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Monday, October 31, 2022

Anxiety (Roblox)

Developer: Zoidberg656

Anxiety is a single-person horror game that’s in the same vein as “The Mirror”, in that it’s basically an “experience” rather than a game. (I know, I know, Roblox calls all of their games “experiences”, but I don’t.) There isn’t too much gameplay involved, outside of walking around a dark house in the middle of the night. Think of it as more of an interactive story rather than something that’s made to be “played”.

Well, this sets the tone early...

You start off in the dark bedroom of a modest-sized house. A title card informs “You have no objective.” You can wander around anywhere you like, turning on lights and interacting with a few household items. But soon, things start to go awry. A low rumbling noise starts in on the soundtrack and you know things are about to take a dark turn...

That’s pretty much all I can say about it. This is one of those games that you can’t really talk about without giving specific things away. It was created by Zoidberg656, who suffers from “a severe social anxiety disorder and depression” and wanted to translate the way he feels into game form. At least, as best as he can within the confines of a (mostly) child-based platform. 

The simple setting provides ample atmosphere.

Tacking on to thatI have a theory that everyone has a mental health issue of some sort. It might be something as “simple” as a short temper, or something as severe as schizophrenia, or agoraphobia…no one’s mind can be “perfect”. They’re not all debilitating: many people can function just fine, and some never even notice they have a “defect”. Or, people just learn to hide it well. As Zoidberg is quick to point out in the game’s synopsis, “not everyone experiences the same symptoms of anxiety”, so this isn’t meant as a blanket statement for everyone; just his own experiences with it. 

There are no jumpscares or monsters, or any other cheap scare tactics that Roblox games usually rely on. There are no creepy characters or hallucinations…just one man alone in a house, trying to fight the demons of his own mind. Thanks to some effective sound design, Zoidberg manages to do a pretty good job of ratcheting up tension that technically isn’t even there. And that’s what anxiety is: Getting “worked up” (for lack of a better term) over mundane things that generally seem “normal” to others.

My wife, for example, has what I would consider to be an irrational fear of storms. Any time there’s lightning in the forecast, I hear about it; if she’s with her family, they hear all about it, too. I’ll admit that, at first, I found it baffling and maybe even a little childish. Who could be so scared of something that frequently happens in daily life? In her case, her fear of storms was exacerbated by a traumatic event from her childhood.

As the saying goes: “The mind is a terrible thing to waste.” And yet there’s very little understood about a vast majority of mental health issues. That means millions of people are wasting their minds every year, held back by deficiencies that they don’t even fully understand themselves. It took me well over a decade to realize I had ADHD, which explained my constant lack of focus on boring tasks (among other, more serious things). That’s a decade I certainly wish I could have back; I know I'm far from the only one.

Oh look, your house has a toilet!

Once again, in Zoidberg’s own words, this is meant to be “an eye opener” for people who don’t understand it. Either because they don’t suffer from it, or because they have for so long that they just think it’s “normal”. It's a sobering reminder that no one is alone in their afflictions; no matter what you suffer from, so are millions of others.

It's hard to fault a game like this. It has a clear vision, and was made with plenty of heart and emotion. It's also effective in driving its point home. At the same time, it's a very one-note experience. There are no secrets to find, or multiple endings; there's nothing to "miss" the first time. It's a very linear story told in the most straightforward way possible. In other words, once you finish it, there's no reason to ever play it again.

Things are spiraling out of control...

Nevertheless, as a work of art, it's more than a passable time-waster. The simplicity that hinders it is also one of its positives: It doesn't try to be ambitious. It has no aim to be "popular" or to be featured on Roblox's front page. It doesn't try to be preachy, nor is it seeking pity. It merely exists to exist; an experience that simultaneously feels too genuine and personal for Roblox, and yet a perfect fit.

It's far too short to make any sort of long-lasting impression. But it grabs you from the first moment and doesn't let go. It forces you to listen to what it has to say. It's probably not going to change your life, but it's an effective little game that uses horror tropes to tell a story that deserves to be heard. And one, it hopes, that might make you more aware of  the monsters that potentially dwell inside the heads of others.

Or your own.

Overall: 7/10

Awww, you're welcome.

TRAILER


The trailer wisely shows off nothing; I'm also a sucker for "nice" music that feels out of place in horror media. It might not "trick" horror aficianados into giving it a try, but it's certainly intriguing.

Sunday, October 30, 2022

The Rake: Whispering Pines (Roblox)

Developed by: Al4N

We’ve already taken a look at “The Rake: Remastered”, the “original” game that helped to kickstart Roblox’s horror genre. Up next, we have “The Rake: Whispering Pines,” an obvious spin-off of The Rake that at least attempts to offer up its own unique take. Well, by “unique” I mean it takes bits and pieces from other games, and combines them into one.

The basics are the same as any other such game: You find yourself stranded in a wooded area while being hunted by a humanoid creature hellbent on your demise. You simply must “survive the night” against said creature. Over and over again. (It’s always funny to picture Roblox games in real life. Like, why would you stay here night after night instead of just leaving during the day?)

