Wednesday, 21 April 2021
Will Konami start licencing?
Tuesday, 20 April 2021
Growing pains over at Epic?
I'll make a profit one day, mark my words. Or my name isn't J.R.Steamrip-off
Here we are again. Pawing over the legal hang-ups of Apple versus Epic; a grudge match where no one's the underdog and everyone is a loser. In one corner you have the Apple-lites who are ever eager to maintain their stifling dominance over the phone economy and on the other hand you have Epic who are eager to go to bat for the sake of making more money whilst pretending they care about making everyone else a big buck too. Honestly, I have to say that I was surprised at Epic for picking a fight with Apple, a subjectively bigger entity, wondering what could possibly be the incentive. They wanted a bigger cut? I mean that tracks but there has to be a deeper reason why that bigger cut was so important to them. Why now? Was it just because they were starting to get big now and wanted to flex their spending muscles? Maybe- or maybe it had something to do with the figures that Apple has recently splayed all the Internet about how, after 2 years of life, the Epic game store is still operating at a loss. (That discovery act- it'll get ya everytime!)
Yes, the Epic Store which has been Epic's pass into pre-eminency hasn't been without its costs and tribulations. Say what you will about Steam, but it has served as a pretty huge deterrent for any small-time PC game retailer to get a foothold in the market, because why would anyone favour what you have to offer over what Steam can. After their flash success with Fortnite, Epic knew that the gravy train couldn't last forever and that their best bet would be to leverage the Fortnite success into something even more sustainable, thus I think it makes absolute sense for them to sink that runaway hit's fortunes into launching the Epic Store. The only problem being that with the loyalty of Steam customers and GOG customers, bigger plays than usual would be required to stick that foothold into the slamming door of the industry. Thus came the exclusives, the advertising and the plethora of free games shoved down everyone's throat, desperate to gain an audience. And you know what, it's working. Plenty of start-ups try the 'sink-money-in-and-it'll-eventually-work' stratagem to pathetic returns. (Just look at Quibi) But to think that Epic have managed to get themselves on everyone's lips in the space of two years is impressive; and yet in the eyes of Apple, who probably mostly care about making Epic look desperate, the opinion seems to be 'close but no cigar' and that's what they want everyone to think too.
To be clear, I'm no fan of Epic. In fact I hate their practises. Exclusivity culture is the death of accessibility and, as Playstation have handily proved with their recent death-sentence for legacy infrastructure, game preservation. But I hate Apple just as much, so anything they try to feed me is instantly going to cause suspicion out of me. And, although this is to a much lesser extent, some part of likes the fact that Steam has not just an alternative, but a direct competitor coming for their throat with policies that seem designed to be direct digs at Valve's old guard baby. Higher cuts go to developers who publish on the Epic Store, exclusivity deals are designed to cover any potential development losses and soften release risks for smaller studios, and Epic specifically go out of the way to flaunt the fact that their store front actually has a moderation system so that trash waste doesn't accidentally end up on their shelves. (Steam is pretty much 90% 'floating junk-town' at this point) But none of that is going to be enough to make Epic profitable, and until they go to work on the fundamentals there's literally no way they'll make it to the heights Steam is at. (And you just know that's what they're aiming for)
Right off the bat there are the quality of life features in order to bring this service up to some sort of parity to Steam, which after two whole years is still lacking! I know the excuse off by heart now: "But Steam had years to get where it is today, yada yada iteration, yada yada give us time". It's all just deflections and smokescreens. Steam had no major competitors at launch (barring, I guess, Battle.net) so it had time to learn the sorts of ideas and tools that people want out of a launcher, they learnt alongside the console platforms and thus their development went somewhat in tandem. Epic is coming after that great learning journey, but that don't mean they have to start at square one! "Only a fool learns from his own mistakes- I prefer to learn from the mistakes of others", listen to Von Bismarck; my dude Otto had his head on straight! Or does Epic want us to believe that we should just wait 20 years for the Epic store front to be where Steam is at now? (Meanwhile Steam is 20 years onwards in improvements.) At least they've finally put in some achievements. That's a step. (But it ain't nearly the whole cake)
Then there are the missing community features, and this is the stuff I don't really count as 'quality of life' because at heart they are distinct from what's needed to run a successful launcher. Having customer reviews adorn titles so that people can read the voice of others to inform their decisions, a trusted-reviewer section; things of that nature. If Epic are serious they need to start getting on this so that their platform can go beyond just being a place where people game and become a place that people return to in order to hang out, or share mods. In that vein, what about an integrated forum with the launcher so such activities can occur without having to tab off onto other windows? I don't think I'm asking for the world here but it would go a long way to transforming what's on offer.
