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Consistently arbitrary

Fear and Hunger
a horror rpg/roguelike by orange-
original format here



What's fear and what's hunger?

Fear & Hunger bills itself as a rogue with horror and RPG elements, although the only thing roguelike about it really is an inability to save. The player controls the nameable protagonist "Mercenary" while attempting to survive the Dungeons of Fear & Hunger. The only narrative is the one supplied by the player -- the game's heavy on atmosphere, not plot.

This is a review of the teaser demo, which features four levels and about half the planned cast. The scope of the full game looks to be a lot bigger (five playable characters for one thing) but there's a decent amount of content here, maybe one to three hours. I played to the end of the maps, I believe, but probably missed some other content. The review is mostly spoiler free but I'd probably skip the last section.


Aesthetics


Add some wavering and ghost fever chants and you've got the full effect


While visuals might be the first immediate draw of Fear & Hunger, the sounds is what jumps out first in the game itself. The intro has some really well-fitting music, and simple as it is, it sets the tone for the rest of the game. The background music might not be custom for the game but it sure is employed well. There's a lot of sfx, and as it turns out, just something like low chanting or drip ambiance can be as effective if not more than bgm.

As for the visuals themselves - the painting and pixels work together really nicely, with a unique pixel style I can't quite put my finger on. The special effects on the maps (dim lighting, fog, torches) all complement it well. With at least four distinctive settings, it's always rewarding to get to the next zone just to look at it. It's a compelling reason to keep pressing forward. The map layout itself has a neat feeling where the Dungeons of Fear and Hunger feel less like a series of interconnected maps and more of one big environment -- rooms link together vertically in many places, around curves, or at diagonals allowed with the painted environments. Not your blocky RM game.


Some more visually interesting areas


The subject matter is a bit of a different bag. While pixeldick isn't exactly something novel in "dark" RM games, F&H includes multiple explicit sexual scenes, a mountain of corpses and guts, and sprites for the playable characters in various states of armlessness. The standouts are probably the interior of a toilet hole and a twenty person orgy, located about thirty seconds away from each other. I've played other games that have gone for this sort of thing as shock value (and yeah, there's some shocking stuff) but usually there are standout elements that come across as "this was done to be edgy" that break immersion. F&H feels like a coherent whole, if a coherent whole that I would want to stay far, far away from.


Gameplay

I mentioned there was a really appealing intro. I was less enthusiastic around the 20th time I saw it. My experience in my first game was to take a few moments to come up with a fitting character name (important in jRPGs and RLs alike!), wandered inside the first room, scavenged a pinecone, then got killed by a on-touch encounter with a prison guard. Then I watched the intro again. Next time I didn't spend so much time on a character name.

Expect to die in F&H. "Unforgiving" would be one way to put it, but this implies the player has to make a mistake to die. Let me break down the combat system: F&H advertises a "strategic" dismemberment system, where the player aims at a body part with each attack. I attacked the prison guard's right arm at first, destroying it. Then the guard's so-called stinger began pulsing, so I attacked it, destroying it. Then the guard approached too close, clinched, and instakilled me. This is how guards work -- kill them in two turns or face the prospect of immediate death. While I eventually figured out that attacking the head usually kills the guard (at the cost of one of my own limbs) there's still a 33% or so that in any fight with a guard I'd miss an attack or two and end up dead. The combat is more akin to a survival horror in that fights should be avoided because resources are limited. And with extremely limited resources, expect to live for two to four encounters... And it's not like they can be run away from either.


If there was a 'run' button I'd be jamming it


I play a /lot/ of roguelikes, so I want to expand on some of key shortcomings of F&H versus pretty much any modern RL. One core principle is that death is always the fault of the player. With an accuracy that feels around 60%, this is iffy to say the least. Not to mention the non-combat deaths. F&H is one of those games that likes to drop the player into unwinnable scenarios. "Climb into the toilet hole? Y/N? Oops can't get out." That one is probably my fault, but it's the equivalent of getting oneshot by an out-of-sight enemy. While it's technically avoidable, it has an unfair aftertaste.