It should be noted that the game is currently in development, with a 4-phase plan in place before it’s considered “done”. This update, released October, 2022, brings it up to version 1.75. A planned update for tomorrow (Halloween) will bring it up to 2.5, effectively marking a little over halfway through its development cycle. I’ve been keeping an eye on this one since its public beta a couple of months ago, and have been able to track its progress since. And let me tell you, it has been quite an interesting journey.

Update 1.73 brings new Halloween decor, along with other gameplay changes.

For the past three months, I fucking hated this game. I hated it. So much so that I had a full, scathing review written. The public beta showed so much promise, but that was replaced by a Rake that was too difficult to escape. Add in a border made almost entirely of invisible walls (one of my ultimate pet peeves) and we were left with a maddening exercise in futility. What was once a promising take on the creature quickly became one of the most consistently frustrating experiences I’d ever come across. Every time I played it, I ended up rage-quitting almost immediately, vowing out loud to never play it again. Eventually, my curiosity would get the best of me. I still followed their Discord and eagerly awaited new updates (secretly) as they were released, hoping it got better. I’m not kidding when I say I wanted to like this game. With the planned update for “Rake: Remastered” put off indefinitely, I needed some Rake games to satisfy my cravings in the meantime. But I was still ready to write this one off.

Somewhat thankfully, I must say this update has staved off my hatred, and turned it into relative indifference. It’s no longer a scourge of my existence, but rather an experience that I could either take or leave. As underwhelming as it may sound, it once again proves there’s potential in the material. It’s all a matter of harnessing it and turning it into something polished and more coherent.

The second tower, which contains a shop.

The latest update gives the game quite a revamp. Most notably, it adds a second tower containing a shop; some new survival items; weapons, and with it, a clunky combat system; lockers and corpses to forage from; Halloween decorations on the cabin and towers; fall foliage; and probably a lot more minor things that I’m forgetting. Overall, the game looks very good after the update, which is no surprise, considering it also looked very good before.

That’s one thing that virtually every iteration of “Whispering Pines” has done so well. No matter how much I hated the game, I’ve always had to give credit to the visual design. My wife - who somehow despises the game even more than me - also agrees. This time around, the changes are even more eye-grabbing. The graphics have always been a high point, but the day-night cycles are much, much smoother. It’s brilliant watching the sunset shine through the fall trees, casting an orange hue on everything. It's little things like this that, visually at least, really elevate the game above most of its peers. (Another cool touch: Nighttime lasts a bit longer, emulating the shorter days and loooong nights of real-life winter.)

The Rake’s AI has also been partially overhauled. I can’t say for sure what has changed, but he ends up looking like a doofus half the time. I’ve seen people run around him in circles while he frantically chases them; fall off the observation tower because he couldn’t get to the top; and on more than one occasion, I’ve seen him get stuck. Like, completely stuck. The first time he froze next to the shop tower for 5 minutes, until night ended. Just, out in the open, with nothing causing it. The second time probably would have had a similar outcome had someone not run toward him to (intentionally) free him. And the third time my wife and I watched as he got stuck to the side of a rock wall for a solid two minutes. (At least that time he managed to break free.) It is worth noting that the AI is a work in progress at this point, so bugs are naturally to be expected. The next update is expected to see the complete AI revamp make its debut.

The violence quotient has been upped.

The main reason why I despised this game so much: No one else ever played it. If they did, they were in and out within the span of a night. Surviving alone was stupidly impossible. I would always die within 30 seconds of nightfall, no exaggeration. Rake would spawn to a nearby location (something I still think he does, rather than exiting its cave), go straight for me, and no matter what I did, I ended up dying. Once, I hid inside the cabin, which has three different escape options. I stood by the closed back door, fully expecting Rake to bust in the front (which is already open). If it started to come in the back, I would just run out the open door up front. I figured this would be a great idea that would buy me some time to find safety.

Ten seconds into night, that prick just opens the door next to me and kills me. Literally. No build-up, no fidgeting with the door handle, no attempts to break it down…he just turned the knob like it was nothing and opened it up. Despite having nails three times the length of Cardi B’s. That moment, and the time he teleported to my location just to kill me right before the end of night, were just two (of many) moments that left a bad taste in my mouth.

The tower at night with its lights on.

But the greatest thing this new update has done technically doesn’t have anything direct to do with the game itself: It brought players. It has brought forth more interest. Not a ton, but consistent players nonetheless. Now surviving is actually possible! And that’s something I never thought I’d say about “Whispering Pines”. Once you get the hang of the map, all you have to do is hang out at one of the two towers, stay there until he comes, and then run toward the other tower. That seems to be the closest thing to a “foolproof” survival method I’ve found. (Also, just crouch to regenerate stamina without turning around if he's onto you, and just keep running as soon as your stamina regens.) Once again, it’s worth noting that his AI is still in the process of being reworked. And from the sounds of things it’s going to get infinitely tougher, so these tips won't apply for much longer.

Despite being almost halfway through its development cycle, the game is clearly still in its infancy. Well, maybe not infancy, but whatever it is, it’s not quite a teenager. The combat mechanics are clunky and underdone; the Rake tracker is the worst one ever made; the use of invisible walls, though reduced, is still frustrating; and the time between rounds is very boring. Opening lockers and going through corpses just isn’t nearly enough to justify the two or so minutes of daytime. (It probably only feels that way to me because I'm so used to "Rake: ZRK", which has a whole plethora of things to do to while you wait for night to fall.)

