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Good work, but something's missing...

Oh god do I hate the term "creepypasta." As someone who knows the origin of the term ("copy/paste" -> "copypasta" -> "creepypasta" ahaha!) and someone well-versed in the ways of the Internet just the thought of uttering the word makes me feel like a complete dweeb. I can't imagine what "normal" folk would think when they hear the term and were told what the word actually means. Then I go to sites like creepypasta.com (which besides the name is an otherwise good site for these kinds of horror stories) and when someone offers praise they'll be like "this is one of the best pastas I've ever read." No! NO NO NO! STOP IT! Since when did "short story" become thrown out and abandoned on the highway in the ditch? What was wrong with that term? These are short horror stories. That just so happened to be posted on the Internet. I understand, paradigm shifts, whether in vernacular or something else, but I hope this doesn't catch on any further than it already has. So kids, for those who've just discovered the Internet, and, possibly, life for the first time ever no, writers like H.P. Lovecraft, Clive Barker, Clark Ashton Smith, Algernon Blackwood, Stephen King, Edgar Allan Poe... I could go on, what they've written is horror fiction, NOT "creepypastas" and if in some bleak dystopian future I ever hear someone say that they were I will punch that person and everyone in the vicinity in the face with my upgraded cyborg arm (hey who said dystopias had to be ALL bad? The world's never that black and white).

With that out of the way, here is a game that is actually an adaptation of one of said "creepypastas," but SnowOwl kept it classy and credits it as "based on the story..." so kudos for that! Anyway, the short bit of horror this is based on is called "Bedtime" (read the whole thing here if you want). The story's OK, it's kinda creepy but I wasn't particularly amazed compared to other cree-*ahem* short horror stories I've read online. It gets by primarily by looking to have been written by someone who has both a strong grasp of the English language and isn't a toddler.

Well, regardless what your opinion is, if you read the story before playing the game, you might notice that nothing about it seems like it would adapt well to a video game, even of the horror adventure kind, unless it was a text-based Choose Your Own Adventure type of title. And that's exactly the same issue that film-makers looking to adapt a book to a movie, or game developers adapting a movie (or book in rare cases) into a game have to face all the time. The solution in many cases, particularly with games (see: every licensed video game on the NES) is to make shit up completely. But don't worry, you're not going to see anything here like, a video game adaptation of Apocalypse Now where you must divekick giant bouncing hot dogs or something, though it's certainly not any less strange.

If you didn't or don't want to read the story I linked above, here's what it's about: your adult self recalls a traumatic series of events in the past, starting with his brother moving out of his room into his own. You don't particularly like being alone but the idea of having a bunk bed all to yourself is an exciting prospect simultaneously. Unfortunately this is when bad shit starts to occur. It seems that someone else has replaced your brother as your bunkmate, a monstrous bogeyman of sorts. Things begin to escalate from there. The only moments of reprieve you get are when you cry for your mother who upon entering the room makes the monster disappear somehow.

The game's overall story remains pretty much unchanged from the source material, and much of the text narrating the tale is also the same. So in order to make this into something someone would want to play, as in, a game, interspersed between the narrated text are the nightmare sequences and they are completely batshit. Well, I've played some of this dev's other games, in particular Miserere which this most reminds me of, and John Clowder titles, so maybe it's relatively normal compared to those, but jumping from reading the story right to the game this seems pretty far-out.

The dreams are all basically linear paths, though there is a segment towards the very end with branching paths. I don't know if those paths lead to different areas or endings or not. All I know is that I just went randomly on one path and came to an end. There is zero inventory in this game. Yep, zero. You can pause the game with the Esc key, which just allows you to load your game or quit. There are relatively few puzzles, most of them being at the earlier levels, which involve you maneuvering around maze-like environments hitting switches to open a blockage which will then allow you to access another switch and so on. These levels are the ones featured on the demo I believe. So, yea, after that, it's mostly a matter of moving room to room and admiring the scenery. And the scenery in all honesty IS something to admire. SnowOwl's stylistic touches continue to improve with every game, and this is no slacker's work here I'll tell ya. The rotting, grimy environments that are becoming a hallmark of his games are still here but it's done so in a more varied fashion, from a bizarre alien jungle, an underwater segment to a church of some kind, whose stained glass windows will flash colors on you upon walking past, as a result of some kind of thunderstorm outside. There are other, strange and not-so-strange creatures moving about, whose looks and animations are very well-done. And besides that, some of the effects used here are done with the purpose of creeping you out and to that end it succeeds.


