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STEAM LIBRARY EXPLORER: CLAIRE (INDIE HORROR GAME)

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Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
Welcome to Steam Library Explorer, by Mirak.

At time of writing, my steam library has 736 games in it. Over 600 have never been played. I have decided to correct this. So please join me in my adventures exploring the vast eldritch passageways of my steam library, as we experience marvelous wonders, discover treasure troves I didn't even know I had in there, and flee from the occasional hideous monstrosity I most possibly introduced to my list in a time of vulnerability and grief.

To start this thread, here is my first exploration report:



The Incredible Adventures of Van Helsing, Final Cut Edition

Summary of this review: Amazing game. Get it. Nice. Good game. Awesome. Woo.

Alright. Long version.

I've had this game in my library for a while now, and I was very wary of installing and finally playing it because somehow the expectations about the game I built in my mind for myself were too appealing to risk spoiling them by actually playing it heh, but anyway, I finally decided to install it several weeks ago.

I managed to play 35 hours before I beat it. If I had cared enough for all of the sidequests, extra content, and multiplayer features, I'm sure I'd have reached at least 100 solid hours of gameplay if not more.

I didn't know what to expect from this title other than what I saw on a surface level on the steam store: A diablo/torchlight 2/titan quest-like with a nice, easy to digest standard plot of Monster Hunter vs Monsters. What I got was fortunately something better. Much better.

Here's a thing about those games I mentioned; I've never finished a single one of them. Nothing personal, they're just not my cup of tea. They tend to get excruciatingly boring very very quickly for me. But why does this happen, like why are they boring to me? They're not *Bad Games* at all. This game showed me why I found all of those boring as crap and why I found this one so entertaining that I even considered doing another story run with a different "class". I didn't do it though.

On the outside, Van Helsing plays almost the same as all of those games I mentioned. You choose a "Class" at the start of the game with your selection of Melee dudes and Long-rangers and the Summoner of minions and the inbetweenie one, all of which have different skill trees and abilities, the view is "isometric"-ish, you have a minimap which you fill up by exploring the map, there are people with floating question marks and exclamation points to indicate quest-givers, and if you've played any of the games I mentioned above, you know the rest.

Where this game differs GREATLY from the rest of the bunch though, and here is the important bit for me, is in the fact that you're playing a CHARACTER this time. Unlike the other games where you are a random generic dude who's an empty shell without soul so that you can allegedly place your lame self inside of it as you project, your character is ALWAYS Van Helsing here. You can choose his first name, sure, but you'll always be the legendary Farts Van Helsing and people will refer to you as your last name always.

This means that your character actually has Writing behind him, a Voice, and Agency, and Things that he Will and Will Not do. He communicates with NPC's, has a personality, and when his aloof, sometimes over-the-top sense of heroism starts to grate, it is neatly brought down and foiled by a snarky retort from your sarcastic companion ghost waifu. Did I mention the ghost waifu? You have one at your side at all times, that's right everyone you get TWO appealing characters with WRITING behind them for the price of one! Howbowdat?

Lady Katarina is a beautiful ghost noblewoman bound to servitude to Van Helsing's family, her role as a companion gameplay-wise is to either turn into a wraith and enter "combat mode" when an enemy comes near, either clawing at them in close-range attacks or attacking at a distance with ghost ball magic bullet things (you have behavior settings on the menu), or turn ethereal to give Van Helsing certain passive boosts. She can pick up dropped items that you can configure in her behavior window in case you don't want her to pick up things, or want to pick up specific things only. You can tell her to go shopping (although personally I found that to be a waste of money since she rarely brought me better items than the ones I had by then). She has her own health bar (she doesn't "die" but gets defeated still and has to respawn after some time), equipment and inventory, skill trees (of which she has several subcategories) and stats that you can manage and put her points into when she levels up.

The whole skill thing in this game was interesting to me because Lady Katarina and Van Helsing kind of have to combine skills to make the most out of each other's attacks, so there's a wide variety of methods and skill combinations you can discover to approach things with. Resetting skills and stuff is something that can be done very very easily, so the game encourages you to try out different combinations. By the endgame, my final stats made my character and companion so pleasing and fun to use in tandem that I was sincerely sad the game was over.