The default lantern gives off very little light.

Thankfully, these issues have been addressed by the developer. In my previous (unpublished) review, I excoriated him for not listening to his fanbase. They would mention something about the game (usually Rake’s speed being too quick, leading to survival difficulties) and he would come back with a cold answer. It was always something along the lines of how he could beat any night without powerups, so why couldn’t we? (“Skill issue,” was the frequent response.) Now, he seems more open to new ideas. When people suggested surviving solo is too hard, he mentioned plans for upping the difficulty based on number of people in the server. Other ideas, which were once subject to resistance, are being met with similar understanding. 

However, at the same time, he has stated that future updates are only going to get harder. The Rake's AI rewrite, for starters, will allow him to hide and ambush players. Staples of other Rake games (power generators and stun sticks, for example) are being quashed in favor of more "realistic" features. The combat system is being reworked to make it much more difficult to kill him. From the sounds of things, he's going for more of a "Rake Simulator" type of game, rather than a casual one. As someone who's generally uninterested in combat (much to the chagrin of fellow players), I can respect that. I've always felt the focus in Rake games should be on survival, rather than defeating the creature. If someone found themselves stranded in a forest with a murderous creature hellbent on their demise, fighting it would be the last thing on their minds. 

It's visually arresting, if nothing else.

As it stands now, there's just something missing, and I can't quite put my finger on what it is. It's nowhere near as fun as "ZRK", and nowhere near as scary as "Rake: Remastered". The latest batch of updates have certainly pushed it in a much better direction, but it can still go either way from here. Will it have that missing spark? Or will it be too much of a "simulation" to be entertaining?

Hopefully, he'll find the right compromise between his own vision, and those of his players. After all, if you create a game only for yourself, you can't get upset when no one else wants to play it.

OVERALL: 5/10 (+3 from previous update)

NOTE: Update 2.5 is scheduled for release tomorrow (10/31). I'll be sure to update this review once I get a chance to spend some quality time with it.

TRAILER





Friday, October 21, 2022

The Darkness Beyond (Roblox)

The game's somewhat goofy logo.
What is scary? This is a question as old as time. 

It’s also one that, of course, cannot be definitively answered as a collective whole. What terrifies one person might seem pedestrian to someone else; it’s impossible to pinpoint something that’s going to scare everyone. But, the basic consensus is that “true” horror is not about what’s seen, but what isn’t. Take a film like The Blair Witch Project, one that’s frequently cited as one of the scariest movies of all time, as an example. Sure, it’s dated now, and a lot of its effectiveness might have a lot to do with the marketing behind it (where it was made to seem like an actual documentary), but the fact the entity is never seen only adds to the terrifying atmosphere. When we can confront our fears by seeing the creature stalking us (or another character) in the night, it lessens the impact: Now we know what we’re up against. 

Keeping the creature shrouded in mystery, however, forces the player to fill in the blanks with his or her own mind. And, naturally, the mind will wander to the things that bother them the most; the end result will basically be their worst nightmare, brought to (imaginary) life. And best of all? The creators don’t even have to create anything physical to do it. It’s one of those examples where the “less is more” adage is certainly true; it’s a wonder more projects don’t understand that.

Main screen, complete with the chat accidentally pulled down.

“The Darkness Beyond” takes the idea of “what is not seen is scary”, and runs with it. The game mechanics are so incredibly simple virtually anyone can pick up and play: A creature (known simply as The Demon) is trying to get into your house. You must stop it by quickly closing the doors and windows as he opens them. If you’re too slow, and he gains access, you’re dead. There are no ways to escape (even though the word “RUN” appears at the top; this is just the game’s weird way of telling you you lost), and no way to fight it. 

The set-up is similar to many other Roblox games. The game consists of a night cycle, which lasts six minutes. Unlike many such games, the time is displayed for all to see. It's kind of refreshing that they don’t charge you for a watch, like many other round-based horror games do. (What kind of competitive advantage does knowing the time even give you? Aside from “slight piece of mind” it doesn’t help you survive on its own.) Every time you make it out alive, you receive a set amount of points (35 on medium difficulty, for example). You can then use those points to purchase upgrades from the shop.

All of the available upgrades.

As with most games, the upgrades all vary in price and usefulness. They range from worthless (open counter) to incredibly helpful (wood planks, alarm system). The camera system can be useful under the right circumstances, but for smaller groups, it’s generally a waste. Tools aren’t required to win, at least on lower difficulty settings, but they will certainly make things a whole lot easier. It’s worth noting that, whether you win or lose, none of these carry over from night to night. Purchase wood planks but are too scared (or busy) to use them? Sorry, you’ll have to buy them again for the next night.

That does make things get rather expensive in a hurry, and also makes every survival count. Because, in a complete 180 from many other Roblox horror games, you earn zero points when you die. None. Most at least give you a fraction of the survival rate, just so you’re accruing something. But it’s all-or-nothing here.

If you do manage to make it out alive, you (and your server mates) receive a set amount of points (35 on medium difficulty, as an example). With the exception of the wood planks (20 points each), the upgrades are fairly expensive, requiring success over multiple rounds in order to afford them. Every item is also only usable for a single round, which drains available funds even quicker. It can be frustrating, especially if you die a few times, but it does make tactical use of money. Don’t expect to just get in here and dominate; not at first, anyway.  