Guys, there's something weird that happens to my screen during this section but I can't quite put my finger on what it is. Is it just me? Can anyone help me out here?

Another thing worth mentioning, is that you can't game over in this. Every nightmare comes to a bad end, but then you wake up, the story progresses, and then you move on to the next chapter (i.e. nightmare). So with no inventory, no real exploration (there are posters and signs you can examine which don't reveal much - the one really interesting thing is a logbook from some scientist in a lab at the bottom of the Mariana Trench. He describes in great detail why he fears these depths of the ocean so much. It's the one big piece of writing added to the story not in the original you will find, and while it doesn't add much more besides a reaffirming fear of the darkness that pervades your bedroom and perhaps other associated fears in the game, it's an enjoyable little read), almost no puzzles, with the ones that are there being extremely basic, and no imminent threats besides the ones that are supposed to happen for plot purposes, this is not something you will be playing for a deep gaming experience, but rather for its story and/or atmosphere. As I've said, the story which it is based on is merely OK, but these strange, unnerving nightmare realms with both great graphics and effective use of sound and music, is what will keep you going. Personally I think the scariest parts of the game are earliest in the game, as it continues the game becomes less scary and more bizarre than anything. But that's cool too! I mentioned how this reminded me of Miserere, and that's because of these very later environments where NPCs and wandering, odd (but harmless) creatures will roam about. A couple you can even talk to, who, in the fashion of Miserere, Middens or something will be pretty cryptic dialogue (one of them is something about a path you choose - does this branching path lead to different outcomes?).

I think my problem with the game's mix of the original story and the nightmare scenarios is that I'm not feeling how they are supposed to be connected in any way. While one can reasonably deduce these nightmares and the things antagonizing you in the nightmares is brought upon by this creature from the story, the nightmares are so ornate and comprise of overly specific scenarios with such strange imagery and words that one can't help but wonder if these were intended to be symbolic in some fashion. Like, early one, there's a wall sign you read which says "Anna Corp" to which you say "What is that?" Does it mean something? Is it just a red herring/non sequitur, a reference to one of the creator's other games? (I don't remember such a thing myself) Some random firing of synapses in the character's brain as dreams are supposed to be? But this is a game, one with with a story, a story about nightmares, it shouldn't just be about a random firing of synapses, these are meant to be dreams controlled by this creature, and if these are the areas I'm playing it'd only be proper for these to make sense with respect to the main story in some way.


This right here is a thing that is in the game.

Another thing that was a bit disappointing: I said earlier the story just by itself and just from looking at it doesn't seem to make for good video game material. However now that we've established this game, there ARE a few bits in the story that I think could have made for good gameplay bits. The story mentions you taking a crucifix from your mother's room. It is merely delivered via text here. I guess to remain consistent with the "no inventory" design through the whole game something like this wouldn't be considered, and it seems like a small thing, but seeing how you only get to "explore" (as in, see two rooms) of your house in the beginning I'd like to be able to see more continuous interaction with it in the game. Even if the crucifix is just "walk in mom's room, find the shiny thing (or not) and take it" it'd feel like I'd have more agency in the story, even if it is small.

Bigger parts of the story that I REALLY think would make for interesting parts though, both of what I'm thinking of come at the end. So to avoid giving away too much, I'll say one involves a struggle of some kind. It's when the nature of the beast is truly revealed. And the morning dawn has yet to come. I know everyone hates QTEs and Track & Field-style button-mashing things, but done properly you'd have something. This particular scene I think would be a perfect fit for something like this. The other big thing involves the very last words of the story. I imagine no gameplay elements were considered here to retain some ambiguity, which is fine, but considering the pretty strong implications, it would be interesting to see
your parents encountering this creature. Hey, it could be a final battle scene! As cheesy as that sounds. But it could be done in a non-cheesy way, I think. Seeing how your parents, or at least your mom, seems to drive the creature away, she, and maybe the dad, would be the ones capable of fending this thing off.
I guess I'm only mentioning these because of how anti-climactic the game feels. The actual written story feels as though it ends properly, but as a game adaptation, I don't think simply concluding with a long stretch of text and cutscenes describing the most climactic parts is good enough. I'd like to play at least one of those events out in some way. The final nightmare you run through felt merely like a lead-in to another nightmare, there should have been another one, a big WHAM! of a scene to give a story like this the conclusion it needs. As it is, well, it ends alright. And... that's about it. Mind, if you play this without reading the story, you probably won't mind nearly as much as I do, but seeing the possibilities for where this could go, I felt a bit let down by the end.

