Divinity: Original Sin Enhanced Edition

I allowed myself to buy one game in the Steam Winter Sale, which was Divinity: Original Sin.

Then, a few hours later, I bought the Skyrim Special Edition, because I saw everyone on Twitter talking about it which reminded me that I wanted to buy that too and, hey, what a coincidence, it was on sale.

But this post is about Divinity: Original Sin. It’s an isometric, turn-based strategy RPG which can trace its ancestry back to games like Baldur’s Gate (the earliest example of this kind that I can think).

I’ve played about 12 hours so far and the short version is: It’s very good, with caveats.

You can zoom in pretty far to take screenshots I guess.

I absolutely love the turn-based combat in this game. I can’t think of any other game I’ve played where I felt like there were so many inventive, strategic options available during combat. It’s better than Dragon Age: Origins and X-COM (the two previous title-holders in my mind.) You can run away, you can duck behind obstacles to avoid ranged attacks, you can throw poison gas grenades, you can knock people down, stun them, set them on fire, freeze them, the list goes on and on. There’s a whole lot more depth than simply picking targets and swinging or shooting at them. So many times I’ve started a fight and thought, “Well I’m dead, I hope I have a recent save game,” and then as the fight goes on turn-by-turn I’m able to work out a way to stay alive and beat the bad guys.

That brings me to my first problem with the game: It is hard. I don’t mind challenging games, and even relish them when I feel like I’m being treated fairly as a gamer (see: the Dark Souls series). The issue with D:OS is that the outcome of fights depends a lot on random chance, which can be very frustrating. It feels very unfair at times, and it’s irritating. An entire fight could turn on whether you happen to get a critical hit or if a spell happens to fail at a pivotal moment. There is a whole lot of re-loading from your saved games. There is one early boss (SparkMaster 5000) where I saved my game after practically every turn during the fight, so I wouldn’t have to go back and start over again.

Get used to seeing this…

Not only is the combat hard, but the puzzles are fairly challenging too. Completing story quests is more than simply running from person to person and talking to them. You have to explore and find hidden things and bring them to the right people to trigger the right dialog options that will advance the story. It’s a bit frustrating at times because you feel like you have to be doing it right, but because you didn’t do some other little thing first, it didn’t trigger the NPCs in the way they need to be triggered. I have already visited a number of wikis to try to figure out why I couldn’t proceed on some quests (with mixed results–I wish there were more web sites that gave “little hints” instead of “full walkthroughs.”).

Twin Dungeons puzzle

I mentioned saved games: This is a game that leans heavily on saved games for recovering from failure states. If you’re like me, you may have gotten used to games that save for you, and never let you get into a situation so bad that you can’t recover from it. This is not one of those games. Save often. Like, every turn, if need be. Personally I think this is a game design flaw, but I’m willing to admit it could just be my preference. Before server-side games existed, a lot of single-player games (maybe all of them?) were designed around loading and saving game progress.

Another important part of any RPG is the story that it tells. Divinity: Original Sin is “okay” in this regard so far. I find the characterizations a little bit too jokey for my tastes. This is definitely not intended to be a weighty epic fantasy world that you immerse yourself in, it’s more of a tongue-in-cheek wink-and-nod-to-the-audience kind of fantasy. The voice acting is very cartoonish and over-the-top and the accents range all over the map from standard British fantasy voices all the way to American and Texas or New Orleans accents. I personally find them very interesting to listen to, but they do not serve to immerse me in the story at all.

Still haven’t figured out what to do with these. :)

There is a bit of a “twist” fairly early on that takes the story in a completely different, unexpected direction. If you’ve played the game before, I’m sure you know what I’m talking about. It raises the stakes from a run-of-the-mill murder mystery into more of an end-of-the-world scenario. I didn’t care for it. I had settled into the story the way it had been going and found myself sufficiently invested in it to keep moving forward, but the new direction felt extremely random and distracting. Fortunately it turns out to be more of a background plot that I assume will come into play later in the game, if I ever get there.

But overall, I’d recommend it. All those people who said this was a fantastic game back in 2014 were not delusional.

Snap Judgment – Necropolis (Brutal Edition)

Not surprisingly, there was a Steam sale for Halloween, and one of the games that’s been on my wish list for a long time was really cheap: Necropolis. They apparently made some changes from the original launch version and now call it the “Brutal Edition.”