Keep in mind F&H does not allow saving. This means every time The Mercenary misses a guard twice, it's time to watch the intro again, play through the same early game again (potentially getting unlucky and losing to the first encounter, again) and spend another ten to twenty minutes playing through an area of the game that rapidly loses its novelty. In a roguelike, after losing a character, the player is free to pick a different class, explore a different area, etc. In F&H, there is no redeeming grace here. Playthroughs are virtually identical. Loot is randomized, but this is actually counterproductive -- it's very possible to not spawn an early key to recruit the second party member (The Girl) or find any helpful items at all (maybe 80% I could find no use for). Enemies are vaguely randomized, but this is also annoying -- I would sometimes just restart the game if there were too many guards in the first area.

The way this adds up is that death turns into an annoying time penalty. Having this punishment for every action induces a sort of paranoia that negatively affects the game's core loop. Most RPGs have an explore vs exploit metamechanic built in -- once I've found an effective strategy, how likely am I to keep using a strategy I know works vs keep searching for a strategy that works better? F&H skews this. If I'm paranoid about combat, I will never aim for anything but the head, because I know this wins me the fight 75% of the time, so I'll never explore the depths of any limb targeting system. If talking to NPCs triggers a fight 30% of the time and that fight could cost me 20 minutes, I will never talk to NPCs. I'll never take a yes/no decision to touch some viscera (spoiler: unwinnable fight). After I found talking to prison guards and priests just gave them an extra turn to attack me, I never explored talking to any further in-combat NPCs because the cost of failure is just too extreme. F&H heavily penalizes exploration and favors exploitation.


I called tails so I actually won't find anything


Overall, the gameplay just feels arbitrary. If there's a strategy to the fights, I wasn't afforded the freedom to discover it (too afraid of dying and watching the unskippable intro again). The stealth system doesn't add much as enemies spot the player from out of sight, and I only managed to once or twice escape after being spotted. To drive this point home, F&H even features a visual onscreen coinflip. Call it right, and find critical loot, evade the guard, etc. Call it wrong, and find squantus, get oneshot by the guard, etc.


Themes

"Theme" seems like something dumb to call this section, like trying to look for the "moral," but the way the game is marketed doesn't shy away from posing moral questions. The gamepage seems to present at least two. First, the question of what is or is not suitable to depict in a game. It sounds pretty edgelordy, but I didn't get much of this feeling in the game itself, and was pleasantly surprised.


The exceptions... gratuitous??


There was also another question presented -- what is or is not acceptable to do to survive? This is a little more interesting but almost self-defeating within the first few minutes of the game, by two elements. First, the prison guards that try to actively murder the player. Killing them is a matter of self-defense, not morality. Second, without any exposition, it appears that The Mercenary voluntarily arrived at the Dungeons of Fear Hunger. Combined with lore admonishing the player to "turn back now" and so on, it seems like a choice to continue exploring the dungeons. There is no escape or survival element, instead, the dungeons feel like a tribulation. What am I trying to prove by putting myself through this hell?

There was only one time I actually stopped to consider the implication of any in-game decision. At a certain point in the game, the player finds a magic circle. With the second character, The Girl, in tow, the player is asked to perform an "act of sacrifice" or an "act of love" to obtain favors from the old gods, or walk away with the girl unharmed.



The first time at this choice, I did nothing. Fine. I'll try to win without killing/raping people I rescue from a cage, thanks. Then I died to a prison guard and figured I needed an edge in combat to get anywhere and this was going to be one of "those" games where power comes at the cost of moral taint. Okay, fine. I sacrificed the girl. The screen went dark, she's beheaded, and Gro-Goroth granted me a virtual ohko-ing "Hurt" skill. After depleting my MP using Hurt once and then dying, twenty minutes later, I found the magic circle again, and casually chose the second option, "act of love." After a confirmation, the message simply said "No." And I was presented with game over.