Also, and this is a big personal one; Epic need to make it easier to buy games from them. The system they have right now is the bare minimum basic, but again; no prizes for hitting the bare quota. Right now you can buy games by entering your credit card info onto Epic, fair enough; but literally every other major online retailer has alternatives. Vouchers, codes, just anything else to let more people in. (Not everyone has the ability to throw around credit card details on frivolous gaming expenses.) And I know this isn't a matter of Epic lacking the scale to accommodate for such a system, because you can literally buy Fortnite V-bucks codes off of any store corner. Literally just do that but for your storefront. That way people won't turn around and go "Yeah, but it's less of a hassle to buy off of Steam."
And whilst we're out here making suggestions, I might as well go and say something that I'll hate myself for saying; but the free games and all- I think they should probably tune that down a little. Don't get me wrong, I love free things and the selection of games that Epic Games has offered is insane; (I've taken advantage of almost everyone) but this is one of their biggest source of costs for the platform. Now I'm not saying be rid of the program; it's a great way to establish the superiority of your content over Steam's (Again; thank you basic content moderation principals) but I've got to wonder how many people aren't even sticking around to actually buy something because of the genuinely great products that are being handed out like candy. In fact, some of the times they don't even do the bare minimum and ensure the game they're offering has unincluded DLC so they don't lose out totally. That's something Xbox and Playstation figured out years ago, man, get with the age!
But finally and most importantly, I have a plea that stems from the financial and the moral argument; STOP with the exclusives! My god, it's sickening to see the single way they win over interest is by spending millions on exclusives instead of, I don't know, making a decent platform? And again, I'm not saying that they shouldn't have exclusivity for games that they fund, I think it's a disservice to do so but in that case it's their game, they can do what they want. But nicking games out of the mouths of other platforms purely so that you can lure customers your way like some creepy white van stalker? That's a bad look, Epic. It makes people not want to root for you, or see the good beneath your flaws, because you're so insistent on becoming some toxic slug on the community rather than a pillar of it. And, calling back to those figures Apple flaunted, it sure is straining on the ol' coffers, ain't it?
Despite everything we say and what Apple says, I'm sure Epic will keep doing exactly what they're doing and getting the best they can out of it. Epic are positive that they're experiencing the growing pains that any new entity has in the tech world; years of unprofitability. (Remember Twitter only turned a profit in 2018) And maybe they're right, who knows what sort of figures that Epic is holding behind those walls, but maybe they're blowing smoke out their rear ends and pretending everything is fine while the office burns down. (It sure wouldn't be the first time in this industry) All I can is regardless of marking black in the ledgers; Epic will never become the Steam disruptor it wants to be without rising to that task in a bigger way then they're doing right now, and waiting to do it a decade down the line isn't exactly going to cut it with me. (Early impressions tend to stick- you know) I want to like Epic, I just wrote a blog about a classic game of theirs that I truly adore, but the guys have got to meet me, and the rest of the gaming public, half way at the absolute least.
Edit: Scrap all of that; Epic just got a group investment of a billion dollars. They'll be fine.
Monday, 19 April 2021
Why does Gears of War still hold up?