I didn’t want to buy it, because even though it was only $4.49, I didn’t want to send the signal that it was “okay” to release an incomplete buggy game at launch and then fix it later. Still, it was supposed to be a “Souls-like” game, and it looked visually interesting, and I’ve heard some good things about it. (And some bad things.) And frankly, I was bored with other games. So for $4.49, surely I could get a little bit of enjoyment out of it.

It turns out that yes, I could in fact get exactly “a little bit” of enjoyment out of it. But only a little bit. Pretty much the bare minimum of enjoyment. Was it worth $4.49 and the hour of time spent playing it? Honestly, no, not really.

I’ll start with something positive. One thing I loved about Necropolis: The mobs could hurt each other. Sometimes they would accidentally hit each other while trying to hit me. They would walk across traps and get killed. Once I saw them ignoring me to fight each other. That was very cool, and I wish more games would do things like that.

The rest isn’t very positive.

The art style turned out to be a lot less appealing inside the game than in the screenshots and videos I’d seen. It looks like a game where they just forgot to put textures on the walls. A lot like a demo game engine project, to be honest. I might be okay with that, because you would think a game with a very basic polygonal style would render really, really fast and be super responsive. But no, not really. Not in this case. Necropolis chugged sometimes and dropped way below 60 fps on my Nvidia 1070. That’s not good for a game that has a bare minimum of graphical detail.

There is no immersive story element in this game at all, as far as I can tell. You don’t know who you are or why you’re running around chopping up monsters, and the game doesn’t tell you at the beginning. There’s nothing particularly interesting about your character that makes you want to learn more, either. You’re just a bunch of polygons. You don’t even get a short paragraph of “character details.”

There’s a disembodied voice that talks to you sometimes with jokey-jokey humor, but it actually doesn’t talk because the sound you hear is an alien language that sort of sounds like words, and you have to read the translation on the screen. There was no explanation for alien-voice-guy in the first hour of the game, and no compelling hook to interest me in figuring it out.

The controls are very similar to Dark Souls (except no backstabbing?), but they didn’t feel as tight. (I played with an Xbox 360 controller, like I play Souls games.) Swings and rolling felt like they were in slow-motion. Jumping felt like there was little or no gravity in the dungeon. Each time I blocked an attack, it wouldn’t let me respond immediately with a swing like I usually do in Dark Souls. I tapped the attack button after letting go of the block, and nothing happened. I don’t know if it’s a deliberate mechanic where you’re “stunned” for a moment after a shield block, or the game is bad at responding to button presses, or maybe I didn’t quite have my finger off the block button yet. In any case it was a bit annoying.

The crafting system is a good idea, but in practice it’s tedious. It didn’t take long for me to wish I didn’t have to craft food to restore my health.

It was a bit difficult to see and compare the items on the floor with the equipment in your inventory. You’d have to stand there and wait for a moment to see what was on the ground before you could make a decision about whether to pick it up or not. Often there would be multiple things on the floor in the same spot and it was difficult to select the one you wanted to look at.

Little UI problems like that make what could be a fun game a bit of a chore to deal with.

Even worse, the combat didn’t feel particularly good, either, which is just about the most important component of a Souls-like game, to me. It was a little slow. I didn’t feel very invested in it. I didn’t feel like I was in any danger. It was mindless button-pushing. It felt a bit like fighting the nameless, faceless enemies in ARPG games which are not so much enemies as they are blocks of pixels that explode into loot, like a Mario game. There was a distinct lack of immersion to the experience. (This is in sharp contrast to Dark Souls games, where every encounter feels meaningful and engaging to me.)

Bottom line: I wasn’t into it. If you have to buy it, wait for it to go on sale for $5.


Last night I tried out an early access survival game called Subnautica. I bought it for $9.99 in the last Steam sale.

The premise of this game is unlike other survival games in that you play a big part of it underwater. The game begins with you scrambling into a “rescue pod” while your ship blows up around you. (I assume it’s some kind of spaceship.) The rescue pod lands in a big alien ocean and then it’s your job to survive, while your ship looms in the distance, burning and giving off radiation.

You start with something like SCUBA gear, so you dive underwater to locate resource nodes to build things, just like other survival games. Initially you can only stay underwater for about 45 seconds before you have to come back up for air. (The starting area is very shallow so it’s fairly easy to get back to the surface anytime.) You can build bigger air tanks so you can stay underwater for longer periods. In the few hours I played I upgraded my air supply twice and got up to something like 135 seconds, which is a fairly long time, at least in the shallow areas.

