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If it gets good I'll never know
- Dragnfly
- 04/10/2016 01:31 AM
- 24971 views
Version reviewed: Final English Version per the included README.
TL;DR summary:
Good - Character art, music, double protag system, you can feel the couple's love
Bad - Poor English, many typing errors apart from the poor English, terrible characters, low narrative quality, terrible pacing and direction
End grade: Strongly not recommended. I really feel like I took a bullet for you guys here.
Spoilers below.
Black Winter is about a trucker and his wife getting stranded in the mountains and being invited to spend the night in a spooky castle. Then bad things happen to them, possibly involving a curse.
The English in Black Winter isn't good enough for a passing mark and it frequently breaks the immersion. There are quite a few typos too. Nobody gets to decide where they are born or what language they're raised with but anyone can request help on forums.
I can't review the game's combat, survival or stealth systems because I dropped it before getting to that point but there are major basic design oversights which weren't covered so I'm not holding high hopes for the more complex ones. The game features 8-directional movement but it's not clear what you can and can't walk on. In the dining room you can't even go adjacent to the table but in the cook's room, you can walk on her dresser. Also, this is a very dialogue-heavy experience but there is no text skip or fast-forward. I'd planned to give direct quotes and examples from the game but I'm unable to now because the dev didn't include the bare-bones basics which should come in any dialogue-heavy game. Replaying from New Game to the mine's 2nd level to verify something was annoying enough.
Graphics-wise the character art is a strong point and the sprites look fine. The game is way too dark, though. This is part of the contradictory nature of the game which will be mentioned a lot in the review. While I've been in a castle at night before and it is indeed very dark the dev needs to consider if it impacts Gameplay. Not all exists are even visible. I wandered lost for more than I should have because of an obscured exit that wasn't even supposed to be a secret. While the darkness of the castle may have been an attempt at realism it quickly falls apart since the one place that is always lit in castles are the exits. Contradictions.
There's also a weird faux-campfire-flickering effect at the start. I can't tell if it's buggy or just poorly implemented.
I'll have to break up my critique of the writing/direction into parts because this aspect is like a giant mammoth carcass. As a disclaimer I read visual novels, I play almost every jRPG to release in the west on console and I absolutely freakin LOVE the Metal Gear series. So no, I'm not adverse to sitting through long dialogue scenes.
Direction (scenario) is one of the game's flaws. The person behind the writing just doesn't seem to pick up on how details or lack of details influence one another. You start out in what's apparently supposed to be a blizzard. The wind is howling but the snow is gently drifting downward. They take refuge in a mine which Lily says they have to find, despite standing right in front of it. Similar to the castle at night I have been in a cave in the deep Canadian winter before and while it is better than being outside it only gets warmer when you go much further in. A measly -10C aside (14F as per the thermometer Matt keeps with him for some weird reason) the dev saw fit to make the entrance area look pretty cozy and the deeper area (which should be warmer) is all frozen over. With limited resources, Matt still decides to light 3 campfires all at once for no reason. They hear a noise which Matt says comes from above, but you need to climb down a ladder to get there. Contradictions.
Hopefully, I've made my point in that area at just how massively poor the planning here is. All of that happens before being even a quarter of the way through the intro and it does not end there.
Writing (character logic) is another gigantic flaw. Although the ability to have characters act logically while still respecting the need for gameplay/puzzles/plot is an acquired skill it's a skill every game developer who's writing dialogue should have full control over BEFORE releasing their game. No trucker would run out of gas going TO his destination. No trucker who has been by this area would drive to a location where the whole place hasn't existed for years. Even though their phone gets reception in a cave they don't think to try calling anyone else? Co-workers? Friends? Maybe the building caught fire so they can't answer. While the plot demands that they are stranded here there's a million ways to do that and a truck running out of gas is likely the worst one. Mechanical troubles, an avalanche, a landslide, the truck just getting its tires stuck... These are all equally generic yet far better reasons to strand them in the mountains and better yet they're real problems that happen to real truckers.