I play with my wife, and five-year-old child. I patrol upstairs, my wife patrols downstairs, and our son is a “roamer”, wandering around to provide backup. (Though, of course, he generally loses interest and just starts wandering around aimlessly by the end of the second night.) We play on the “normal” setting, and it’s just enough to provide a challenge, while not being too overwhelming. It actually is noticeably easier when he’s actually invested in the game; for two people, it can get difficult at times, mainly those rounds spent without powerups.

A dreaded open window.

There’s a certain fear that creeps into your skin when you see a window open in an area you’re patrolling…with no idea how long it’s been open. And the fact you have to get close to it to shut it - thus putting you right in the face of fear - is the stuff that horror is made of. Be prepared to tense up and tightly shut your eyes every time you close something. It’s an almost primitive horror experience. Who’d have thought a game could be made creepy through the simple act of closing a window? I suppose for some, it may feel like nothing more than “Window Closing Simulator”. But if you go in with some prior knowledge - namely that’s all there is to do - and set your expectations accordingly, most should get a kick out of it. For a little while, anyway.

All this being said, the appeal of “The Darkness Beyond” does tend to wear off somewhat quickly. The limited setting (one house) makes for very limited replay value. The action of merely opening and closing windows and doors is also rather redundant. It’s intense, don’t get me wrong, but it’s still pretty much the same thing, ad nauseum. The house is the same size no matter how many players there are in the server. That makes it woefully imbalanced between a house with one person, or five people in it. And “The Demon” is little more than a “noob” all covered in black with glowing eyes. It’s only seen in short bursts, thankfully, but it’s still enough to ruin the mood should you see him. It takes us right out of the story, another issue a lot of Roblox “experiences” seem to have. 

The stop-start nature of “TDB” also doesn’t fare well for replayability. Each night is self-contained, meaning that you’re booted back to the main screen whether you win or lose. I feel like this approach makes people less likely to keep playing. I’m sure there’s some kind of psychological study that will back this up, too. When you’re taken to the main screen, you’re taken out of the game. And if you’re taken out of the game, it makes it much easier to pull away, rather than go back in. Look it up: I’m sure it’s in the Journal of Interactive Studies, or whatever.

But it’s not just the psychological aspect of letting people walk. There’s also the feeling that each night is kind of pointless. Take most “Rake” games, for example. While all the action takes place at night, there are still shortened daytime cycles. This gives players’ time to visit the shop, forage for goods, or set up plans with fellow players. Most importantly, it keeps them engaged. A chance to feel like part of a community. Whether or not it’s expressly stated, full cycles make everything seem interconnected. The only thing splitting them up does is break momentum. 

So then what could players do during a daytime cycle if one was added? Who cares? Make a sandwich. Chat. Take a nap. Look through the house for survival tools, or find clues to some backstory. Visit the shop. Go outside and walk through the neighborhood. It doesn’t really matter. In my opinion, anything would be better than nothing at all. And while they’re at it, add something else to do at night. Even if it’s not much. Make it so you have to go outside, or you have a chance to “escape”. Give the game a “blood hour” or something where his stats are boosted, making you work all the harder. Something to give nights more of a sustainable flavor. 

It might not hold your attention long-term, but “The Darkness Beyond” is still an above-average Roblox horror title, mainly for those who enjoy unique takes on the genre. Same may find it to be little more than a “Window Closing Simulator”, but personally, I think it does a good job of sucking you into its world. Unfortunately, it’s only for six minutes at a time, when it could be so much longer.

Overall: 6/10.

STATUS: The game hasn’t been updated in over two months, but the developers have promised there is more to come. They haven’t gone into any details - hopefully we can expect new settings - nor have they announced a release date. Don’t worry: I’ll be sure to publish an updated review whenever it decides to come out.

Friday, October 14, 2022

Rake: ZRK (Roblox)



Whenever a game gets popular on Roblox, there are always dozens of knockoffs, if not more. And since anyone can make games on the platform, they range in quality from unbearably bad, to pretty darn good. Well, we just looked at “The Rake: Remastered”, the game that singlehandedly kicked off the Rake phenomenon. Now we turn our attention to the awkwardly named “Rake: ZRK”, which takes that game’s basic idea, and attempts to add some fresh ideas into the mix. (I still have no idea what ZRK stands for, but I’m pretty sure it’s the acronym of the guy that created it.)


In case you are out in the dark, “The Rake” is a cryptid that originally appeared in a creepypasta story. He’s a creature with glowing eyes that walks on four legs, similar to an animal. At least, that’s how he’s presented in the actual story; in game form, he always stands upright and walks (or runs) similar to a human. In the story, he doesn’t always kill his victims, instead opting to leave some with a lifetime of severe psychological trauma. Of course, that would be pretty hard to convey in game form, so he just attempts to kill everyone here.


The very basic gameplay mechanics of the “ZRK” version are very similar to “The Rake: Remastered”, which is the “original” and most popular Rake game on Roblox. You are given a limited amount of daytime to purchase, or find, items for survival, and then must use those weapons to “survive the night”. Nights are a randomly generated length ranging anywhere from around five-and-a-half minutes, to upwards of eight.