You have the standard food, water, and health indicators. Food and water is a bit trickier than other survival games because you have to catch fish and then “craft” the consumables. Catching fish can be a little frustrating because you actually have to swim after the fish and left-click on them to get them into your inventory, and they don’t sit still to make this easy. Once they’re in your inventory you have to swim back to your rescue pod and use the “Fabricator” (a crafting station) to convert them into things you can eat and drink. Catching “bladder fish” allows you to make water bottles to drink from. Other kinds of fish can be cooked up into a tasty meals. It doesn’t make a whole lot of sense and it can be a bit tedious but it’s at least a different mechanic from every other game.

I haven’t done much with combat because I haven’t yet crafted a knife, so I can only run away from hostile encounters. There are a few fish that launch themselves at you from pods attached to cave walls, and I saw another big, hungry-looking fish swimming around at night, but so far I haven’t encountered anything that outright killed me. Presumably the farther you get from your rescue pod, the more difficult the game gets.

Once you repair the radio in your rescue pod, you get radio signals that give you “quests” to do. The first one I got marked a location to investigate. I haven’t yet seen what happens when you get there because it’s in a location near the wrecked ship that’s inside a radiation zone. Apparently I need to craft a radiation suit before I can go there. (The wrecked ship is deceptively far away, too. It takes a long time to swim there and the water gets very deep and menacing around it.)

There is also a scanning mechanic where you can build a hand scanner and scan the underwater plant life and fish for information. I’m not quite sure what the purpose of this is yet but it’s kind of fun to try to scan fish while they swim around.

The biggest problem I’ve seen so far is–of course–inventory management. Every game ever has problems with inventory management so this shouldn’t be a surprise. You don’t get a lot of space to gather resources, and it quickly becomes apparent that you can’t just grab everything you see and stuff it in your backpack. You can make floating storage boxes but they don’t hold much either.

The second biggest problem is having to return to your rescue pod to craft things. Most survival games you can craft the basic, starting items on the run without the need for a crafting station. Not so in this game. You have to return to the fabricator and work through it’s somewhat tedious interface every time. It’s neat to see it working the first few times, but after that you don’t want to wait through the animations anymore.

I’ve played for only a few hours, but I have to say I’m intrigued by it. I like that they’ve put a different spin on the survival genre, and this seems to be the most evolved of the handful of underwater games I’ve seen. The game is very pretty, and it runs fairly well. It’s more polished than a typical early access game, and it’s obvious that it’s been in development for some time. I don’t know how much depth is here over the long haul, and I have some issues with the inventory management and the fabricator, but at least initially it’s worth checking out for $10.

Snap Judgment – Conan Exiles

I wasn’t going to buy Conan Exiles right away, because I could tell from the streams and the early gameplay videos that it wasn’t ready yet, but I bought it anyway because I just didn’t feel like playing FFXIV. $30 isn’t too much to waste on a game, right? Eventually they’ll fix it up into a finished game, surely?

To nobody’s surprise, I should have waited for a sale. Let’s start with the bad stuff.

The short version is: Yes, they released it too early. It has all the hallmarks of a game that has had zero quality assurance. Do they even show these games to people outside the development team anymore? Even once? I’m thinking no, they don’t. I suppose there’s no point, since we all buy the games anyway.

You can expect the full assortment of glitches that come with a lack of polish. Random hitches in the frame rate. Random lag. Random models appearing and disappearing. Random getting stuck on paving stones on the ground. Random clipping, seeing through your own arms while swimming, etc.

So what exactly is Conan Exiles? What do you do in this game? Well, imagine ARK. And … that’s it. You’ve got the whole thing. Not to be too sarcastic, but it’s an exact copy of ARK’s gameplay, except instead of dinosaurs, there are Conan-themed monsters and other exiles roaming the landscape. You pick up sticks and rocks and plant fiber, just like ARK, you make them into axes and picks, just like ARK, you make camp fires to cook meat, just like ARK.

Let’s talk about the combat. It’s awful. Yep. That about sums it up. You know how some games really feel like you’re fighting with big heavy weapons? Conan Exiles is on the exact opposite end of that spectrum. This game feels like you’re pushing a mouse button and watching an animation play on the screen. If you’re lucky, if you’ve managed to position yourself close enough to the other model, and guessed which direction you need to point to make contact, maybe you’ll hit something. Probably not, though. I think they spray blood all over the screen to hide the fact that you have very little control during combat.