Now I have to discuss the biggest flaw, which is the flaw which made me stop playing, delete the game, tell my friends to avoid it and wish the dev better future projects. I'm talking about the characters. Plain and simple Matt and Lily MAKE ABSOLUTELY NO SENSE!
Lily is a self-righteous completely untrusting over-opinionated vegan. This is made clear because it's hammered into us often. Lily is so adamantly against additives that, despite longing to have children more than anything else she refuses treatment because it's unnatural. Yet she accepts candy of unknown origin. That's odd, right? Well, this candy also TURNS HER SKIN PURPLE! She should completely freak out, right? But the dev decides it's okay for her to admonish the person who gave it to her and walk it off. Wouldn't turning the colour of a sunburned smurf make somebody who doesn't trust chemicals completely terrified?
From that same scene, we learn that the castle's owner employs a 14-year-old girl as the cook and maid. No prodding is done to learn more about her circumstances. Lily just goes into pitchforks-and-torches mode (which isn't too off for her) and informs Matt. I was expecting Matt to want more info since he's already been shown to consider the angle of a situation. No, Matt goes into pitchforks-and-torches mode too. And Lily tries to stop him from going full pitchforks-and-torches. And that's when we get yet another big contradiction. While snooping around Matt finds an odd 4th-wall-breaking fanart of various maker horror greats. He comments on how Aya (of Mad Father) is okay because she doesn't use her chainsaw on people. This image shows several youths and children with weapons. So Matt loses his rationale over a 14-year-old being employed for an unknown amount in unknown circumstances but is completely okay with all these kids toting a bat, club, gun and lots and lots of knives. The har har wink wink joke of saying you know top-tier maker horror games in their maker horror game did nothing but undermine the scene we just had with their concerns over the cook. Contradictions.
Once I got into the game proper (40 minutes of that terrible writing later) and explored the castle it took no time at all before another contradiction arose. In a bathroom blood suddenly splatters along the floor in a cheap scare attempt. But Matt and Lily have absolutely nothing to say about it. You can't even get dialogue from checking the blood. Upon checking a painting in another room it suddenly turns evil. Again, no reaction from the characters. All throughout the room are candies which they say they shouldn't take without permission... and an item that you take without permission. A much better reason to not take Emma's candies would be because THEY TURNED YOUR WIFE PURPLE! You don't need to be polite after that happens.
At this point, I X'd out of the game and deleted it.
The very lengthy, poorly edited build-up constantly undoes anything good that the dialogues would provide. The few times I thought the characters were saying something good it was shot down in the very next scene or two. I'll give proper credit for the nice character art and how Matt and Lily do seem like a married couple. Sure it boggles the mind how these two ever hooked up or how Matt can stay with somebody like her but real love is like that. Real marriage is often like that. But even with this odd glimmer of hope for the writing, it's seriously not worth it.
The game's biggest flaw is player engagement. Lengthy cutscenes only work when they're emotionally or intelligently engaging. While player engagement doesn't require player interaction (visual novels being fantastic proof of this) without engaging the player physically, emotionally or intellectually the overall experience suffers to the point of being insufferable.
TL;DR summary:
Good - Character art, music, double protag system, you can feel the couple's love
Bad - Poor English, many typing errors apart from the poor English, terrible characters, low narrative quality, terrible pacing and direction
End grade: Strongly not recommended. I really feel like I took a bullet for you guys here.
Spoilers below.
Black Winter is about a trucker and his wife getting stranded in the mountains and being invited to spend the night in a spooky castle. Then bad things happen to them, possibly involving a curse.
The English in Black Winter isn't good enough for a passing mark and it frequently breaks the immersion. There are quite a few typos too. Nobody gets to decide where they are born or what language they're raised with but anyone can request help on forums.