Here's your default field of vision.


But this one isn’t a “fan remake” so much as it is an homage: There are more than enough changes to justify this existing on its own. In fact, I would go so far as to say this is just as much an exploration game as it is a horror one. As with “Remastered”, players can visit the shop to buy useful items to help give them a fighting chance. They range from utility tools (night vision, tracker, etc.), to weapons (taser, knife, etc.) But, there’s another facet to the game that makes things even more interesting.


Scattered throughout the map are crates and cabinets, which can be rummaged through to find additional tools. Also spread throughout the map are four types of randomly generated mushrooms, which either replenish lost stamina (blue and black), or increase the player’s max stamina (purple and red). Two different types of scrap metal - scrap and iron - also litter the map. The regular scraps can be cashed in for money, or they can be used in tandem to craft items at the workshop. 


Foraging through crates can yield some helpful items.


There are also flare guns, which can be used to signal a nearby plane to drop much-needed supplies. These can also be found in the original “Rake” game, although “ZRK” ups the ante by having not one, not two, but three different types.


The red flares drop survival supplies: medkits, trackers, mushrooms, etc. Green flares, on the other hand, drop only weapons. These are by far the hardest to come by…I’ve only ever gotten two, on over 400 survivals. The blue flares signal a helicopter to take the player to safety; this can only be done by finding an access card and entering a mysterious cave. A cave that contains a separate monster that hunts players based on sound. Firing the blue flare (which I have never done) signals a helicopter to land on the helicopter pad, thus whisking the player who found it away from the map. It’s probably the closest thing to “beating the game”, although I’m sure you’ll find yourself back within the map come the following night.


The one main difference - and one where support will probably be divided down the middle - is on the approach each game takes. Whereas “Remastered” puts a heavy emphasis on the survival mechanics, making Rake very tough to fight, “ZRK” focuses much more on the fighting aspects. Long-range tools like the taser are offered at the shop, allowing users to take on the Rake from farther distances away. If Rake is defeated during the night, the night immediately ends; this can make for some really short nights if a group of fighters are in the server. It can also be relatively boring for everyone else (although it does give players a chance to forage more, with a much lesser threat of getting snuck up on.)


This building doesn't seem to be all that safe...


Oh, I should probably mention that Rake isn’t the only thing players need to be terrified of. Days labeled “Phobia” bring out an (admittedly goofy-looking) black entity that hovers above ground and strikes players repeatedly. It’s speedy and hard to shake once it sets you in its sights. There are also skinwalkers, who randomly spawn during daytime, assume the identity of a player in the server, then attack unsuspecting players. Thankfully, they are weak and disappear rather quickly, making them little more than a pest. Lastly, there’s Moaneghturr, who hunts players based on sound. He’s a monster that patrols a cave area that requires a keycard to access, which can be found in crates and cabinets. Phew…you can’t accuse this game of being an unambitious, cookie-cutter copy of anything.


But its ambitiousness is also a sore point. Sometimes it feels rather unfocused, tossing a variety of ways for characters to get injured and die. Did I mention you can get struck by lightning? Or that there’s a huge lava pit toward the back of the map that can burn players to death? Blended in with the other creatures - as well as “special modes” like Blood Night and Carnage, which more than double Rake’s stats - and it all becomes rather exhausting. I admire the audacity, but it’s frustrating that avoiding injuries like a lightning strike come down to little more than blind luck.


Like “Remastered”, electricity powers a bunch of the game’s utilities; use too much and it goes out, rendering most survival items useless. One interesting touch is that, instead of having one generator, there are eight scattered throughout the map. In order to get the power up and running, all of the generators must be turned on, something that can be fairly impossible for one person, especially at night. If you think it’s difficult to get the single generator in “The Rake: Remastered” working with an angry creature on the prowl, then just imagine having to do seven more, with many of them spread wide distances apart.


One generator down, 7 to go!

The generator is one of the most nerve-shredding experiences of “Remastered”. In fact, I might argue that you haven’t experienced the game until you’ve at least tried restoring it in the dark. Many who attempt it fail, slain in mid-act by a monster who’s clearly programmed to hunt would-be heroes. Very few items - and no weapons - work without it. Unfortunately, the effect is much more muted in “ZRK”. While a few survival tools are hindered, such as the tracker and watch, most of the weapons are still completely functional. This definitely detracts from the overall intensity, as those looking to defeat Rake don’t necessarily have to keep an eye on power consumption.


Points accrue at the end of every round, which then allow players to buy the (mostly) useful items contained in the shop. There, you can find explosive dummies, beartraps, night vision (which, curiously, can be used without power), smartphones (also can be used without power), steak (for replenishing health), and a wide variety of other weapons and tools. One semi-frustrating aspect: Each day, there are only four, randomly-rotated items available at the shop, due to “low inventory”. This does get annoying when something you want isn’t available for several consecutive nights, but I like the general idea. 


The shop offers up 4 randomly-generated tools per day.