The enemy AI? Wow. Just wow. And I don’t mean that in a good way. One guy actually sat down in the middle of a fight. He was like, “Whew, fighting this player is too tiring, I’ll just sit down now.” That was pretty cool. Sometimes they stop in the middle of a fight and raise their arms in a war cry without moving their mouth. Pro tip: If you’re in trouble, just swim into some water. No enemies can swim, and nobody ever follows you through water. Okay, well, one crocodile did.

Now for the most egregious problem: Your speed when strafing left and right is considerably slower than moving forward. That means the moment you touch a strafe key while moving or running, it feels like you stop dead. It’s a huge problem.

Bitterness over the death of my dream of playing a AAA-quality survival game aside, Conan Exiles has some merits.

It’s pretty, and it’s fast. At least they managed to tune it so that it runs at an acceptable frame rate out of the box. Unlike some other games *cough* ARK *cough*.

I like the setting of it. I’m a fan of the Conan universe and low fantasy and so forth. (According to the early access notes they will be adding sorcery eventually.) It’s got a nice ambiance, with the ancient ruins dotting the landscape and whatnot. It’s kind of relaxing.

The crafting system looks pretty good, if not particularly inventive. It’s about on par with ARK, in the early game at least.

There seems to be some kind of story element, but as yet I don’t know how deep it runs. There’s at least one wandering NPC that you can talk to.

I like that the world is dangerous. A key component in any survival game is a dangerous world, and they’ve nailed that. (You’d be surprised how many survival games you can just walk around in forever without any chance of dying.) If you walk too far in the wrong direction, you could run into a wide variety of nasties.

The music is pretty good.

It has some nice sorting options in the inventory.

It was fairly easy to setup a private server on my LAN. The server runs, well, just like ARK. It’s the same game engine, after all.

Overall though, I would recommend playing ARK until Conan Exiles goes through about six more months of iterations. I mean, unless you like to complain about bugs. :)

Steam Entertainment Value 2016

Here’s a chart I just made showing all my Steam purchases in 2016. I computed the cost per hour for playing each game, based on the price I paid for the game and the number of hours I played (according to Steam). In this way I came up with a list of games sorted by best entertainment value.

If the cost per hour came out more than the purchase price (such as Bastion which came out to $37/hour), then I capped it at the purchase price. It didn’t make sense to me for the mathematical cost to be more than the actual real world cost.

If I had not played a game at all, I also set the cost per hour to the price of the game.

Name Purchased Price Played Cost/Hour
DARK Souls III Deluxe 4/7/2016 80.73 351.0 0.230
Divine Divinity 12/24/2016 0.89 0.0 0.890
Immune 2/27/2016 0.99 0.5 0.990
DIRT Showdown 3/26/2016 2.99 2.7 1.107
Devil Daggers 10/30/2016 2.99 2.7 1.107
Enclave 11/23/2016 1.24 0.0 1.240
DOOM 8/5/2016 29.99 21.0 1.428
Return to Castle Wolfenstein
12/24/2016 1.64 0.0 1.640
Sid Meier’s Civilization VI 10/22/2016 59.99 34.0 1.764
A Story About My Uncle 3/2/2016 1.94 0.0 1.940
Far Cry Primal 3/2/2016 59.99 25.0 2.400
Black Mesa 6/27/2016 7.99 2.8 2.854
Survivalist 11/23/2016 2.99 0.0 2.990
Apotheon 11/23/2016 3.74 0.0 3.740
Titan Souls 12/24/2016 3.74 0.0 3.740
Miasmata 3/12/2016 3.74 0.4 3.740
Bastion 9/17/2016 3.74 0.1 3.740
Ember 12/28/2016 3.99 0.0 3.990
Shrouded in Sanity 11/23/2016 4.79 0.0 4.790
NEO Scavenger 6/27/2016 4.94 0.0 4.940
Batman Arkham Origins 10/30/2016 4.99 0.0 4.990
Dead State 10/30/2016 4.99 0.0 4.990
Deadfall Adventures 12/24/2016 4.99 0.0 4.990
Wander 6/27/2016 4.99 0.7 4.990
Dark Messiah of Might and Magic
12/24/2016 4.99 0.3 4.990
ABZU 12/28/2016 5.99 0.8 5.990
DarkMaus 4/29/2016 6.69 0.5 6.690
Dragon’s Dogma: Dark Arisen
7/2/2016 20.09 2.8 7.175
Out of Reach 5/30/2016 7.49 0.0 7.490
Shadow of Mordor GOTY
9/17/2016 7.49 0.0 7.490
The Age of Decadence 12/28/2016 7.49 0.0 7.490
DIRT 3 Complete 3/26/2016 7.49 0.9 7.490
Novus Inceptio 10/30/2016 7.99 0.5 7.990
Kholat 2/3/2016 8.60 0.0 8.600
Vortex: The Gateway 5/30/2016 8.99 0.0 8.990
Project CARS 12/24/2016 9.89 0.3 9.890
Salt 2/11/2016 9.89 0.2 9.890
SOMA 7/3/2016 14.99 1.5 9.993