At this point I should mention I played on normal mode (because there are difficulty settings, like the other games), and chose the Monster Hunter class because in my personal opinion, what kind of loser would pick anyone other than the modern portrayal of Van freaking Helsing? No, more specifically, what kind of lame loser person chooses the generic amor dude with a sword and shield?? Even the game itself was like "Ohh this class has kept the ancient tradition of sword and shield alive by baarghbah(...)" in the class description window like it knows it stands out like a sore thumb when the other three classes are a Sorcerer Scientist Witch Doctor, A Dude in a Mech Suit, and Van Motha-Fukkn Helsing. Like seriously had they made a toyline of this game the armor dude's toy would be the type to be dropped by the hundreds in the discount bin.

Anyway, this game is a lot more forgiving than the ones I talked about before at least in it's normal mode, because your health regenerates not only in combat, when it does so slowly and under certain conditions, but when you're out of combat for a couple of seconds your health bar will fill up right quick. This doesn't mean the game is a breeze though, I got my fair share of deaths because I lowered my guard and allowed enemies to close in too much. When crowds of enemies gang up on you, your resistances drop a lot, so what can seem like a situation under control has the chance of turning very grim in a few seconds if you're not careful. Of course, the more you play the more skills you unlock which will cover some of your blind spots until you're playing almost moba-style when things get frantic and dangerous.

I had a lot more things to say about this game but I want to go back to the writing, because honestly what kept me going was the fact that Van Helsing and Lady Katarina make for an entertaining double-act. At all points in the game walking around will trigger conversations and banter between the both of them, often commenting on the situation, what's around them, or giving a bit of background and character development, usually loaded with a bunch of funny snark between them. This, I believe, was The Thing that separated this game forever from all the other snorefests.

This game doesn't have a particularly "happy" plot, but it doesn't take itself so seriously that it feels above being goofy at various points, or filling itself up with shoutouts to other games and media. Not only did I want to continue playing to know what happened next (unlike say, titan quest or torchlight 2 where the objective was often so god damn far away most of the time I didn't even feel like there was an overarching goal at all) but I also wanted to see what the next reference or shoutout would be. Almost all of them were funny to my admittedly simple sense of humor, only a few made me go "ehh", which reflects well on the writers too I suppose.

Anyway, yeah, fun game. I recommend With Great Force.
Ghost waifu.
Cap_H
DIGITAL IDENTITY CRISIS
6625
Cool, I think I have Helsing in my library too. I def will follow you on your adventure.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
Thanks Cap! It really is the definition of an adventure.
Next review coming soon.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300


Claire

Summary of this review: Dang, man. I wanted to like this game so much, but in the end I could not. And I feel legitimately sad over it.

Long review.

Let me tell you my version of what the store page of this game says about this little jewel of an experience; Here we go:

"Claire is alone, lost and hunted, by whom? Dunno. Did you watch Spirited Away? By studio Ghibli? Well, basically bootleg No-Faces are your enemies. We also played Haunting Grounds (PS2) AND Silent Hill once or twice, and we enjoyed both of those games so much that we made our fanfic version of them so you play as-*devolves into unintelligible spooky gibberish from this point onwards but not really this is me being facetious*"

Can you imagine at what point in time it was when I read the description? Right now. As I'm typing this. Yes, indeed, just as many of the rest of the games we'll be exploring together in this little “Unplayed Steam Games in My Bloated Library” adventure of ours, I Literally Cannot Remember when this game was purchased or added to my library. I believe if I did some meditating in the library section in steam I might know, but right now? I ended my 3.7-hour registered steam playtime, 3.7 hours and around 2 more hours offline spent across more than 6 months, and I felt the necessity to finally rid my disk space of this game's presence.

Despite what the impression of the previous two paragraphs might have given you, I really, really wanted to like this game. The premise, whatever it might have been from the short amount of time I played it very dedicated-like, was very appealing to me. Let me tell you, I freaking adore both Silent Hill and the Clock Tower (SNES-PS2) series, from which Haunting Grounds (PS2) was a spiritual successor of. This game wants to emulate both.