That's probably the moment that's stuck with me the most after playing through the game maybe a week before writing this review. I couldn't get why the game would reward the player for killing her but punish the player for attempting sex with her. At first I thought F&H must have some inbuilt if questionable moral system -- they're both abhorrent acts, but F&H only wants to encourage a *certain kind* of abhorrentness. I did go back and question what exactly made me think it was permissible to take that second option, and it's probably the old explore/exploit question -- the skill from option #1 wasn't actually that great, so I chose option #2 in the sense of "I went left last time, this time I'll go right." Replaying the game so many times and freeing the girl from the cage so many times did a lot to cheapen her life. When I initially sacrified her, my thinking was that if this was the wrong decision, who cares, she'll be back in that cage in about five minutes when something else in turn murders me. That self reflection was probably the deepest thinking I got in this game, but it did stick.

But then after reexamining the gameplay, it became clear to me that outside of my reasoning behind making this decision, this whole sacrifice setup was just another cointoss. In F&H, punishment and reward are arbitrary, and life and death are arbitrary. Hell, the courtyard level consists of hanged men in one map and then an orgy in the next. What did the hanged men do differently from the revelers? There are bestial prison guards and ghoulish prisoners, but without context, no reason those roles couldn't be reversed. Maybe they failed a coinflip somewhere.


Moving forward...

F&H is just a demo at the moment. I'll probably remove the score when the final version is released, but at the moment it's hard to recommend. The game is a unique experience, which makes it a shame that it's so frustrating having to replay the intro so many times to actually access the stuff in the back. I'm sure I missed out on content because I ran out of patience with Level 1 and stopped engaging most NPCs or taking questionable dialog choices.


God I hope so


Was the demo successful? Well, it succeeded for me in painting a picture of a foul hellhole where life is capricious and death is up to fate. That's a compelling effect. Except it makes for a frustrating, ungameish game. There's dissonance between this master effect and the gameplay itself, no, but it's just not a good experience. Adding more content would just compound the problem -- adding just one more dungeon level would mean I have to spend twice as long replaying the rest of the game to get there. I haven't put much thought into what would improve the game per se, but it needs *something* altered in its core loop to make it actually fun and not an exercise. I really hope this game can find a synthesis with gameplay that is less aggravating but still supports its unique effect.

2.5/5

Posts

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Thank you for the review! Really appreciate it! I can totally understand the criticism here and many of the things mentioned here will be addressed. Few are already tweaked in the latest version of the teaser demo (like skippable intro, run command and making love with the girl for example)
Haha, I'm glad the intro was addressed. The girl I have no idea how I'd handle, though. I hear this game is a thesis of some sort? I'm interested how it's presented in an academic setting.
author=psy_wombats
Haha, I'm glad the intro was addressed. The girl I have no idea how I'd handle, though. I hear this game is a thesis of some sort? I'm interested how it's presented in an academic setting.

The girl thingy just doesn't end to a sudden game over now. It just says she is not willing.... <_< ... >_>"

The game was only a part of my thesis work, practical part to be more precise. (the thesis is divided between practical and theoretical works) I study graphic design - so I was looking into horror aesthetics and thematics, especially in video games. I threw in few dead baby jokes and pictures of the rape scene and called it a day.

nah, I'm actually pretty proud with all the theory I was able to come up with and learn from different books, etc. It's done now and I got fairly good feedback from it. I haven't gotten the grades yet for it though.
author=orange-
author=psy_wombats
Haha, I'm glad the intro was addressed. The girl I have no idea how I'd handle, though. I hear this game is a thesis of some sort? I'm interested how it's presented in an academic setting.
The girl thingy just doesn't end to a sudden game over now. It just says she is not willing.... <_< ... >_>"

The game was only a part of my thesis work, practical part to be more precise. (the thesis is divided between practical and theoretical works) I study graphic design - so I was looking into horror aesthetics and thematics, especially in video games. I threw in few dead baby jokes and pictures of the rape scene and called it a day.

nah, I'm actually pretty proud with all the theory I was able to come up with and learn from different books, etc. It's done now and I got fairly good feedback from it. I haven't gotten the grades yet for it though.





-My friend. This game is far too explicit.
I understand how the game is for a mature audience only, but the things in this game just takes things too far. Aside from the 'satanic' pentagram (which despite the setting still seems like it was thrown in from out of nowhere)
you have to remember that in today's day and age, people are extremely squimish with content that depicts any form of rape (even if attempted or implied) sexual gore, and heavy violence.




