GOGathon: Roberta Williams’ Royal Progress

If you’re fond of a good feud, the videogame landscape of the mid-1980s to mid-1990s were a golden era for them. Nintendo vs. Sega is the classic one, not least because Sega went out of their way to bait and belittle Nintendo in much of their advertising; the Amiga vs. Atari ST feud was perhaps overstated by the media at the time but there was undeniably a bit of smoke to that fire, not least because of the intertwined personalities involved in the development of both systems.

For fans of graphical adventure games of a certain age, of course, the Sierra vs. LucasArts question is particularly memorable. It’s an open question how much of a genuine feud it was as far as the individual personalities concerned. I’m unaware of any actual personal rancour between the two studios, though Ron Gilbert’s famous Why Adventure Games Suck manifesto which yielded the guiding principles behind classics such as The Secret of Monkey Island was certainly taking issue with a lot of issues regarded as being distinct hallmarks of Sierra games, and Gilbert even snuck parodies of the infamous Sierra “You have died” messages into The Secret of Monkey Island itself, but I’m unaware of any return fire from Sierra itself. Indeed, a lot of the negative aspects people associate with the Sierra house style – arbitrary deaths, illogical puzzles, the possibility of putting the game into an unwinnable state, and so on – were most endemic in their early games.

In previous GOGathon articles I’ve looked at the Gabriel Knight and Phantasmagoria series. Notably, death is still possible in both of them, and I’ve come around to the idea that “can’t possibly die” isn’t necessarily a rule which should always be applied to point-and-click adventure design; it was fine for most of LucasArts’ works, which tended to be comedic in tone anyway, but slavishly following LucasArts’ lead without understanding why they did what they did would be just as bad as doing the same for Sierra, and in a horror-genre adventure it’s arguably preferable to have death be possible (and therefore a source of tension) than have a situation where the player can just sit wander about endlessly without progressing anything and never get into any real danger, which will kill tension quickly.

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For Whom the Goose Honks

Untitled Goose Game is a release on PC and Switch (the Nintendo Switch version is the one reviewed here) which generated a ton of buzz from early trailer footage, which combined an endearing animation style with a delightfully simple premise: “It’s a lovely morning in the village, and you are a horrible goose.”

As a goose your activities are limited to waddling about at various levels of speed and sneakiness, gracefully swimming on water, waving your wings about and going “honk”. With these limited capabilities, you are set loose in a charming English village divided into a number of zones – the allotments where a gardener toils away growing vegetables, the village market square, a pair of neighbouring back gardens, the local pub and the skillfully-executed model village – each of which has an associated task list. Complete more tasks, access more of the map, make more mischief; it’s that simple.

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Where the Dialogue Is Stiffer Than the Zombies…

The PlayStation 1 was the victor of its generational console war against the Nintendo 64 and Sega Saturn for various reasons – not least of which was a bunch of unforced errors on the part of Sega and, to a lesser, extent, Nintendo – but it’s fair to say that the game selection involved was a major factor. Whereas Nintendo and Sega tried to operate comparatively closed shops, with third-party developers expected to toe the line when it came to developing for them (especially when it came to more mature content), Sony went out of their way to make it easy for developers to produce games for the PlayStation.

This inevitably meant that the platform ended up with its fair share of shovelware, along with games which sparked controversy like Grand Theft Auto for its depiction of violence in a close-to-real-world setting or Tomb Raider for its shameless male gaze-y handling of Lara Croft, whose polygonal boobs were frequently treated as the game’s main selling points. Part of the reason Nintendo and Sega had been careful about third party software for their systems came down to fear of just such quality control issues or media backlashes, after all.

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GOGathon: The Devil Got Overindulgent Here

So, we’ve come to the end of our reviews of the Devil Came Through Here trilogy, and as with all the reviews in the series a ton of content warnings apply. I’m not going to give an exhaustive one for the game, not least because I can’t 100% guarantee that I’ve seen all the content in the game, but this review has content warnings for suicide, abuse, abuse, abuse, more abuse, abuse and abuse.

Lorelai is the story of, well, Lorelai, an 18 year old who arrives home from her job at a nursing home to bear the stress of her hideous family life. Lorelai’s father died of cancer when she was 12, and whilst Lorelai’s a survivor by instinct and has by and large kept it together in the intervening six years, her mother has largely gone to pieces.