I can't review the game's combat, survival or stealth systems because I dropped it before getting to that point but there are major basic design oversights which weren't covered so I'm not holding high hopes for the more complex ones. The game features 8-directional movement but it's not clear what you can and can't walk on. In the dining room you can't even go adjacent to the table but in the cook's room, you can walk on her dresser. Also, this is a very dialogue-heavy experience but there is no text skip or fast-forward. I'd planned to give direct quotes and examples from the game but I'm unable to now because the dev didn't include the bare-bones basics which should come in any dialogue-heavy game. Replaying from New Game to the mine's 2nd level to verify something was annoying enough.
Graphics-wise the character art is a strong point and the sprites look fine. The game is way too dark, though. This is part of the contradictory nature of the game which will be mentioned a lot in the review. While I've been in a castle at night before and it is indeed very dark the dev needs to consider if it impacts Gameplay. Not all exists are even visible. I wandered lost for more than I should have because of an obscured exit that wasn't even supposed to be a secret. While the darkness of the castle may have been an attempt at realism it quickly falls apart since the one place that is always lit in castles are the exits. Contradictions.
There's also a weird faux-campfire-flickering effect at the start. I can't tell if it's buggy or just poorly implemented.
I'll have to break up my critique of the writing/direction into parts because this aspect is like a giant mammoth carcass. As a disclaimer I read visual novels, I play almost every jRPG to release in the west on console and I absolutely freakin LOVE the Metal Gear series. So no, I'm not adverse to sitting through long dialogue scenes.
Direction (scenario) is one of the game's flaws. The person behind the writing just doesn't seem to pick up on how details or lack of details influence one another. You start out in what's apparently supposed to be a blizzard. The wind is howling but the snow is gently drifting downward. They take refuge in a mine which Lily says they have to find, despite standing right in front of it. Similar to the castle at night I have been in a cave in the deep Canadian winter before and while it is better than being outside it only gets warmer when you go much further in. A measly -10C aside (14F as per the thermometer Matt keeps with him for some weird reason) the dev saw fit to make the entrance area look pretty cozy and the deeper area (which should be warmer) is all frozen over. With limited resources, Matt still decides to light 3 campfires all at once for no reason. They hear a noise which Matt says comes from above, but you need to climb down a ladder to get there. Contradictions.
Hopefully, I've made my point in that area at just how massively poor the planning here is. All of that happens before being even a quarter of the way through the intro and it does not end there.
Writing (character logic) is another gigantic flaw. Although the ability to have characters act logically while still respecting the need for gameplay/puzzles/plot is an acquired skill it's a skill every game developer who's writing dialogue should have full control over BEFORE releasing their game. No trucker would run out of gas going TO his destination. No trucker who has been by this area would drive to a location where the whole place hasn't existed for years. Even though their phone gets reception in a cave they don't think to try calling anyone else? Co-workers? Friends? Maybe the building caught fire so they can't answer. While the plot demands that they are stranded here there's a million ways to do that and a truck running out of gas is likely the worst one. Mechanical troubles, an avalanche, a landslide, the truck just getting its tires stuck... These are all equally generic yet far better reasons to strand them in the mountains and better yet they're real problems that happen to real truckers.
Now I have to discuss the biggest flaw, which is the flaw which made me stop playing, delete the game, tell my friends to avoid it and wish the dev better future projects. I'm talking about the characters. Plain and simple Matt and Lily MAKE ABSOLUTELY NO SENSE!
Lily is a self-righteous completely untrusting over-opinionated vegan. This is made clear because it's hammered into us often. Lily is so adamantly against additives that, despite longing to have children more than anything else she refuses treatment because it's unnatural. Yet she accepts candy of unknown origin. That's odd, right? Well, this candy also TURNS HER SKIN PURPLE! She should completely freak out, right? But the dev decides it's okay for her to admonish the person who gave it to her and walk it off. Wouldn't turning the colour of a sunburned smurf make somebody who doesn't trust chemicals completely terrified?