Sunday, 18 April 2021
Crossover Week
Saturday, 17 April 2021
The House of the Dead rises
The damn Dead won't die!
Seems this has been the week of the undead recently, as the one topic of entertainment that I thought we'd all, as a species, collectively decided had been milked to ultimate death reared it's head one more time. Why are zombies literally everywhere right now? What more is there seriously to say with the rotting corpses of the deceased? We've already done the 'consumerism' parallels, 'end of the world' and 'the breakdown of society' tends to work better in more focused settings, and I don't not what 'Dead Set' was supposed to commenting on, but it was made and it's real. (Can't remember if that show was trash or not. I should rewatch that.) But despite that we've got zombies coming out of ears this year! We've got the Resident Evil 8 game speeding towards us like a bat-out-of-hell with that recent showcase event from not too long back. That really generic looking 'Army of the Dead' Movie that Zack Snyder has shot out propelled by the recent fervour since his cut of Justice League dropped. (After watching all four hours of that I have to say: my god someone staple an editor to this man's forehead- he needs to know how long a shot is acceptable to be) And then there's... I mean I saw an advert for another IOS Walking Dead game... If you wanna count that...'Stubbs the Zombie' is getting a re-release. Oh, and 'House of the Dead' is back.
Wait, really? That 'House of the Dead'? The seminal blockbuster movie by visionary auteur Uwe Boll? (I'm being facetious, of course. Mr Boll and that movie are both hot garbage) Actually this is in relation to the video game that movie was based on, if 'video game' is even the right descriptor because despite the plethora of ports it's had in the years since (Count three) I remember this title as adorning the arcade machines in the pier I used to visit sometimes as a child. Not that I ever played it all that much, I was kind of terrified of zombies back then. It's actually quite interesting to me just how absolutely petrified I was of rotting corpses despite being a huge fan of' 'Tales from the Crypt', a show literally hosted by a skeleton. I was a child of contradictions, apparently.
If you're at all familiar with Time Crisis and the whole 'light-gun' aspect of those games then you already know what House of the Dead was about. Basically it was a game wherein you went along rails and tried your best to keep the hordes of undead off of you whilst juggling ammunition and aiming, only this was on-the-rails back in the day when that wasn't a dirty word and those games where still somewhat fun. Additionally, House of the Dead went the Resident Evil route of brining really crazy mutated bosses to shoot down at the end of stages so that the whole thing didn't get too monotonous. (And it released before Resident Evil 1 so I can't even throw around a frivolous plagiarism accusation like I want to) The game also borrowed from it's future inspiration by having just some of the worst voice actors to ever touch a microphone. Good lord, everything sounds so bad. And unlike RE, House of the Dead somehow managed to pick up worse voice actors as the series progressed. I don't even know how you do that! It's like the rest of the industry just squeezed these guys out of the business and sent them packing right for House of the Dead's door, whereupon rested the sign "We take all comers; as long as they accept payment only in 'Shakeaway' coupons."
They were very robust and straight forward games, and that managed to win them a nigh-on cult following as the years went on through admiration of their raw fun factor as well as transparent flaws. What's not to love about a first person zombie horror game where the gameplay actually benefits from taking the controls out of the hands of the player? I've mentioned this when talking about the original Resident Evil too, but when you as a player cannot reliably decide the location of your character in a moment of crisis it makes you feel vulnerable, which heightens tension. In this regard I'd say House of the Dead actually has one up over on Resident Evil, because it purposefully induces this feeling of hopelessness, rather than achieving it through rocking a fundamentally poor movement system.