In particular, she’s struck up a relationship with John Doe, our antagonist for the game. John’s an Afghanistan war veteran who hasn’t remotely adjusted to civilian life, especially after his job at a brick factory vanished when the factory shut down, and he divides his time between violently abusing Lorelai’s mother and being extremely creepy towards Lorelai. He’s glued himself into the family fabric in part by siring a child with Lorelai’s mother, little Bethany, and Lorelai’s intent on keeping her head down and earning enough money that she can move out and take Bethany with her, since it’s evident that her mother just can’t bring herself to leave John.

This dreadful night, however, Lorelai becomes concerned when her mother locks herself in the bathroom and won’t come out or respond. With the aid of the boy next door, Zack, who has a very obvious crush on her and who she may or may not have a crush on in turn, Lorelai forces her way into the bathroom to discover that her mother has hung herself. John shows up, laughs at the situation, and then ends up brutally assaulting Zack and slashing Lorelai’s throat open with a broken bottle.

That’s when the Queen of Maggots gives Lorelai an opportunity much like she offered to Susan in The Cat Lady: a sort of immortality which would allow her to come back and keep trying until she can defeat John and, if not save her family from him, at least stop others suffering at his hands. Lorelai’s processes of resurrection will prove to be a bit more involved than Susan’s, however, for the Queen is grooming Lorelai to one day succeed her…

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Bricking It On the Go

There’s some types of videogames which struggle to make a transition to a handheld format and some where, once they make the leap, feel like it’s almost their natural home. I’d include traditional, old-school platform games like the 2D Mario games in the latter category. Their clear, cartoonish graphics translate to smaller screens nicely, the gameplay is simple enough to not require particularly complex controls whilst having enough wrinkles to stay challenging, whilst at the same time the level structure means you can pick up or put down the game at a moment’s notice.

All this makes it rather weird why it took so long to get the handheld versions of the Super Mario Maker games right. The full-fat console versions (released on the Wii U for the first game and the Switch for the second game) provided a nice system for designing homebrew Mario levels based on the gameplay and physics of several different Mario games (Super Mario Bros.Super Mario Bros. 3Super Mario WorldNew Super Mario Bros. U), publish them to the Internet, and download and play other people’s levels. Should be simple, right?

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GOGathon: The Devil Checked In Here

Joe and Ivy Davis are a married couple whose relationship is on the rocks. In a bid to get away from it all, Joe’s arranged for them to have a lovely seaside holiday at a quiet coastal town, where the only accommodation on offer is from the Quiet Haven Hotel. Once Joe and Ivy arrive, however, they find that the hotel is a bit of a shambles – and Ivy’s behaving and talking in an incredibly strange manner, alternating between total silence and incoherently talking about things only she can see. To make matters worse, a terrible storm has blown in, so strong heading out into the downpour to seek help isn’t a sensible option.

Joe and Ivy go up to their hotel room and have a tense conversation about their problems, before going to sleep. When they wake up, Ivy’s nowhere to be seen. When he goes down to the hotel restaurant to look for her, thinking she might have gone to breakfast ahead of him, he finds the hotel manager standing in the midst of a bizarre tableau. She informs him that Ivy made the mistake of angering a certain Sophie, another guest in the hotel, but that if he hurries he might be able to persuade Sophie to let Ivy go.

And it’s around then that things go full Eraserhead. (With additional content warnings for issues of murder, mental health, eating disorders, and utter tripped-out mayhem.)

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GOGathon: The Devil Meowed Through Here

Harvester Games is an indie development studio whose efforts are largely driven by the efforts of main game designer, programmer and writer Remigiusz Michalski, who’d cut his teeth producing Downfall – A Horror Adventure Game using the baseline Adventure Game Studio development environment before attempting more ambitious works. The main crop of Harvester so far has been the Devil Came Through Here trilogy – named for a phrase that recurs throughout the series – consisting of The Cat Lady, a spruced-up remake of Downfall with some plot and writing tweaks to make it fit the themes of the overall trilogy better, and the recently-released Lorelai.

Just lately, I finally got around to giving The Cat Lady a proper try, having bought it for cheap in a GOG sale a while back and forgotten it was there. As far as setting the tone for the rest of the trilogy goes, it certainly makes a powerful aesthetic statement: eerie, often-monochrome graphics paired with a soundtrack from Remigiusz’s brother Michal makes sure that what the aesthetic lacks in polish it more than makes up for in atmosphere.

It also really aggressively pushes themes of suicide, nihilism, murder, death, depression, and general misery at you from the beginning. So, you know, content warnings for all of that apply to the rest of the review.

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