From that same scene, we learn that the castle's owner employs a 14-year-old girl as the cook and maid. No prodding is done to learn more about her circumstances. Lily just goes into pitchforks-and-torches mode (which isn't too off for her) and informs Matt. I was expecting Matt to want more info since he's already been shown to consider the angle of a situation. No, Matt goes into pitchforks-and-torches mode too. And Lily tries to stop him from going full pitchforks-and-torches. And that's when we get yet another big contradiction. While snooping around Matt finds an odd 4th-wall-breaking fanart of various maker horror greats. He comments on how Aya (of Mad Father) is okay because she doesn't use her chainsaw on people. This image shows several youths and children with weapons. So Matt loses his rationale over a 14-year-old being employed for an unknown amount in unknown circumstances but is completely okay with all these kids toting a bat, club, gun and lots and lots of knives. The har har wink wink joke of saying you know top-tier maker horror games in their maker horror game did nothing but undermine the scene we just had with their concerns over the cook. Contradictions.
Once I got into the game proper (40 minutes of that terrible writing later) and explored the castle it took no time at all before another contradiction arose. In a bathroom blood suddenly splatters along the floor in a cheap scare attempt. But Matt and Lily have absolutely nothing to say about it. You can't even get dialogue from checking the blood. Upon checking a painting in another room it suddenly turns evil. Again, no reaction from the characters. All throughout the room are candies which they say they shouldn't take without permission... and an item that you take without permission. A much better reason to not take Emma's candies would be because THEY TURNED YOUR WIFE PURPLE! You don't need to be polite after that happens.
At this point, I X'd out of the game and deleted it.
The very lengthy, poorly edited build-up constantly undoes anything good that the dialogues would provide. The few times I thought the characters were saying something good it was shot down in the very next scene or two. I'll give proper credit for the nice character art and how Matt and Lily do seem like a married couple. Sure it boggles the mind how these two ever hooked up or how Matt can stay with somebody like her but real love is like that. Real marriage is often like that. But even with this odd glimmer of hope for the writing, it's seriously not worth it.
The game's biggest flaw is player engagement. Lengthy cutscenes only work when they're emotionally or intelligently engaging. While player engagement doesn't require player interaction (visual novels being fantastic proof of this) without engaging the player physically, emotionally or intellectually the overall experience suffers to the point of being insufferable.
Posts
author=stiven202
ok, I accept the criticism and most certainly will improve several things for future projects.
I don't understand why you criticize the darkness of the game. That darkness helps the game to has a better atmosphere.
It is true that players must know where they are going, for that I put a neon lamp, for use and light up the environment.
Do you have played Amnesia The Dark Descent? It is a very scary game and most of its scenarios are very dark even you having gas lamp. Then will you criticize Amnesia? the game has been very successful and is one of the best rated horro games. The darkness is part of the atmosphere and helps the player feel fear.
If I put bright scenarios, the game would not fear, because the player at all times be able to know that hides in the shadows.
Misusing darkness is one of the golden sins of horror games. The problem isn't that you're using darkness. It's that you're using darkness poorly. You can't point to a game that used darkness very well and say "How can you criticize me when Amnesia did it? Are you criticizing Amnesia?" That's faulty logic.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Senator, I served with Amnesia: the Dark Descent. I knew Amnesia: the Dark Descent. Amnesia: the Dark Descent was a friend of mine. Senator, you're no Amnesia: the Dark Descent.
Well after a certain point I had to turn up my gamma by 250%... On this very same machine I finished both Amnesia and Machine for pigs (with default gamma).
Edit:
Technical question... how do you use that neon lamp without a proper socket and energy as light source?
Edit:
Technical question... how do you use that neon lamp without a proper socket and energy as light source?
I didn't have many problems with the darkness (though I had to make some effort a couple of times) except from one of the rooms, right now I can't remember the name. I think it was the one with the fridges. Perhaps that's like that because my screen is bright at 100%. I really don't know if it makes a difference, though.
I'll try to work on a short review about this game, as well.