This is one that virtually begs to be played with others. Surviving on your own, while possible, is a very intense experience, especially as you’re just starting out. And the random addition of nights like “Dark Night”, where everything is darker, including his eyes; and “Blood Night” where he’s faster and stronger, up the ante even more. After playing through a few nights alone, with very little in the way of supplies - simply to help our five-year-old son earn enough in-game credits for night vision goggles - my nerves were frayed.


Just these two tools will give you a huge advantage.


The flip side to that is, with a group - or as your supply count grows - the game does lose its tense edge. The night vision goggles have a wide range of sight, and don’t rely on power, while the Rake tracker can detect him from 350 studs away. Having these two tools alone make surviving a typical night virtually guaranteed. Just don’t ever get too comfortable, because there’s probably a Blood Night looming on the horizon; one death will eliminate all of your accrued inventory (unless you have the backpack equipped).


Speaking of inventory, it’s linked to the game’s most egregious issue: The saving system.That’s right: Unlike “Remastered”, your items save from session to session. As long as you get out of the game during the day, all of your items should be there the next time you enter. That helps to encourage a bit more, as you can pick up right where you left off. At least, that’s how it’s supposed to work.


My wife and I have exited the game at the exact same time during the day on numerous occasions, only to find that one of us lost our entire inventory the next time we entered. Other times, you’ll lose only one, or a few items. In my case, I lose the night vision goggles probably 80% of the time after purchasing them from the shop. Considering they’re one of the priciest tools ($650 in in-game currency), it can get pretty expensive having to re-buy them over and over again. (It’s gotten to the point that I won’t buy them if I know I won’t be playing long.) This makes whether or not your items save feel more like a lottery than anything. Let’s just say it’s led to many rage-induced moments in this household.


Add "cacti" to the list of dangers.


There are also variables outside of the developer’s control that make it even more frustrating. For example, if your internet goes out during a nighttime round, you lose everything. If you get out and back in during the same daytime session, you lose everything. If you try to load the game and it doesn’t properly load, forcing you to get back out, you lose everything. In other words, there are already enough ways to lose your inventory without “randomness” needing to be one of them. 


The worst part of it is, the developer is aware of this. Everyone is. It’s a well-known bug, and yet it hasn’t been fixed, or patched. I get it: Roblox development is often one (or a small handful) of people making games for fun. Most games make little to no money. And “ZRK” isn’t a high-profile game. There probably isn’t a lot of motivation for the developer to update it immediately, especially with other games on his plate. But on the other hand, if you have a loyal group of players, you should probably do what you can to keep making them happy.


There are so many things to do that it’s mind-boggling. If it weren’t for the goofy avatars, it would be easy to confuse it for a “real” game, crafted by an experienced studio, rather than a small group of collaborators on a platform geared mostly toward children. It’s one of the most in-depth horror games I’ve seen on Roblox. On those grounds, it deserves a much wider audience.


The flare drops useful items via plane.


Unfortunately, its ambitions sometimes stretch too wide - and its imperfect save system so maddening - that it becomes more of a hindrance. This would probably be our favorite Roblox game if it weren’t for persistent save bugs and a few general annoyances that add up to a lot. There’s a lot of potential here, but it’s at least a major update - or a few minor ones - away from reaching that goal. And with their focus on another game, it doesn’t seem like we’re going to reach that plateau anytime soon.


Overall: 7/10.


STATUS: Planned updates for this are currently on hold following the sudden success of the developer's new game, "Endless Doors". At this point, it is unknown when - or even if - new content will ever be added. So it's going to be the same for the foreseeable future.


Sunday, October 9, 2022

The Rake: Remastered (Roblox)

Logo for Rake: Remastered

The average person probably would never even contemplate Roblox being a burgeoning hub for horror. I certainly never did. In fact, I was (and still would be) entirely reluctant to have even tried it if it weren’t for my five-year-old son. I was always under the impression that everything on the platform was geared towards children. How foolish I was. There are all sorts of envelope-pushing games on the platform, clearly geared toward adults. And that includes hundreds, if not thousands, of horror games.

As with every category within Roblox, the quality of the “experiences” (their term for games) varies. Since anyone with a computer can make games, the system is rife with half-assed and unfinished attempts, or shoddily-crafted ripoffs of more established games. In other words, the quality varies tremendously.

But one that stands out above the rest is “The Rake: Remastered”. Based off a creepypasta story, its premise is so simple that it seems impossible to live up to: You and your server mates are stranded in a forest, and must survive the night against an evil being that seems to derive joy out of slashing people to ribbons. During the daytime, which is a scant two-and-a-half minutes in real-time, you use points accrued from survivals and the selling of scrap metal, to purchase items that help give you a chance at making it out alive. Come night - which lasts an agonizing eight minutes and twenty seconds - you wander around the frozen hellscape, simply trying not to die. 


Enjoy the light while you have it.

Games like this tend to get boring fairly quickly. You might get scared the first few times, but once you understand how everything works, many games grow tiresome. This is true everywhere, but especially on Roblox, where inexperienced developers can churn out anything they want. So then it should come as no surprise that most horror “experiences” on the platform rely almost entirely on jumpscares. The Rake goes in the opposite direction, attempting to create an atmosphere of complete and utter terror. The Rake is almost inarguably the most vicious, unrelenting killer of any Roblox game. This isn’t one of the myriad games that aims to blend horror with “fun”. No, this is go-for-broke horror. It aims for the throat and doesn’t let go.