How do I feel overall? This is a game to me that falls somewhere between Miserere and Skinwalker in terms of quality. Miserere because of the beautifully strange and horrific dreamscapes, great art design and an eccentric array of creatures and NPCs (though this element is far more de-emphasized compared to Miserere, by the game's very nature i.e. its short, linear spurts through your sleeping mind). Skinwalker in that it is maybe too text-heavy with little in the way of gameplay with meaningful interaction, and story connections between one thing and another that don't make much sense or aren't well-explained (though this isn't nearly as bad as Skinwalker in that regard - although I think Skinwalker's ending, or, at least its "real" ending was much more satisfactory). So in the end we have... not my favorite SnowOwl game but still worthy of your attention for the things it does right. And the things it does right are even improvements in some respects over his last games. In particular the use of graphics, whether in sheer fidelity (there are a couple screens where you're walking in a gigantic room. Your sprite is tiny and you can see through a giant cave crevice some outside background. Beautiful, almost Oddworld-like, that one moment) or in how they're used (the first screenshot above... you might have encountered that in the demo if you played it, if not, well, that had me legit freaked out. I was trying to find all the things necessary to get out of the area while looking at the screen as few times as possible). It's not a game to sneeze at. Sniffle a bit sometimes, perhaps, but definitely not sneeze.

Two things I want to note because I forgot to mention them and I don't particularly feel like trying to find a spot in this review where I can fit them: one, as said on the front page, not a jump-scare game. There some loud parts or bits that come out of nowhere, but not in a way that'll jolt you. There is one minor jump-scare somewhere at the end, but like I said, it's mild. It involves a door, that's all I'll say. Secondly, there a few sequences where you'll find yourself running from one end to the other and the screens will seem to continuously repeat themselves, Mario 64 staircase-style. Don't worry, that's intentional, just keep going the direction you were going until something happens.

AND because this is the fifth SnowOwl game I've reviewed here, and also the developer whose games I've reviewed the most of (with everyone else it looks like 2 at most), and also because pointless addendums to reviews are fun, here is my ranking of them, best to worst:
Miserere 3.5 - very flawed but poignant and at times awe-inspiring, the best of these "Yumelikes" that I've played yet
Rust and Blood 3.5 - surprised how fast it ended, but one of the most effective panic simulators around, genuinely terrifying, an ending that leaves a lot of questions unanswered but leaves itself open to interesting interpretations
The Visitor 3.0 - nice little horror title for older kids, and for us grown-ups it does have its share of effectively creepy moments too - not sure if Agnes was really necessary for this but she is goddamn scary, I'll say that much
It Moves 3.0 - I just reviewed the thing right above here, you lazy asshole!
Skinwalker 2.0 - pretty weak, story is bleh until its "true" ending, pointless interactive bits that may as well be automated since the whole damn thing is pretty much text to begin with, and alternate "bad" endings that are laughably nonsensical - has some reasonably creepy, atmospheric moments I guess

Posts

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CashmereCat
Self-proclaimed Puzzle Snob
11638
I feel like you are my favourite reviewer now. This is an informative and spectacular review. Even though it isn't an absolutely glowing review, it makes me want to play this game even more. Without reading this review, I wouldn't have even known that it was based on a previous story (I'm avoiding *that* word like the plague now, haha), and it's nice to have a reviewer compare this to other games in SnowOwl's inventory.

You should try Reap and Sow next. It's only a demo, but it's my favourite SnowOwl game. Though I've only played No Manatees Promised, Reap and Sow and Rust and Blood.
Well, it's too bad you didn't like the story it's based on. Personally I think it's a good read. I can understand that it's not the best game matierial, but that's a bit late now, isn't it ^^? Well, this game, as you say, is more about enjoying the atmosphere than trying to make something that requires deep gaming knowledge.
About the puzzles, I can't say I'm the greatest puzzle-maker of all time, probably the opposite. I realize they are basic and way too easy for puzzle-fanatics. However I made them easy on purpose. I find that puzzles that are too hard for the casual player get people frustrated and tend to take you out of the game. They are mostly there as a break in the horror, and some added spice.

About the ending and your suggestions: I don't think something like a button mashing mini-game or a QTE would have fit very good with the rest of the games mood. As for the ending itself, I think it's visual enough, it's just at the very last few lines where it goes black, no?