But despite all the fond memories and heartfelt applause these games received, they were still a product of their time being on-the-rails shooters in an industry that was spurring them like the plague. So it made sense that this series couldn't be perpetuated forever. Nowadays it has mostly lived on through nostalgia fuelled ports, and that one ingenious idea of turning it into a backwards edutainment game with 'Typing of the dead'. (I literally thought that was a fan mod for years until I looked it up and found out they actually made arcade cabinets for this thing! Cabinets with keyboards!) Honestly, this wouldn't be one of those franchises that I'd say was killed off too soon at all. What with four games a special and... an arcade game in 2018? What the what? I know that arcade machines are still a thing in Japan, but I never knew they made another game? (Does that mean the original's are now fair game to be ported into a minigame for a future Yakuza title?) But what I think about the state of this series is irrelevant, because what better time to bring back a series that's had it's day from a genre that's long decrepit than now, in the age of remakes for any old thing people can dig up the rights too.Yep, some intern over at Sega tripped over a stack of papers and rediscover the intellectual rights to this franchise, it would seem, because someone's bringing this game right back with the impending release of 'House of the Dead: Remake'. Yes, apparently this Polish company called ForeverEntertainment is publishing this game on behalf of Square Enix, who I guess owns this series now? (Rights management is a mystery to me) MegaPixel Studio, who remade the first Panzer Dragoon for Switch last year, are working on the development so that should be something of a relief to fans who fear they might mess with the formula in this remake. These guys are making a name for themselves in singlehandedly reviving the rail shooter genre, apparently. (So thanks for that guys... woo) All this to remake an arcade game. One that never ever got a Steam port, amazingly. (Apparently a PC version does exist, it just takes some digging to find.) Is this really what fans of these games want over just a touch up of the originals? I guess so...
But how is the Remake actually shaping up, seeing as how it's coming to a relatively modern system in the Nintendo Switch? It looks fine... I mean I understand that there's been a direct attempt to copy the style of the original in order to keep that fan base, but I just see the label 'remake' and expect a little more, is all. The zombie models look like playdoh and there's a cartoonish atmosphere to the whole thing, although it does look undeniably improved from the original. I just wonder why we couldn't have been given a remaster over this. Plus, and this is my gripe time, I don't like all of the faux arcade elements they shoved in such as a the 'hold your fire' splash text. I know, it's classic and was in the original, but it just has no purpose in what is supposedly a straight Nintendo Switch game. (Unless someone intends to port this to some cabinet down the line.) But I will give the team some credit for somehow managing to rerecord voice lines with a performance just as cheesy as the original. (Although not quite as bad, it would seem)
I'm not really someone who has rose tinted glasses with this franchise, I never played the entirety of a single one of these games. But I did used to know someone who was all about these games for a while, so I do feel kind of connected to them, if by osmosis. Honestly, I find myself a little intrigued at getting this game now it's finally accessible by reasonable means, and if this game is going to have new content (which it will) then I suppose that makes this remake the upcoming definitive article. Oh, and you rest assured that the team have already announced their work on remaking the sequel, so Resident Evil and House of the Dead are literally stepping on each other's coattails right now. And now that we have the Last of Us remake on the horizon? Whew... seems like someone up there just sat down and decided to remake the entire zombie genre. (When's my Dead Rising Remake?)
Friday, 16 April 2021
What even is Frog Fractions?
Who needs psychedelics?
Yeah, I mentioned it yesterday which means it's now my duty to talk about it today. Talk about what exactly? The in-depth litany of differences between the varying wingspans of continental dodos? It would be as inkeeping to the spirit of sensible discussion as anything surrounding the enigma of a project known only as Frog Fractions; because good lord let me tell you that if you've no idea what that game is and are curious I have but two things to say to you. Firstly; the game is actually free on Steam right now so go and pick it up for yourself, there's literally no reason not to. Secondly; go in with a mind wiped both of expectations and presumptions about what it even is that makes a game. I say that because Frog Fractions is simultaneously one of the interesting and impenetrable games that I've ever laid eyes on. I both want to crack it's hard shell to glean the treasures beneath the surface and cut my power cables and roll up into a ball under my desk to cry. (Unfortunately my Desk is also my dresser, so I can't roll under it. Thus I'm stuck talking about this enigma of a game.)