This is nearly pitch-perfect horror. Usually, concessions must be given to Roblox games, because the limited development teams (often just one or two people) mean fewer resources. So the games that are impressive in Roblox would often be considered flat and lifeless if fleshed out into an “actual” game. But “The Rake: Remastered” is that rare gem that isn’t just terrifying “for a Roblox game”; it’s terrifying across the board, period. I have played some genuinely scary games in my day, but most of them lose their ability to scare fairly quickly. This is especially true of linear games, where events and item locations can be memorized. I mean, as great as a game like “Amnesia” is, would it still be as scary if you played it through ten times? Hell, would it even be as scary the second time?

Good luck.

What sets The Rake apart from other monster games is the emphasis on survival. While it’s possible to defeat The Rake, success depends on pre-planned, collaborative efforts. This isn’t the type of game where you just go out with guns blazing; taking him on singlehandedly is a virtual death wish to even the most seasoned players. It requires the cooperation of multiple people all working in nearly-perfect tandem. So rare is it that, out of the 800+ rounds I’ve played, I’ve only been in a server where it’s happened around ten times. Ten. And those who attempt, but fail, run the risk of triggering Blood Hour, a rare and intense game mode that maxes out Rake’s speed and strength.

The map features a small collection of landmarks that offer temporary relief, but no guaranteed methods of survival. There’s the base camp, easily identifiable for the red lights that illuminate each side. There’s the observation tower, which sits at least a hundred feet above the ground and is only accessible via ladder. Then there’s the safe house, which isn’t nearly as safe as the name would lead you to believe.

But for each of their appeals lies a hidden (or obvious) dark side. The base camp is wide open and frequently patrolled by The Rake, who likes to sneak up on his usually-immobile prey here. The observation tower provides no way down should The Rake wander up the ladder (yes, he can climb) forcing the player to either accept their fate atop the tower, or take an incapacitating injury jumping off. And the safe house's damaged roof allows The Rake easy access to the occupants; as does the front door, which is forced open once the power goes out.

A few of the shop's cheaper items.

And boy does that power like to go out. The on-site power plant provides limited amounts of energy to virtually everything in the game. Once it’s depleted, it renders everything but the flashlight, map, compass and medikit completely useless. The power stays out until a player restarts it, a process that takes around 20 seconds and provides The Rake an easy, defenseless target. Waiting until day simply renders the most helpful survival tools completely useless.

For those who would rather just survive - and I’m firmly in that category - there are a few useful items. But, once again, all of them have tradeoffs that still leave the player vulnerable under certain conditions. Take the “Rake Tracker” for instance. It can detect him from up to 100 studs away, giving the player advanced notice as to his whereabouts. However, it’s not linked to a specific direction, so just seeing a number doesn’t tell you where he’s coming from. And the tracker updates every two or so seconds - a time frame that sounds fast, but is agonizingly slow as you await results. Hell, even the 100 stud detection distance is very, very short, giving you a split-second to make a decision before he spots you. 

And if he spots you, boy will you know it. Being spotted triggers a “cutscene” in which Rake elicits a bloodcurdling scream before running toward you. The camera automatically jerks the player towards him - no matter what way they were facing before - forcing them to quickly collect their bearings as they hastily attempt to flee the creature. Act too slowly, or run out of stamina, and you’re as good as dead, triggering a jumpscare that’s the stuff of horror legend: He delivers the final blow, accompanied by a high-pitched, bloodcurdling scream that’s several decibels louder than any other sound in the game. I mean, it’s so loud that I could see it damaging eardrums, or blowing speakers, for those who have it up too loud. The effect is something that you never really get used to, even after experiencing it dozens of times.

This is really your field of vision.

This is one of the most well-balanced horror games I’ve ever played, which only adds to the vulnerability. Some may call it “too difficult” or unfair. Any items purchased (or found) along the way are lost upon death (though they can often be re-purchased at the shop for the next round). Money is hard to come by, with the most effective items costing five or more survivals’ worth. The monster can run faster than a walking player, but not faster than a running one, leading to footraces that become more and more tense as a players’ energy bar is depleted. The sinking feeling of running out of energy during a chase - forcing you to walk instead of run, and knowing he’s still right behind you - is a feeling of helplessness few horror games manage to get right. And once he latches onto prey he “stalks” them walking slowly behind them, out of radar range, waiting for them to slow down or stop so he can make his move. Being attacked from behind results in a one-hit death no matter what.

This isn’t the type of monster game that holds the player’s hand. In fact, I’d venture to say it’s the perfect introductory experience to the horror genre for young ones. I’ll admit I introduced this to both my wife, and our five-year-old son. In both instances, they were so shaken at first they refused to go near it. Then, gradually, they both warmed up to it. It got to the point that my son was better at the game than I was, able to escape virtually every encounter with the monster. My wife soon followed suit, and we would frequently play the game together during “family” time. There’s just something so…genuine about traveling through a harsh winter hellscape to find your son’s Roblox alter-ego. Or getting separated from your family during a chase, suddenly leaving you vulnerable and alone. Or protecting them from the evil creature as they find themselves being attacked. It got to the point where we felt survivor’s guilt if we didn’t all make it out alive. It’s the type of game where survivals actually feel like an accomplishment.