I don't really believe the author(s) of this game intended to hide their inspirations, because this is really a blatant mixture of Silent Hill (silent hill 3, more specifically) and Clock Tower/Haunting Grounds. The menu sound effects in fact made me think for a second that they had literally ripped sound effects from silent hill games and just used them without permission, but after doing some research I found out that nope, the sound effects just take heavy inspiration from that series of games, as well as the female protagonist with their inability to fight back and needing to hide to survive like Clock Tower and with a dog companion which serves as a danger sensor that growls when you're in a room with a monster in a vaguely similar manner in how Hewie the white German Shepherd worked in Haunting Grounds. Except this dog won’t attack the enemies. At least not at the point where I decided to stop playing.

You can take this as sort of a “first impression” review if you’d like, given the few gameplay hours invested in this game, but I’m not lying, I gave my best in all the months spent playing this bit by bit before giving up.


You play as Claire, obviously, a girl with short blond hair like Heather Mason, who is obviously somewhat messed up in the head like a proper Silent Hill protagonist-expy, given what we see in the intro and initial cutscenes. You’re in a hospital taking care of your mother, whom we do not see, ever, as she is hidden behind one of those hospital privacy screens and communicates to Claire in three dots of silence so obviously she’s not Dead All Along or whatever. You then explore a bit of the nice empty hospital, which is empty because it’s just *so* late at night you see. And then wibbly wobbly pixels start happening and the hospital turns into an evil version of itself. Slightly spooky things happen. Enter the Studio Ghibli creature antagonists.

Believe me, not even I can figure out why my writing is turning so vindictive by the second. I guess I’m just resentful of personally rising my expectations so high to then have them dashed by so much faff. I tried my best to play the game after the hospital turned evil and stuff, and you know what happened?

I wonder how old you, person reading this, are right now. Are you part of the 90’s videogame culture old farts like me? The type to remember the games I’ve mentioned so far? Then maybe you can go even further back, and recall the NES days. Specifically, a game called Friday the 13th, based on a movie by the same name.

A million peoples more talented and articulate than me have made videos on that game, but what I want to talk about is how when playing that game, you had to constantly look at the map to know which way you were going, because the game was in 2D despite the game’s map being 3-dimensional and sometimes you’d be walking to the right when you’d check the map and notice in reality you were walking left or down, and then when walking to the left you’d be walking someplace else but not where you wanted to go and so on and so forth.


This game made all those awful memories come back to me within minutes. I walked for a long time around the hospital, pausing every 3 seconds to make sure I was walking in the right direction, trying to find the next space I had to press the X button in my gamepad to advance the story AND---? I never found it. The game plays like a 2D platformer, even though I never really found any use for jumping for the time I spent playing (there’s a jump button) except for finding out how I could jump above a seemingly unmovable obstacle, only to not be able to walk over it despite being on it thanks to an invisible wall. Monsters hunt you around a 2D plane, whom you can avoid by sprinting past them (there’s a sprint button). Claire gets tired very, very, very quickly though, so you’d better save that sprinting for the two rooms where the monsters spawn. The monsters work similarly to the clock tower/haunting grounds series in which if the monster is close and you exit the room and linger there for a couple of seconds, the monster will open the door by itself and continue pursuing you. The thing is, this only happens in the weird occasions where you decide by YOURSELF to linger in the room adjacent to the monster for more than a couple of seconds. I found that if you enter a second room after fleeing the room the monster was into; it will not pursue you any further.

Monsters do not actively wander the hallways, they remain in specific locations which only helps to make them an annoyance and not a real threat. That is, until you leave a room with a monster close to your tail, and then forget about the monster’s position. If you come back to that room from that same door you used to leave, you’ll find the monster right ON you as soon as you enter and before the screen even completed loading you’ll see a blood splatter come out of your character because the creature attacked before you could even move.

The point where I realized I wasn’t going to have much fun anymore came when I got to a point where I found no place to go that would advance the story. I had a lot of healing items that were being consumed very quickly thanks to the monsters hitting me every single time I went in circles trying to find a new thing to shine my flashlight on, and so far the *only* hint I had for continuing the plot was that there was a locked door that required a lock pick. I find the lock pick after so much confusing wandering, retro Friday the 13th style, and then the door it opened rewarded me with a can of soda and another battery for my flashlight, with no other hint for where to go. That’s when I called it a night for this game.

I really wanted to like it, but at the end I didn’t.

I cannot recommend.



Here is a short video of me sluggishly trying to beat this game.
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