Wednesday, December 4, 2019

They Came From a Communist Planet: A Joint Game Review


This is the second installment in an ongoing series of video game writing from myself and Brandon C. Hovey. In this installment, we discuss Colestia's They Came From a Communist Planet. This time, Brandon will lead us off.

Brandon’s Review
This game can be examined in two connected, yet altogether different components. My bifurcation: a walking simulator introduction and the developer’s imagination of a riot within a built up (urban) area. I will not discuss the story as I want you to play this game yourself. And frankly, I can say despite being a Republican politician I can tell you that the feeling of hopelessness in the hiring process is quite real. Algorithms have too much say in hiring process—human resources managers need to be more human in hiring. The opening walking simulator really gives the player a feeling of hopelessness as food and utilities are depleted. Life is going downhill. And thus, we enter the second segment.

This is a simulated riot. The police or internal troops (they’re not identified) are in full riot gear. We can see a riot shield wall that depicts a cordon. We can see armored cars that resemble Lenco BearCats, and they have water cannons. The communist aliens aid you by providing instructions on how to be a better rioter. They teach you how to make Molotovs and they also give you a gas mask as the riot control personnel are using CS (tear) gas. You unlock more by destruction of property. After all this is a riot.

My number one qualm/critique with the game is the riot control personnel only respond to the riot passively. Yes, they use water cannons, yes they use tear gas, but they never attempt to quash the riot via pepperball, rubber bullets, and never once do the phalanx of riot shield equipped personnel advance on the rioters to quash the riot. Regardless, the game is quite interesting!

Austin’s Review
“It is easier to imagine an end to the world than an end to capitalism.” – Jameson or Zizek, but often ascribed to Mark Fisher

In Mark Fisher’s Capitalist Realism: Is There No Alternative?, the above quote hangs heavy. Indeed, I could quote most of the text from that book in this review, and it would feel painfully relevant. For now, I’ll just recommend the book heartily if the themes of this game speak to you and share the definition of capitalist realism: “the widespread sense that not only is capitalism the only viable political and economic system, but also that it is now impossible even to imagine a coherent alternative to it.”

What imaginable alternative is there to late-stage capitalism? Well, in Colestia’s They Came from a Communist Planet, this question is answered by the titular “they” – a species of insectoid aliens that have come to foment revolution in a nameless city. The Story Mode of the game begins with the protagonist wandering around their apartment as bills, plates, and rejection letters pile up. A hugely memorable musical swell accompanies a red light beam piercing through their window as they lay awake sleepless. They are taken up into a UFO and given comforting, yet revolutionary, advice about why things are the way they are and how this isn’t the only way to live.

From here, game-play moves into a (somewhat subdued) riot simulator. There is some excitement as repeated abductions invest you with more skills and gear (e.g., Molotov cocktail throwing, a gas mask). There is no way to be killed in the riots, but, as this is a “socialist parable” rather than a traditional video game, this is just as well. The point is not to be action-packed – It’s to tell a story, and this is something that They Came from a Communist Planet does very well. As you explore the city, you also come across cans of spray paint – If you collect them all, you’re granted access to another game area. Time did not permit me to pursue this side quest on my playthrough for this review, but I’m entranced enough with the game that I intend to go back and explore every nook and cranny when I’m able.

An alien invasion is absolutely an end to the world (as we know it) and, in this case, an end to capitalism. I’m grateful for developers who are making brief, thought-provoking games like this one.

They Came from a Communist Planet is available for $4.99 on itch.io and Steam.

Sunday, November 17, 2019

Police Force: A Collaborative Video Game Review


For the first time on this blog, I'm posting a review of a video game, Black Eyed Priest Games' Police Force. This post is a collaboration with my friend Brandon Hovey, author of a number of novels, including this year's Rod Veska and the Eye of the Liar (third in his ongoing Rod Veska series) and Burgers, Bloggers, and Cops, and webmaster of brandonchovey.net, a repository for his reviews of beer, coffee, video games, and music, as well as a home for his short fiction and non-fiction (really, if you can think of it, he's probably blogged on it or around it at some point -- I encourage a trawl through the archives). Brandon recommended Police Force to me recently, and I got around to playing it today. We decided to do a joint review, as we come at the game from different interest backgrounds. Whereas Brandon has a passion for and a huge knowledge base about tactical shooters and police simulators (not to mention a professional background in private investigations), my gaming interests are more centered around horror & experimental gaming. Being a relatively new dad, I particularly value games that pack a lot of bang into a relatively short duration (most of the games I've loved this year clock in at under 30 minutes, with many coming in at less than 5), so that also influences the games I seek out. With Police Force, we found a perfect collision of our current interests, and we decided to write up this joint piece to appear on both of our blogs.

MY REVIEW

Game Synopsis

As with any comprehensive review, the whole gaming experience needs to be evaluated, so it should go without saying that there will be spoilers ahead. In Police Force, the game follows an officer responding to the "deadliest 911 calls" in an unnamed municipality. While Black Eyed Priest Games plans on the final game featuring four cases, only the first case is available now. In Case 1: Barker Residence, you play as a lone police officer, armed only with a pistol and a flashlight, as your respond to a domestic disturbance call. In the introductory text, you learn about the Barker family, whose patriarch has been experiencing psychiatric disturbances. A neighbor reported hearing disturbing noises from the home , where Barker lives with his wife and daughter, late in the evening on Halloween 1988. The scene opens with the officer's flashlight illuminating a jack-o-lantern in the house's entryway. As the officer proceeds to explore the house, Mrs. Barker is found stabbed to death in the kitchen. Over the next few minutes, the player proceeds to explore the house, uncovering evidence and getting a little bit of a backstory on the Barker family, before finding Barker's daughter caged in a dead-end room in the home's basement. As the officer makes to exit the room, Barker bursts in, and it's kill-or-be-killed as he charges the protagonist. Once he is subdued, the game ends.