I'll try to work on a short review about this game, as well.
there are only 3 or 4 rooms that are very very dark throughout the game.
For the rest, most of the castle rooms which have blue or purple walls are not as dark.
For the rest, most of the castle rooms which have blue or purple walls are not as dark.
There are a hell of a lot more than just three or four rooms. The majority of the castle, the mines and most rooms suffer from stupid-dark syndrome.
Darkness does not atmosphere make. It makes hard to see. It makes hard to play. It does not make atmosphere unless done well, and even then you need to see in order to play. Squinting at a screen trying to make out details just to find your way around is silly when there's no reason for it at all. There's plenty of lights in the rooms around the castle and the mines that would light up the way a hell of a lot more than 'small circle of light'. That isn't atmospheric, it's blinding.
Use sounds, use visuals, use reactions for the characters (not dialogue - if something spooks the characters, make them look like they're spooked by reacting). Not only that, but there's a huge difference between total darkness and shading that allows the player to see but still shows 'dark'. Lighten the game up a lot more for the love of all that is holy. You use Amnesia as an excuse but you're not using dynamic shaders made for the damn game that is going to interact with everything in it. They didn't just slap an image over a map and call it done. You want good looking lighting then take the time to create it and fit it to your maps properly. Study how light actually works a bit - a candle can light up a fair amount of a room you know, and if there's more than just one it's going to be a lot brighter.
Seriously.
Darkness does not atmosphere make. It makes hard to see. It makes hard to play. It does not make atmosphere unless done well, and even then you need to see in order to play. Squinting at a screen trying to make out details just to find your way around is silly when there's no reason for it at all. There's plenty of lights in the rooms around the castle and the mines that would light up the way a hell of a lot more than 'small circle of light'. That isn't atmospheric, it's blinding.
Use sounds, use visuals, use reactions for the characters (not dialogue - if something spooks the characters, make them look like they're spooked by reacting). Not only that, but there's a huge difference between total darkness and shading that allows the player to see but still shows 'dark'. Lighten the game up a lot more for the love of all that is holy. You use Amnesia as an excuse but you're not using dynamic shaders made for the damn game that is going to interact with everything in it. They didn't just slap an image over a map and call it done. You want good looking lighting then take the time to create it and fit it to your maps properly. Study how light actually works a bit - a candle can light up a fair amount of a room you know, and if there's more than just one it's going to be a lot brighter.
Seriously.
Haha, oh shit! he got banane
Nice jail bar addition!
Nice jail bar addition!
No, most if not all of the rooms are dark. 3 or 4 rooms are just darker.
Edit: Hmm...I wonder if it was for the counter-review thing, or if it was something else he did? I didn't really see anything in this thread worth banning.
Edit: Hmm...I wonder if it was for the counter-review thing, or if it was something else he did? I didn't really see anything in this thread worth banning.
Aww... I was about to play this game and make an additional review, to at least give him a different opinion on what may be a shared viewpoint.
Ah well. :P
Ah well. :P
Making a duplicate account and reviewing his own game? We crack down on that hard. Just had to get the tick from bossman to make it official.
you can still do that. as far as I know he can still read the site, just not touch anything on it
you can still do that. as far as I know he can still read the site, just not touch anything on it
Check out his profile, piano! It was the review thing
Yeah, I thought it might be that. I didn't see anything else worth a ban. The only other thing that came to mind was, "Oh, shit! Is he spamming the reviewer's or the mod's inboxes?"
author=Turbiosoftacho
So, I don't know what exactly has happened, but... He told me that this counter-review thing might have been done by one of his classmates, since they use the same computer in order to work in groups. He states that his mates know about this game and have played it. So this might be the reason of having the same IP.
I didn't read the other review to check if it was a counterattack or not, but at least this is what I know.
Well multiple people, myself included, brought up the duplicate review, but he chose to ignore us rather than explain himself.