What can you say about the game that has everything? How about a good old; 'All that glisters is not gold' and nothing is ever quiet as it seems. Or perhaps everything is exactly as it seems. Does it matter. Does reality exist? Do you or I? None of these are questions proposed directly or, I think, indirectly by Frog Fractions; and yet these are the thoughts I come away from. I think that's actually just a consequence of a title both ludicrously high concept and intentionally directionless. I know, completely conflicting ideals. That concept I described doesn't even make any remote sense. And trust me, neither does Frog Fractions or anything to do with it. And that's perhaps the beauty of it, something with so much effort clearly put into it, yet dedicated showcasing pure insanity with an utterly straight face. There's something to respect in that commitment, if nothing else.
So first of all you might be thinking "Frog Fractions? Is that an educational game?", to which I will immediately strike with a "Yes! Well, actually no." You see, Frog Fractions absolutely presents itself in the exact fashion of those old school, and terrible, education games that we all like to pretend we were never subjected to in our youth. I mean there is one educational game that I played the heck out of and still attest to this day is a classic, but thankfully I never have to directly address that bold claim because there's no way I'll ever find it after a quick google sear- (Oh my god it's Dinosaur Adventure 3D. I found it. My nostalgia is almost making me tear up right now. give me a second. Wow, that was a wild derail, back to the blog.) In Frog Fractions you sit on a lily pad as a frog and use your elongated tongue to swat bugs out the sky that are trying to eat your apples. Hmm? Where's the educational part of that? Oh, each of the bugs are worth a fraction of a score which adds up in the corner. Which... I mean I guess that's kinda educational... If you bother to pay attention to the score... look, the point is that's just the cover of this game; there's so much more!
So before I go any further I'm going to stop myself and reaffirm; you need to play this insanity. Right now, before I ruin it's secrets for you. Here is the link to the Steam Page where you can pick it up, I remind you, absolutely free. As god intended. Twinbeard Studios put this up as a free browser game all the way back in 2012, and the recent death of flash prompted them to move to a more easily accessible form of distribution. (Because I'm pretty sure I'm one of perhaps three other people in the entire world who actually has the off-browser version of flash installed) So now the Game of Decade version sits as a monument throughout time for one of the greatest mock jobs that ever lived. Once more, there are no excuses. Okay, now that's out of the way can I go through the hilariously insane way this game managed to go off the rails? Because it starts in a world of colourful innocence. A bright and happy pond scene with dubious educational value wherein you, a poison dart frog I think, have the highest pixel count of anything on screen by a decent margin. It's a simple world, eating insects, protecting fruit, and furrowing your brow as the score meter rapidly solves your most simple fraction in regards to score without ever sharing with an integer. And then you start upgrading.
Makes sense for these sorts of static 'protect the thing' style games. Upgrades make the experience more fun. So you get a lock on, turtle-back lateral movement, and then- a cybernetic brain which turns the score from fractions into decimals? That's all it does. And the decimals are oftentimes needless power-ofs that are actually overcomplicated from the decimalisation! (I know I'm the only one who cares about that, but there it is.) You also have the option to: uninstall lock on because 'chicks don't dig cyborgs'? The entire premise of this Frog Fractions adventure, is the idea that you start off with a simple concept and pile on absurdity after absurdity until the original idea is completely unrecognisable. It's this fantastic game of compounding silliness that strikes humour in the same way that a lot of modern absurdist comedy does; by lacking coherency and almost mocking those who seek it. Oftentimes this is, rather disparagingly, labelled as the humour of the 'meme-generation' and 'millennials'. Seen as low effort or bargain-bin jokes. Some of which is certainly true, but most of which is the point. The impressiveness, as I see it, comes in the extent to which you commit. And Frog Fractions commits to the absolute bitter end.Once you turn your lateral movement turtle friend into a dragon, capable of moving in any direction, suddenly the insects that are invading your pond start shooting projectiles at you. Yes, this has now become a bullet hell game, just like that. Your mission to protect 3 or 4 apples per round to pay for meagre upgrades also hits a snag once you realise that the next upgrade costs 25 000 fruit. 25 000. And you make maybe 5 a round. How in the hell are you supposed to- oh, and then you find a secret hoard of fruit under the water that takes your total up to, and I quote, 'Like a billion'. Completely invalidating the whole game you've been playing up until now and reinforcing the fact that this game is going to keep messing with you, just for the giggles. Of course, if you had any doubts about that, they'd be wiped once you actually buy that 25 000 fruit upgrade and are suddenly thrown in a Star Fox inspired space shooter. Because that is what has become of your edutainment game and that isn't even the weirdest turn.