The total spent was $431.07 with total playing time of 448.7 hours, for a grand total of 96.1 cents per hour. Relatively cheap for a hobby.

P. S. It was a nightmare getting that table from Google Sheets to this blog post. Whatever happened to copying-and-pasting tables from one place to another?

The Prestigious Endgame Viable Awards 2016

It occurred to me that the end of the year is approaching, and it’s time to do one of those year-end posts that bloggers love to do. Unfortunately I kind of hate doing them. It’s a lot of work. You have to actually look things up and think and count and multiply and divide and things like that. That goes against my normal principal of blogging by “just typing words into a text editor.”

Here are the 2015 awards. This year I’m going to award Biggest Disappointment of the Year, MMORPG of the Year, MMORPG Expansion of the Year, Game of the Year. In another post I’ll also be revealing my Most-Played MMORPG, and Most-Played Game.

2016 Contenders

As I defined it last year, my selections are based on the best game that I bought and played in 2016 which was also released in 2016. I also consider Early Access releases, to punish developers for releasing their game too early. You can have money, or you can have an award, but not both. :) Anyway since I only buy a handful of new games every year, the pool from which I can pick is often very small. Based on my extensive research of Steam emails, these are the 2016 released games that I’ve bought and played:

Battlefield 1
Black Desert Online
Blade and Soul
Civilization VI
Dark Souls III + Ashes of Ariandel
Devil Daggers*
Far Cry Primal
Riders of Icarus

* I can’t find out if there was an Early Access version available before 2016. Steam does an admirable job of “hiding” that games were released in Early Access before they were actually released.

Note: I could conceivably add The Division, but I only played an hour of open beta, so I’m discounting it. Same for Overwatch. Neither would have won anything anyway.

And these are the MMORPG expansions I’ve played this year:

Rift, Starfall Prophecy
World of Warcraft, Legion

These are some games I bought and played in 2016 but were disqualified from contention:

Bastion (Released Aug 16, 2011)
Black Mesa (Early Access Release May 5, 2015)
Immune (Early Access Release March 25, 2015)
Miasmata (Released Nov 28, 2012)
NEO Scavenger (Early Access Release Dec 15, 2014)
Novus Inceptio (Early Access Release Oct 5, 2015)
Salt (Early Access Release Aug 22, 2014)
SOMA (Released Sep 22, 2015)

On to the awards!

Game of the Year: Dark Souls III

I mean, come on. Not even a contest. Other games on the above list are play-once-and-forget-about-it games (yes, even Civ 6, in which I have not even completed a full game, and kind of wish I’d waited for a sale), whereas I could replay Dark Souls III an infinite number of times and not get tired of it. I’ve played it through at least six times already.

MMORPG of the Year: Black Desert Online

Riders of Icarus barely rates a mention. It was between Blade and Soul and Black Desert, and to me the easy winner is Black Desert Online. I had a lot more fun with BDO. I’m not sure I even made it out of the tutorial area with Blade and Soul.

MMORPG Expansion of the Year: Legion

This was a tough one because I played both Legion and Starfall Prophecy for roughly the same amount of time: Less than a month. Both expansions are basically more of the same in their respective MMORPGs. It’s a toss-up, but I gave the edge to Legion. Legion had less bugs and an impressive array of cut scenes, while Rift had more friction with some frustratingly difficult gameplay.

Biggest Disappointment Of The Year: Far Cry Primal

I was really hoping that Far Cry Primal would have more survival elements. I was hoping it would be the first AAA survival game that wasn’t just a rushed-out-the-door indie train wreck. But it wasn’t a survival game. It was a Far Cry game, set in prehistoric times. It was fun, and they have a good formula, but it was essentially “more of the same.” (I have the same expectations for Conan Exiles now: That it will be the first AAA survival game.)