I'm glad you keep coming back to my games, but you sure do drive a tough bargain with your reviews! What would I have to do to get a 5 from you, I wonder?
unity
You're magical to me.
12540
I actually find that difficult puzzles in horror games aren't very good, as nothing ruins the tension more than being stuck on a difficult puzzle.

I think the power of the different worlds in this game is that you're never in them long enough to get used to them, before another freaky world is thrown at you. Difficult puzzles would mean that less puzzle-savvy players (like myself ^^;;) would be stuck in worlds for long periods of time, and they'd lose some of their horrifying atmosphere.
Oh, many things to acknowledge and address! :O

Cashmere: Wow, that's saying a lot to me, I really appreciate such words! Thank you :) And yeah, you definitely should play this, I don't want anyone coming away from my review thinking to skip this game, whatever complaints or nitpicks I have don't take enough away from its good points for me not to recommend a try. I definitely want to play Reap & Sow but I typically don't bother with demos unless it's for a game I know I'll have to pay for (and even then that's for particularly expensive games - a game I know will be on sale for like $2.49 on Steam or something I'll probably just blind buy if it's already on my wishlist, heh). I may make an exception for this, maybe. I'll say in return, DEFINITELY play Miserere, it's like, every SnowOwl game ever made at once. It doesn't feel like you're playing a ticking time bomb the same way Rust & Blood was but is definitely the most daunting in its scope and layout, but once you figure your way around (which took me a while) it's quite something.

SnowOwl: Hi! Glad to read a comment from you on one my reviews of a game of yours again. I thought since my more negative review of Skinwalker (the first game of yours I reviewed) you decided to never come back again, ha. Well anyway let me clear some things up here so nobody takes some things I said there the wrong way, and also what I was trying to say about the ending, which looking at it was poorly worded. 1) I don't dislike the story, for, ahem *cough* "creepypasta" standards it's one of the better-written ones out there, it's just I've read a bunch of others that I thought were more interesting. It has good build-up but in the end it sort of amounts to just a story about the bogeyman only
he comes out of a wall instead of a closet
, which is creepy as I said but... eh. 2) My comment that it doesn't read like good game material wasn't intended as a slight, just saying that to someone reading the story it probably wouldn't, and then so I go about adaptations and how you get around this and so on and so forth. And actually I'd say the less adaptable the material seems the more interested I personally am in how someone adapts it (do James Joyce's Ulysses or, better yet, Finnegans Wake next!). The Stanley Kubrick adage "if it can be written, or thought, it can be filmed" comes to mind. Could same be said for games? Maybe, I dunno.

3) My comments on the ending, this is where I felt I worded myself poorly here. Maybe putting it in spoilers will give me more leeway to express what I was trying to say better.
OK, forget about the part with the crucifix and with the parents sleeping in the room for ten days only to leave it by the eleventh. The latter probably is best left as is. I was thinking however the struggle with the monster trying to pull him into the wall. The creature is stronger than him and the wait for dawn to come is long. It is a struggle he has to try desperately to hold out until the light comes. Maybe not a QTE or key mash sequence, but reading that scene before going into the game I'm thinking something pretty cool/intense could be done with that game-wise. Some kind of timed, panicky endurance round? A final "nightmare" chapter that's a direct encounter with a manifestation of the monster in some way? It doesn't have to exactly be about you trying to play tug-of-war with the monster, but still something timed, confrontational, endurance-based in some way... and weird... and scary. I dunno. I'm thinking something like that final battle in Miserere, not that it has to be exactly like that. I guess for me I was just thinking like ahh man what a missed opportunity here! D: That's just me though, most people wouldn't care I don't think, this is just me being a hard-to-please backseat game developer so feel free to dismiss what I say here heh.