If you see this, you're already dead.

Many detractors decry the game’s difficulty, or the price of the items. They complain that the gamepasses are required to get the most out of the game, at the expense of “real” money. They point to the game’s creator, known as RVVZ, who is known for making cash grabs. (Word on the street is his other game, “Criminality”, is so hard for beginners that it basically forces them to spend cash on weapons that are lost upon being killed. Ouch.) If that’s the case, his greed has inadvertently created a nearly perfect horror experience. It should be hard to kill the creature. It should make you work toward affording the more expensive items. (As an aside, supply drops can be called for via a flare gun hidden somewhere in the map every night. The drops, which are contained in a large crate dropped from an airplane, contain a random assortment of items - including expensive ones - allowing players to avoid having to use in-game currency. Players are limited to one item from the crate, which can be opened by anyone, regardless of who fired the flare. Thes usually only contain one or two weapons, though, so getting one is pretty rare.)

Okay, so at its core, this is still Roblox. And all the typical drawbacks of the platform still apply here. Players wear their in-game clothing, meaning it’s common to see, for example, a person dressed as a cat (or combinations much weirder than that) wandering around the frozen tundra. It’s a surreal experience that can certainly bring the horror levels down a notch or two. And, while not nearly as laughable as the humans, The Rake’s design - though greatly improved over past iterations - does look pretty dumb from afar. But tell me that when he pops up in front of you and starts giving chase. Or when you’re isolated in a safe house as he slowly tears the roof off. Or when you’re trapped on the observation tower with no chance of escape. It somehow manages to overcome its goofiness by delivering a primitive, effective horror experience.

Ah what the hell: A poorly recorded video of his full jumpscare.

Outside of outward appearance, one of the biggest drawbacks is that the Rake is prone to glitches. I know that no game is completely free of defects, but when it does happen, it can certainly destroy the menacing atmosphere. As an example, our son managed to get Rake to stand on his shoulders for almost an entire night, simply by standing directly in the spot that Rake drops into the safe house. He was there so long that, by the end of night, the entire server had gathered at the safe house to view the scene. (I have to admit I had a “proud father” moment over that one.) To be fair, he’s tried that trick many other times, and was usually killed pretty quickly. But on the other hand, he got the idea through watching a YouTube video; it’s clearly a known bug that should have been patched by the developers rather quickly.

But thanks to the overall quality of the product around it, these issues are minor. It doesn’t detract from the fact this should be played by every fan of the horror genre. Even non-gamers might find something to like here, such as the dreadful atmosphere and excellent sound design. It’s that incredibly rare Roblox game that’s begging for a remake outside of Roblox, with a better graphics engine, and free of Roblox’s many “rules” to ensure a somewhat family-friendly platform. (The original beta version of this, released five years ago, was actually banned for being too violent.)

Don’t let Roblox’s reputation as a place for children dissuade you from giving it a shot. This isn’t just far and away the scariest game I’ve ever played on the platform, it’s one of the scariest games I’ve ever played, period.

Overall: 9/10.

STATUS: RVVZ and company are working on a “part 2” update, which they assure us is coming “soon”. But considering it’s been 8 months with little word, and that iit took them 2 years to update “Classic Edition” to the “Remastered” version, I wouldn’t really be holding my breath for anything to happen in the foreseeable future.

Wednesday, October 5, 2022

Updates on the Future of Paralysis Shriek

Well it's been a long minute, hasn't it? You're probably thinking I've forgotten all about this blog. But that couldn't be further from the truth.

When I started this little endeavor six years ago (has it been that long already?!) I started it with one thing in mind: To review mostly obscure horror movies. That was going to be my niche. I've always had a fascination with the movies that slipped under most people's radars, so it seemed to be a natural fit. But alas, times change. And they changed quick: Within the second year, I was also reviewing lame Hallmark movies, Lifetime thrillers, and episodes of short-lived television series'.

And those kinds of reviews have always negated the "Paralysis Shriek" moniker. I'll be honest: The only reason I chose that name is because I liked it, and didn't have any other use for it. It was originally a movie idea, but one I had no interest in writing. So I slapped it on this blog so that it wouldn't go to waste (and as kind of a copyright in case someone else "stole" it in the meantime). But it didn't take long to realize that "Paralysis Shriek calls 'Winter in the Heartland 'a perfect family rom-com for the ages," just didn't really mesh well together. (I would never say that about a movie with that name, but you get my point.)

So...moral of the story is that I will be moving this blog over to Wordpress next year. It will come with a new, as-of-yet undecided title that will better encompass the broad variety of movies I review. The blog will also broaden its focus to include video games, and other forms of media related to the horror genre (and, on occasion, other genres). Unfortunately, it will probably always remain a low-priority project, with other blogs, hobbies and family commitments coming first, but what can I say? Reviewing things has always been in my DNA.

The first batch of "other media" reviews should be coming later this month, covering some games on a video gaming platform that can be an underrated haven for horror. I'm sure some cheesy holiday romances will eventually follow.

I'll keep you all updated as the change to Wordpress slowly happens. In the meantime, I wish you all well, and thank you for stopping by my little corner of the internet.

Yours Truly,

AT