The Good

There are a number of things that Police Force does exceedingly well. First, the game does an excellent job of building tension throughout, with no ease in dread until after Barker's sudden charge during the basement finale. Throughout the house, you're continually expecting someone to pop out of the shadows, and some nightmarish imagery (a mannequin sat behind a divider in a room, some creepy effigies sat around the basement) really adds to the experience. The game also required you to switch between investigative mode and firearm mode. This mechanic added to the tension by not allowing the player to be ready to fire at any moment. Indeed, when the villain runs toward you, it's pretty unlikely you'll have your weapon out, and, on my first play-through, I was killed before I could fire off enough rounds to stop him. 

The Bad

While I did enjoy playing this game, it isn't without its major flaws. First, there is nearly nothing in the game besides the opening text that suggests it is set in the 80s. The graphics are fairly modern, so there's no retro influence there. (Admittedly, retro graphics are a bit of a fetish for me, and you can have a game set in the past that doesn't use them turn out perfectly [e.g., the unbelievably good Stories Untold].) I was also underwhelmed by the myth-making once you're actually in the house. With the exception of a little bit of scrawled text on the wall and a note in the daughter's room, you really don't learn anything explicit about the Barker family as you move through their startlingly clean, under-decorated home. While I admit I'm spoiled in this post-Gone Home world, I could've used a little bit more clutter to round the realism of the situation out. 

Final Statement

Despite its flaws in world-building, I really enjoyed playing Police Force and actually booted it back up for another run-through immediately after I finished. (The game does only take about 5 minutes to complete, so no huge time commitment here, truly.) I've appreciated Black Eyed Priest Games' prior work, especially Quiet Haven, and I'm eagerly awaiting the upcoming three episodes of Police Force. I'm hopeful the developer will be able to keep up the tension in a variety of policing situations. If so, this one could end up an indie hybrid classic.

BRANDON’S REVIEW


Background: As Austin stated I have an interest in tactical shooters and police simulations. The first tactical shooter I had ever played was the original Rainbow Six for Nintendo 64. Frankly, Police Force is a tactical shooter of sorts despite being more horror-oriented. It certainly would be scary in real life for a lone officer without backup to enter this dimly lit home in pursuit of a possible murder suspect. I will discuss my playthrough first, and then I’ll discuss what I found great—and what I learned needs improvement.

Upon the start of the first case the player finds themselves in a foyer of the home. Below you on the floor is a in-game instructional manual. Continuing forward you’ll find the instructions handy. When you explore the home, the environment really stands out. This reminded me of the first level in SWAT 4: Close Quarters Battle. In that level you are hunting an elusive serial killer. You are just hunting a suspect, and you have the duty of doing it alone. Once I found one of the hostages, I was amushed by the murderous father. Four rounds and he was down; mission accomplished. 

Atmosphere: They got it done the right way. This house is dimly lit. You’ll want to move tactically, and you’ll want to be cautious as you explore this house of death. When you uncover evidence you’ll radio it into dispatch. However, there were some issues I discovered in the course of my playthrough.

Critiques: The flashlight is of horrible quality. No competent law enforcement officer or urban explorer would use such a flashlight with shoddy illumination. Furthermore, the game is supposedly set in the 1980s, this was the age of wheelguns (revolvers) when it came to police handguns. The player’s gun model resembles a subcompact handgun like a Walther PPK. It should be a full framed semi-automatic or a revolver that’s period appropriate: Smith & Wesson Model 66, S&W Model 59, Beretta 92, Sig P226…

Overall Analysis: I enjoyed the game. I’m ready for more episodic fun in Police Force!

*****
Police Force is available free/pay-what-you-want at https://leggomygiallo.itch.io/police-force.

Friday, January 25, 2019

Out Late: Dusk-to-Dawn Photos from 2016-2019


Kansas City Barbeque, San Diego, CA (1/30/2016)

JFL Football Fields, Morton, IL (11/23/2016)

Ross' 24 Hour Restaurant, Bettendorf, IA (4/13/2017)

Iowa City, IA (6/2/2017)

Davis, CA (6/20/2017)

Reno, NV (9/4/2017)

Ocean Beach, San Francisco, CA (10/20/2017)

Lucky Dragon [R.I.P.], Las Vegas, NV (6/21/2018)

Sunday, January 20, 2019

Photo Dispatch #4: 1/20/19 (Various Locations in Northern California)

I often find my mind drawn to the history and culture of England, Germany, and the Soviet Republics in the 60s, 70s, and 80s, which may be a central reason why I'm always so awed by Brutalist architecture. I regularly photograph Brutalist buildings that I come across, and I frequently posted these on my Instagram account. Here are a few of my favorites, most of which I have never shared before, from my time in Northern California so far. UC Davis is certainly a great campus for someone enthralled by Brutalism.

Social Sciences and Humanities Building [UC Davis], Davis, CA (1/16/2019)

Briggs Hall [UC Davis], Davis, CA (8/29/2018) 
Chinese Cultural Center, San Francisco, CA (7/6/2018)


Briggs Hall [UC Davis], Davis, CA (12/12/2017) 
Social Sciences and Humanities Building [UC Davis], Davis, CA (10/26/2017)


Friday, January 4, 2019