We're talking about a story that has turns of text-based adventure, decision-based interrogations and even an elongated documentary-style rewriting of the history of boxing as a sport wherein two pugilists enter a ring and "regale each other with stories monotonous for days on end until one of them fell to the ground of boredom or exhaustion." Unless... is that the real history of boxing that we never knew until the historians over at Frog Fractions dug it up? Seriously though, I think everyone must have their favourite 'joke' in this gaffe filled extravaganza of a game, and the boxing history is mine. I love how overly developed of a narrative it is, going into the names and histories of everyone involved in the 'history of the gentleman's game of Boxing' in a pitch-perfect documentarian's voice bolstered by a lavishly dry documentary-style script. There's obviously so much more to this game, but it would be a disservice for me to just walk you through it. Again, you need to try it out. Seriously.
I can always appreciate a artist who isn't above telling a joke, even throwing vast amounts of effort and time into layering a magnificent cake of jokes for all to enjoy. And though the creator has done so for free, for those who really appreciate the game and want to see more, alongside the Steam release of the game, Twinbeard included a paid hat-wearable DLC which not only goes towards supporting the creator, but carries a secret within it that is well-worth the small asking price. In an industry of storytellers that always seem to take themselves just that tad too seriously, even when they're making a joke, I present to you a product pure, unburdened and just silly. Don't you want to loose yourself in something just silly for an hour or two? Frog Fractions, everybody! Have yourself some fun.
Thursday, 15 April 2021
Why indie horror is so effective
Now don't get me wrong, I still think that horror has a place in the mainstream market; just look at Resident Evil and my rather transparent love and respect for those games and that franchise. I think the original Outlast is one of the most terrifying experiences I've ever gone through, nearly sticking me with emergency heart bypass surgery; and recently I even got around to a playthrough of 'Amnesia: The Dark Decent', which was a masterclass on atmosphere that I honestly wasn't quiet expecting. But those last two examples I offered, whilst undeniable horror classics, were not AAA games. In fact they were both Indie. AAA games tend not to go after the horror market too often, but instead prefer to make games that are horror adjacent. The only real exceptions I can think of from the modern age would be 'The Evil Within' (Which I like but a lot of people don't) and 'The Medium' which seemed to be pretty lukewarm from most reviews I picked through. (A real shame too. I had faith in Medium)
So what is it about independent horror games that hit differently from their AAA departments? And why is it that the only active horror series from a big studio in today's day and age is Resident Evil, and there's a franchise that specialises in Action Horror, not pure horror. I don't claim to be any great psychologist with his finger on the trigger of societal opinion, but I personally think that a hint might lie in an example from the entertainment industry in the past. Only a different platform for entertainment. In fact, I have an example from my very own home country of England, and the sort of hysteria that fuelled the video horror market over here in the 1980's. What I of course refer to is the phenomenon known at the time as 'video nasties'.