People might not really be willing to pay to experience something that is too heavy and explicit for them to take part in. For example: feces or visuals depicting this is something that might have players shut the game off and ask for refunds, not neccessarily say 'cool this is fun'
Also semen is something that is kinda gross, no? I take it this was not ment to be an errotica game? Then since its not the right place at all for it, many are going to be severely grossed out by this. With the #MeToo movement, you have to know that people in this day and age are stand offish towards anything that involve mistreatment and cruelty such as this.



With that being said, it is very hard to advertise your game because of all this heavy content within it, I had to search to discover this very telling review after coming across F&H from a John Wolfe video showcase. You must include all of this disclaimer on the page (as in actually tell users all the explicit content that could be found in the game, besides just simply 'violent sexual conent' because that could mean anything) which in this case would mean chopped genitals and mass orgies.



I think if the content was massively cleaned up to remove any form of 'rape' or 'gross orgies' feces, and then at least include a save game system, in where a save can be done, this will help at least make it something that players can enjoy playing. With that there are multiple classes that kinda are too similar, such as the mercenaries. I see the outlander and the knight are basically warrior classes, so it really doesn't seem like there's a diffference.

-The thief should be more stealthy and faster, and use a dagger; has less damage, but the enemy misses them often.
-The warrior should be stronger (doing more damage) and might be a tad slower.
-The archer should use a bow, and perhaps be versitile, using both a sword short and the arrows (give them like the perk to find more perjectiles then the other races, that gives them value and makes the player feel like they are playing the archer role)
And of course, make it so that the player can choice different looks and sex (play male or female) change eye color, skin tone. This makes me feel like I'm more in the game.


Also I do apologize for this HUGE writing, I just do like the game.
With that being said, I do think that the game is too linier, and would make a better open-world game, then a dungeon crawler (you could still incorporate both into the game) then you can add much, much more content to the game, and give it a whole world that the player can explore. Make it so that outfits can be
changed; when the player changes gear it can be seeen in their avatar.


I think having a 'legal' (it's gotta be consensual, come on now bud! :/ ) relationship system is something that would be awesome!
Like if the player meets a party member, they have an afinity system.
Then THAT way, if you want to include a sex scene that the player can physically see, it would make much more sense and they would feel more attachment to their team members.

That way the survival element becomes much more important, then the screw it i'm gonna just die here anyway, now the main chracter is gunna try to survive much more since they care about the people in their party.


I really do hope that you take all these things into consideration, it would really be an epic thing to see. :)

author=Leftongue
I think if the content was massively cleaned up to remove any form of 'rape' or 'gross orgies' feces

I crave to forcibly introduce Lefttongue to the entire cinematic ouevre of Mr. John Waters in order that they might gain a sense of the history of the grotesque in cinema--and by extension art, literature, media, and videogames.

IOW: people these days can take their collective squirmishness (you meant squeamishness Lefttongue but I can tell English isn't your first language) and cram it up their butts sideways.

By the way, this shouldn't be seen as a fan of the game defending the game. I played a much earlier build and was very impressed by it but I held off judgement and I am very much holding off judgement still. What I'm defending is the legitimacy of the grotesque in art in general, which is being called into question.

Besides the general edginess of the game, which I have played, I am not not sure what cued in Mr. Wombats or anyone playing the game that "Show Love" was a euphemism for rape. I'm still v. unclear on that point.
In my mind the implication was never in doubt. It's the god of orgies and there's zero romance in this game but plenty of explicit sex, and the character in question is very clearly a child. Plus I don't think the game dishes out a "No" and gameover for chastely kissing her on the forehead or something when the rest of the time it's 100% okay with showing her beheaded/maimed/killed.


I can't speak to any of leftongue's comments. I suspect this review is massively out of date and I'm not at all tempted to redownload the game and see what's changed, to the point where I've considered just taking this review down.
No need to remove the review. I'm sure most of the things still hold up in it. The game didn't exactly do a complete U-turn with the later updates.