I was sick a lot last week, so I’ve spent a lot of time in the world of Bethesda games lately. First it was New Vegas, but I got a little burned out on it so I turned to Morrowind and now I’m totally into that.

Morrowind is enormous. I thought Oblivion and Skyrim were pretty big, but Morrowind seems to dwarf them. (Admittedly part of that could be because the movement speed is so slow it just feels bigger.)

The story seems quite a bit more complex, too. I can’t even remember Skyrim’s story except it was something like “kill that dragon.” And Oblivion was something like “kill those demons.” (I might be misremembering them.) Morrowind seems a lot more grandioise and interesting in scope.

I solved the problems I was having with the graphics settings. Apparently you have to run the game as Administrator to actually save your settings from session to session. I still can only run it in 1280×960 though, one of those old timey resolutions that used to be so high you could only dream of running a game that detailed. (I once had a roughly 100-pound 19″ monitor which could run graphics at 1280×960.)

I also discovered that the unofficial Morrowind Code Patch (MCP) which I thought I’d installed in the beginning wasn’t installed. I downloaded it in the Nexus mod manager thingy and clicked “install” and thought that was all I had to do. But nope, you have to actually run the MCP setup program so it will then patch the Morrowind executable. Whoops. (Also the Nexus mod manager installed it in the wrong place.) Fortunately there doesn’t seem to be any harm in installing it after I’ve started. My saved games are still working.

I got curious about the first two Elder Scrolls games, too. I didn’t see them on Steam or GOG (the only two places I even know about to look for non-EA games anymore), so I wondered if they were gone forever. But it turns out you can just download Arena and Daggerfall from the Elder Scrolls site for free. The first one is about the size of a floppy disk, and the second one is about the size of a CDROM. So adorable! I haven’t tried to run them yet since it involves a DOS Emulator and I’m a bit skeptical about it actually working on my PC.

Anyway Morrowind is a cool game, even if the graphics are dated. The real meat of the game is in the NPC interactions and story anyway. And it’s really interesting to see how little their core formula has changed from Morrowind to Oblivion to Skyrim. They have a laser-focused vision for the world of Tamriel in that series. And I have always loved the flexibility of the character progression system in Elder Scrolls. (I’m playing a Witchhunter this time, something I’ve never done before.)

Devil Daggers

I saw Devil Daggers on Steam when it first came out and thought, “What an odd-sounding game.” I saw the “Too long, didn’t play” guy on Gamers With Jobs call it “punishingly hard,” and use it as the benchmark for measuring hard games ever since. I put it on my wish list. I laugh at hard games! Ha!

Recently it went on sale and I bought it for $2.99, along with some other stuff I might play some day (including another one of the Batman games–I have them all now but haven’t played any of them yet).


Welp, Devil Daggers is pretty hard all right, but it’s also fun. Basically you run around a big round platform and shoot weird floating skulls and other demonic monstrosities until you die. Supposedly you’re throwing daggers really fast but it looks more like you’re shooting a stream of alien goo. That’s pretty much the entire game.

Average game time is somewhere around 10 seconds when you first start out. After an hour you might get that average up to about 30 seconds. After about a week I’ve advanced to the point where I can survive 60-70 seconds per game. That’s how you “score” a game, by the way: How long it takes you to die, to four decimal places. My absolute best time so far is 108 seconds.

I love this game. It’s really fast and smooth and responsive. It’s almost hypnotic. After you die, you can hit ‘R’ and immediately start a new game. Like instantaneously. How awesome is that? How many games today let you restart instantaneously? Almost none, that’s how many.

The other awesome thing is that it takes about 5 seconds for the game to startup after you click the desktop icon. You think to yourself, “Man I’d love to veg out with a dumb game for a few minutes,” click the game icon, and you’re right there. What a concept. It’s like the PC equivalent of an Android game, except even faster!

The sound effects are really understated but effective. You can tell they put a lot of work into it. There’s no music, just weird ambient creepy sounds.

The only flaw in the game is their insistence on artistic integrity by using a pixelated low-resolution software-rendered Quake look. You don’t even get to pick your screen resolution. It always looks like a 512×384 resolution game in 1997. I would much prefer it render everything with smooth edges at 2560×1440. But it’s a small quibble.