Now 'Video nasties' is a term popularised by the National Viewers' and Listeners' Association (Now known as Mediawatch-UK) and was used as a flag under which to hunt down and prosecute video media that was considered to be 'immoral'. There's some extra details around here about how some of these videos couldn't be properly rated in order to keep them out of impressionable hands due to workarounds regarding early video rights ownership laws, but that was about the high and low of it. And in the manner of all things like this, once these sorts of films were given the red stamp and told to be frowned upon, that merely sparked the early video watching audience to seek these films out to discover what they were missing. As you can imagine when we're talking about the hitlist of a morality toting activism group, a lot of the movies they targeted were explicit horror movies, and so these were the sorts of films that became in demand during this time. Eventually people went around sharing poorly ripped and overplayed versions of these low-budget gorefests, the shoddiness of which almost fed into the allure, the illusion if-you-will, that these horrific affairs could be real. And of course they weren't, everyone knew that; but seeing films existing outside the accepted constraints of the mainstream helped conjure up a false verisimilitude, even when the actual quality of what you were watching would be obviously limited thanks to the scope of the budget.
Now I think the way we look at horror in the gaming market isn't exactly one-to-one with that so to speak, but you can see the resemblance. A genre of storytelling that relies on being shocking and unpredictable, constrained by a set of rules and stipulations that some can interpret as holding back the art form. In terms of 80's movies there was a certain level of visual gore that the ratings board wouldn't touch, and in terms of modern gaming it's more that there's just a whole level of obscure directions and arthouse twists that just wouldn't be appealing to enough people to warrant the investment. And when the mainstream can't cut it, that leaves a primed stage for the indie scene to step up and take the glory. Of course, that's just one connection, I think there's another.
Just as with the illusion and mystery of swapping under-the-counter banned movies, there's a certain thrilling sense of danger that comes in seeking out these sorts of games where you wouldn't normally find them, and what these sorts of titles might contain. It's a bit silly to think of Itch.Io as some wild frontier full of the unknown, but to someone who only ever gets their games off of Steam or storefronts like that, it can feed into this question of 'what am I really installing on my computer?'. This is something that can really be exploited by a certain breed of horror which is almost unique to the indie market; meta horror. Now I've mentioned Doki Doki Literature Club before in this vein, but if we're really going back to the roots then maybe a more apt game might be IMSCARED. That was a rather straightforward horror game that managed to do the impossible and send it's atmosphere outside of the 'magic box' of the game world and into the real world. How? Simple; it just created files. Simple text files. But the sort of thing you were encouraged to find on your computer in order to unravel more of the mystery. Think of how crazy of a forth-wall break that is! That transcends anything that the movie market could possibly pull off and anything that the AAA game market would have the nerve to pull off; it made the danger feel real.
And then there's the other aspect about the unregulated market: actual danger. Now I know that a lot of this is melodramatic and drummed up for effect, and no one gets excited about the prospect of downloading a virus instead of their game, but I'm talking about the sorts of legendary games for their depravity. (So when I say 'danger', I more mean 'mental danger') Whether I talk about a game that touches on topics too uncomfortable for the main stream (like actually playing as a man who murders his entire family) or even a mythical game that goes beyond any limit of taste and apparently features actual snuff. (Something which I'm absolutely not in support of, and thus I refuse to even name the rumoured software) Where there's the thrill of actually screwing oneself up by seeing something scarring, they'll be an audience for it. Just look at me; I actively seek out the most evocative games I can, even when it's gut-wrenching, just so that I'll feel anything. It's a real addiction.The best thing about indie Horror in the light of everything I just discussed; is that it doesn't need to cross any of the lines that I laid in the sand at all. Great indie horror can go just as far as normal mainstream horror, but still come away hitting harder all because it could have gone further. I mentioned it in other blogs, but Horror is fuelled more by your imagination about what's around the corner rather than what actually is, thus Indie horror benefits most by reputation above all else. All this I say despite, bizarrely, not actually liking horror all that much. I think it's telling to see the ways in which modern horror has started taking cues from the indie market, rather in contrast to almost every other genre out there, and just goes to show you where the real scary experiences can be found. So if you ever find you becoming bored by the mundane same-old-same-old horror stories; maybe it's time you angled yourself away from the established, and further towards the whacky world of the lawless. That's indie developers, I should clarify, not bank robbers.

