Of course everyone is entitled to the way they perceive the game and its scenes, but personally I don't see how the 'show love' command in the game could be viewed as a rape. Each character you are able to 'show love' with gives a clear consent, or they just flat out refuse to do anything with the player. I don't think the lack of romance == rape. And just to make it clear to anyone reading these comments - You cannot 'show love' to children characters.
The girl's age is never stated, but children can't consent. At absolute ethical best, given that the player finds her mute and in a cage, it would have been coercive. However the game draws a line here, Show Love doesn't work on her, and in the current build she just refuses, there's no game over.

With the other party members (ghouls being a bit murky, since it is very unclear how much sentience and personality remains within them), either consent is given or not, and the game accepts their refusal.

Honestly, this is probably a weird beat for someone to like in a game that's so grindhousey/phantasmagorical, but the game drawing a line that prevents the player from straying into truly monstrous behavior does a lot to set the player character apart from the forces in the dungeons.

Cosmic horror, grotesquerie, and other forms of storytelling that play on the "ick" reaction (that is to say, aversion to things that change or distort familiar values, biologies, or understandings of the universe) really do rely on there being something to compare that "ick" against.

In F&H, the player can do bad things in the name of survival, but they can never get as bad as anything that's in the dungeons. This keeps them from ever getting comfortable in the game's environment, and keeps the darkness-induced-apathy that the game certainly still cultivates in the player from ever truly overtaking them.
Yeah sorry, I didn't mean to imply in general that "no romance == rape," I meant that in the context of a game overflowing with sex, after reading the description of the god of orgies and being asked to perform a rite in their name with a character of the opposite sex, it's not exactly a stretch to imagine that's what a rite titled "show love" would be. It's not confirmed obviously but I don't think I was in left field.

My reflex to take down the review was mostly because I don't agree with leftongue, and I don't want the review to be Google-able to people looking for ammo against the game when it's out of date, and I'm not looking to condemn it for being explicit. My issue was specifically about weird, arbitrary equivocation an example of which is this whole sex/murder/leave choice.

@kumada Yeah as I said I can only offer commentary on the build I played where the girl was the only recruitable member, and this choice was offered next to a "sacrifice" command - and she definitely does not consent to being killed in the name of gol'goroth, and it's perfectly possible to do /that/ to her. I also object to the idea that the protagonist is "better" than the dungeon, because they arrived at the dungeon voluntarily, and killing the girl is rewarded by the gameplay systems with a shiny OHKO skill.

I've already sort of failed at this but I'm not really equipped for talking about F&H again when I played the demo years ago, and I think my opinion would be colored already if I were to replay it. Weirdly enough most of my frustration was around the gameplay at the time, but what's stuck with me is mostly how the content matter was deployed and to what effect.
For what its worth, I think my impressions of the original demo were basically the same as yours.

Over time, the coinflippyness became slightly less pronounced and more options for gameplay were worked in and the tone shifted, but the original felt very punishing and very random even when you knew its maps and encounters front to back. It had a clear aesthetic, but the gameplay was frustrating.

As far as the game rewarding killing the girl goes, there's multiple forces that reward you for killing her or handing her over (including gorgoroth, but also pocketcat, the human hydra, etc), but she's important in combat and there's absolutely mechanical value to keeping her on your team (plus I'd have felt awful sacrificing her or handing her over, so I didn't).

I wouldn't say the game incentivizes you to be pick the evil option in any given situation (although again, the characters and forces in the setting do try to push you in different directions). Options like sacrifice come at an in-game cost (specifically losing a party member, which hurts your chance of survival in the long run), and those options aren't there as a gameplay penalty for players who have ethics (although the original demo was much less clear about this).

Ultimately, the bad things F&H lets you do are fundamentally survival-oriented, and not essential to a successful playthrough. Moreover, any truly hideous stuff, such as misuse of the "show love" ritual option, is not an option.

For me at least, drawing a line there positions the protagonist as better than the dungeon. Admittedly a large part of that positioning is just how bad the dungeon is, but I care that the line was drawn somewhere.
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