybe it was too on the nose, or maybe GoragarX changed it to avoid potential copyright infringement?  The color is similar, and I understand the sentiment, so I wasn't offended at the change, and it does not make the game unplayable.  I mean, it's called "The Grand Hotel," not "The Overlook Hotel."

Wednesday, May 6, 2026

MIDI Week Singles: "Gall Spaceport" - STAR WARS: Shadows of the Empire (N64)

 


"Gall Spaceport" from STAR WARS: Shadows of the Empire on the Nintendo 64 and Windows (1996-1997)
Composer: Joel McNeely with themes by John Williams
Album: No Official Release*
Publisher: Nintendo
Developer: LucasArts


I know May the Fourth was, on the fourth, but we're only two days out, and it's Revenge of the Sixth, so I thought it would still be appropriate to use music from a STAR WARS game for today's article.

Without getting into the weeds about the production phase of the music used in the game, I primarily want to point out a couple of things about this song.  First, the first 25 seconds of the song are taken specifically from "The Departure of Boba Fett," composed by John Williams for The Empire Strikes Back.  This makes sense as it's Boba Fett that you're hunting in the Gall Spaceport in an attempt to rescue Han Solo on his journey to being delivered to Jabba the Hutt.  The last half of the song, from about 0:30 through the end of the song before it loops at 0:49, is an original composition by Joel McNeely, although I could've sworn that this actually appeared somewhere in the original trilogy; although YouTube's copyright seeking algorithm disagrees, so I'll trust it on that.

Lastly, this song only lasts about 50 seconds before it loops.  That's a ridiculously short amount of time for a song to start looping when the stage can take anywhere between 13 and 35 minutes, meaning you could be listening to this snippet of song 16 to 44 times.  But I find that it works.  The fact that I'm surprised that the music in this stage is looped every 50 seconds is a testament to being immersed in the STAR WARS galaxy in 1996-97, both in terms of having a John Williams quality score (albeit one being piped out in mono and compressed down to a 16-bit audio file), and playing a background part in the expansive story between The Empire Strikes Back and Return of the Jedi.

It's all just a really good, dread-inducing bit of music that works in the Gall Spaceport setting, knowing that you're going to have to fight not just Boba Fett, but Slave 1 as well before the end of the level.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental



*While there is the official Shadows of the Empire soundtrack that was recorded and released to accompany this multimedia project, it is not a one-to-one soundtrack from the N64 game.  The 1997 Windows port does use longer tracks from this soundtrack however.

Friday, May 1, 2026

Monthly Update: May, 2026

 


I feel like April was moderately productive with punctuations from various horror games, because nothing screams horror games like April, 2026.  Organ Quarter, The Exit 8, and 8AM.  Then, in the coming weeks, we'll have some more articles for a couple of additional horror games on both Steam and Quest 2 VR.

On the Switch, I started Hades, for good or ill.  Meaning after only three runs and dying to Magaera twice.  I'm hooked.  I've not played a lot of rogue-likes, but I totally get the "one more run" at 12:30 in the morning.  I also tried showing The Squire Scribblenauts Unlimited at the same time I was trying it out, and that is some wonky keyboard typing mechanic in that game.  Was it invented by Steve Jobs?  I was hoping for some touchscreen functionality akin to the other Scribblenauts games on the DS, but this typing mechanic, I think, is going to kill the game for the Squire.

On the Steam Deck, I'll bounce back and forth between Outer Wilds, which Dr. Potts got me for my birthday, Ace Combat 7 that I'm slowly progressing through, and also recently started (because why play just one game when you can play eight?) Karate Survivor.  I was telling Conklederp yesterday that I sometimes find it hard to start up Outer Wilds because of how vast and daunting the game feels, with there being very little direction apart from "Go explore the solar system and discover stuff."  But once I get into the cockpit of the spaceship and take off from Timber Hearth, I feel more driven and focused.  Thank bloody Christ for the digital corkboard, which tracks your planetary progress through each loop.

On my laptop, I'm also playing back through NightSky, which I first received from Dr. Potts back when Humble was still doing Indie Bundles.  This was specifically Humble Indie Bundle IV, and now I can finally say that, 14 years later, I've either beaten or given the ol' college try to all of the games in that collection and will have a collection of Game EXP articles in the coming weeks.  I'm also a slut for nonogram games, specifically, right now, Picross for a Cause, which is no longer functioning for a cause, but is now just a massive Picross game that's free on Steam.

Reading-wise, I just started part II of John Steinbeck's "The Red Pony," which is part of a larger collection of short stories called "The Long Valley."  But that's an old-timey hardbound book that I like to read downstairs.  Upstairs, while I'm in bed, I'll either read "Shadows of Doom" by Ed Greenwood, also a physical paperback, or "Mexican Gothic" by Silvia Moreno-Garcia on my Kindle.  I also have perpetually open a chronology of all of H.P. Lovecraft's works and all of Arthur Machen's works.  People should really read more Arthur Machen.



~JWfW/JDub/The Faceplantman/Jaconian
I Found a Bird


P.S.  Also, our President (still) sucks.