Uh-huh. A review from a brand new user that just so happens to sign up to drop a review and not return on the day he got a bad review and just so happens to give his game a high score straight after he gets a low score and who he just so happens to have maybe lent his computer to someone who may just so happened to have reviewed his game. He must think we're morons. Does he know how many times we've heard that kind of excuse before? Enough to know it's bullshit. If it were at all true he would have tried to point that out when he was called out for it. But no.
This isn't the first cheater we've had the pleasure of dealing with. We've had people claiming to have a review from their family, from their irl friends, from many other people. The fact is this - the writing is the same in the review that was denied as his own (same grammatical errors and mistakes), the account it was made under is clearly a dump one - they dumped the review and never returned to check on it, even after it was denied two days ago (plenty of time to ask their friend just what was going on, especially as it was pointed out to that person in the deny the reason for it being denied), they had the same IP addresses and the review was made straight after a bad review was added and the creator contested it. Frankly, it's pretty easy to tell this kind of shit when you've seen it enough times. And we've seen it more than a few times.
This isn't the first cheater we've had the pleasure of dealing with. We've had people claiming to have a review from their family, from their irl friends, from many other people. The fact is this - the writing is the same in the review that was denied as his own (same grammatical errors and mistakes), the account it was made under is clearly a dump one - they dumped the review and never returned to check on it, even after it was denied two days ago (plenty of time to ask their friend just what was going on, especially as it was pointed out to that person in the deny the reason for it being denied), they had the same IP addresses and the review was made straight after a bad review was added and the creator contested it. Frankly, it's pretty easy to tell this kind of shit when you've seen it enough times. And we've seen it more than a few times.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Turbiosoftacho
I didn't have many problems with the darkness (though I had to make some effort a couple of times) except from one of the rooms, right now I can't remember the name. I think it was the one with the fridges. Perhaps that's like that because my screen is bright at 100%. I really don't know if it makes a difference, though.
I'll try to work on a short review about this game, as well.
Aren't you involved in this game?
I'm pretty sure it's super unethical to do a review when you're helping the dev(s) out in some capacity.
ETA:
author=Ratty524
Aww... I was about to play this game and make an additional review, to at least give him a different opinion on what may be a shared viewpoint.
Ah well. :P
Aww, Ratty, have you not read his response to everyone else's criticism? He's not going to listen to a different angle on the same thing, because he's in the "listen to critics" mindset. Once you see someone there, the best option you have is to sit back and enjoy the show as they get madder and madder that reality doesn't conform to the happy story in their head.
And/or make stupid jokes.
Jeez if I'm ever banned please at least bother spelling ban properly on my profile pic >_<
Of course it's bullshit.
So his classmate played six hours over two days, beat the game and then wrote a review for it on his computer?
Also the other account in question had one other post previously, and that was a survey talking about stuff people might want to see in a game, both shared the very similar broken english.
So his classmate played six hours over two days, beat the game and then wrote a review for it on his computer?
Also the other account in question had one other post previously, and that was a survey talking about stuff people might want to see in a game, both shared the very similar broken english.
author=Frogge
Jeez if I'm ever banned please at least bother spelling ban properly on my profile pic >_<
But it's tradition to spell it all wrong XD
EDIT: If I'm ever banned, change my custom text to "You're BANNE to me" or something similar XD
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=unityauthor=FroggeBut it's tradition to spell it all wrong XD
Jeez if I'm ever banned please at least bother spelling ban properly on my profile pic >_<
EDIT: If I'm ever banned, change my custom text to "You're BANNE to me" or something similar XD
In fairness, the proper spelling is "banne."
ETA:
author=InfectionFiles
Of course it's bullshit.
So his classmate played six hours over two days, beat the game and then wrote a review for it on his computer?
Also the other account in question had one other post previously, and that was a survey talking about stuff people might want to see in a game, both shared the very similar broken english.
The broken English bit is at least believable, given that I think these guys are all in the same non-English-speaking country, so I'd expect them to have similar verbal patterns there.
Still suuuuuper unlikely that it was anyone other than the suspect.