4) "I'm glad you keep coming back to my games, but you sure do drive a tough bargain with your reviews! What would I have to do to get a 5 from you, I wonder?" Are you sure you want to know the answer to that question? I don't think you d- OK seriously though, funnily enough I reviewed another game recently, he liked my review but was disappointed with the score, hoping it'd be a bit higher considering either my review and the nature of the game. I think the problem is my scoring system, which would seem to be out of line by .5 points below what the numbers are meant to represent. It's the scoring system I've used on other sites for a long time now and never really thought anything of it. 3.5 has meant "really good" to me for some time now, 3 "good" 4 "great" etc. for so long now it's ingrained in me (let me tell you I've seen people use some insane scoring systems - called "positive scaling" or something - basically, everything rated 0.5 would be things they considered average to bad, i.e. things they don't care for whether strongly or not - 1.0 and above would be gradually increasing degrees of positivity - something about how it makes the absolute highest scores matter all the more or something - I think I "get" it, somehow, but it's still a pretty loony way of scoring things if you ask me and screws badly with score averages if it's something with few ratings). And yeah I'm very picky about my scores. All the games I've reviewed here? And the games not on here that I've scored on my profile page? Those amount to all the RPG Maker games I've ever played (with a few Wolf RPG Editor games thrown in because why not). On this site, I've reviewed like 31 games, only 3 have a score of 4 and above. Count in the other games, it's 49 games, and 5 games with a 4 and above. And nothing with a 5-star rating as of yet. So don't worry, you're not the only one I'm a hard-ass to. :P Even if your question was posed rhetorically (or perhaps facetiously? :S)

5) Both for Owl and unity: Ah yes puzzles, this has always been an interesting subject for me. I think I like the idea of tough puzzles in games but when I play them my for myself my brain shuts down and wishes for death. But first, let me just get it out of the way and say that when I said there were no real puzzles in the game it wasn't intended as a knock against the game, it was just to say that, well, there isn't. Describing the game and letting people know what to expect and all. Especially for those who played the demo which demonstrated those nightmares with basic puzzles and might expect it would escalate that aspect from there. I didn't mind one way or another myself. Anyway most of the RPG Maker games I've played on here don't have particularly complicated or hard puzzles (which doesn't mean I didn't have to consult walkthroughs at points for some of them though). What makes a puzzle good/challenging might make for an interesting article on this site if one hasn't been written already. I'd say the developer whose games demonstrates the best puzzles in both creativity AND challenge would be Wabewalker, maker of Quod and most recently Bunraku, which I think are far more below the radar than they deserve. There are still a lot of classic adventure games from the likes of Infocom, LucasArts, Sierra, Revolution Software, and other individual titles I haven't played so my points of reference as far as that goes are limited. But as I said, I am terrible at puzzles, patience, careful examination and other things required for this sort of thing based on what games I have played. Well this was off topic/a tangent, but hey! Why not? This is just a comments section after all. :P
For something short and simple like this, I thought a simple story would be better. And so I choose this one, because it would allow me to do a bunch of weird and varying stuff and because it fit my purposes. And, ofcourse, because I thought the story was good.

As to why I haven't commented on a couple of your reviews, it's somewhat hard to explain. There's so much to comment on, I usually read the review, think about stuff I want to say, decide to think about it over night because there's so much of it, and then forget it by the morning. Your older reviews are also honestly a bit hard to read, with the big walls of text, and so it just never happens.

About the scores:
You seem to have a bit lower scores for games than the average review on RMN. I would say a score of 3 is a "meh" game here. It's supposed to be for a better than average game according to the rules, but honestly people give 3 to games they thought were kinda crappy. You should do it the way it's supposed to be done, though, so no need to go change all your scores, if you ask me.

About the ending:
There was a lot I could have done with it, looking back at it after it's done, but if I would go back and redo stuff I want to redo in every game I made, I don't think I would ever get any new games made. At the time, it just didn't occur to me.

This isn't really directly related to that, but I'd like to say this anyway:
I'm the type of person that typically tire of a project rather quickly.
That means I try to keep my projects rather short in development time. I'm also very picky about details, which is a very bad thing combined with my short patience for a specific game. This is why my newer games are all under one hour.
As I get better and better at creating enviroments, I also get pickier and pickier about it. So a area that in Miserere would take maybe 5 hours to make, nowadays I spend more than double that because I keep finding small details that I want to improve. I could elaborate on this topic endlessly... So let's stop there for now.

I hope that you will keep playing my games, and reviewing them (giving them whatever score you feel is fair). Just to clarify, I don't have any sort of ill-will towards you.
CashmereCat
Self-proclaimed Puzzle Snob
11638
Well I do believe that zoviet francis is really good at writing interesting reviews, and even if he may mark harshly, there are quite a few really good points to be made from them. I mean I don't want to get a 4 star review if it's empty praise, especially if all the other games get 4.5 and 5 stars. It's nice to see that someone has really high standards. I also believe it's just different personalities that tend to rate things differently. My friend will rate a movie 5/10 and say "it was a fantastic movie", but he just thinks that movies in general are pretty terrible.
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