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#THE STRANGE MAN SERIES???????? BEST HORROR RPG SERIES OF ALL TIME!!!!!!!!!!!!!!!!!!!!
megatraven · 1 year
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rpg maker horror games are so fucking next level they're always my biggest faves when it comes to the stories and the genre in general
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zehecatl · 1 year
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happy steam sale to all, here’s a 'little’ rec list for (primarily) indie games that, in my opinion, isn’t as popular as they deserve to be!
Ghostwire: Tokyo -60% the only triple a game you’ll see on this list, and my own all time personal favourite. if you like anime, japanese history and folklore, and bromance, you will very likely love this game. it also lets you explore Tokyo and pet the dogs! and cats! literally perfect game!!
Iconoclasts -70% i have been shilling this game, at every major steam sale, for pretty much four-five years. before Ghostwire, it was my all time favourite video game. it was in development, by one person, for around eight years. it is still, in my opinion, one of the most gorgeous pieces of pixel art in the whole damn medium. just. please check it out i beg
Angels of Death -40% rpgmaker game that absolutely excels at being a character driven story. it also got an anime adaptation? which i’ve actually never seen?? but if you grew up playing horror rpgmaker games, please do yourself a favour, and check this out. and if you didn’t- check it out anyway! it’s not super scary or anything, with a more psychological horror focus
Owlboy -65% tiny owl boy does his very best and will worm his way into your heart and then crush it because life is maybe a bit too cruel to him. also you can fly! did i mention you can fly??
Pony Island + The Hex -80% did you adore Inscryption? did you like the meta element? then oh boy, should you check out Daniel Mullins’ two former games! they’re good! probably has the same vibe as Inscryption! could not tell you i still have not played that thing! but these are both very good, and absolutely worth every cent
Underhero -70% it’s a bit rough around the edges, but man, this game has so much love put into it, and i think it deserves way more love than it got
My Friend Pedro -75% the action is definitely the high point here, but i have a personal soft spot for the lil’ bit of lore we do get. like, there is something there, and i want to dig my fingers in. also wacky banana is funny
Sayonara Wild Hearts -40% queer girls on motorcycles? in my rhythm game?? it’s more likely than you think!! (also, if you suck at rhythm games: me too, this is still worth picking up)
MO:Astray -50% the fact that seemingly no one on tumblr has played this... despite the fact that it feels like it’d be a right shoe in... criminal. there is a little CREACHUR! LOOK AT IT. IT IS A SLIME!!
The Messenger -75% i legit thought this game was way more popular than it, apparently, is, which i think just speaks volume of my opinion on it. it’s genuinely right up there with Shovel Knight as iconic retro throwbacks- plus! the devs are making THE most gorgeous indie rpgs, apparently set in the same universe. so that is another reason to check it out
This Strange Realm of Mine -90% an extremely weird little game that will likely not be for everyone, or even most people, but that i really liked. considering the price, i don’t really think there’s much to lose on buying this little gem
Darkside Detective -70% funny point & click game with very shipable protagonists! there’s also a ‘second season’ that i have not played (yet), but is very likely absolutely worth getting
Haiku, the Robot -33% it is, rather obviously, not as good as Hollow Knight, but if you’re suffering from ‘waiting for Silksong’, perhaps this little gem will tide you over
Transiruby -30% another small metroidvania! has really pretty pixel art, and is just a fun little time
Flynn, Son of Crimson -50% not what it was promised, but it’s a fun platformer with gorgeous pixel art, and a dog. it’s a good time, and isn’t that what we all want :]
Yomawari: Midnight Shadows -70% a cute horror game, with excellent enemy designs, and a whole town to explore. also the story is so good. i am still absolutely enamoured with this title. this is, technically, the 2nd in a series, but you can play the games standalone, and while i’m sure the 1st is just as good, i’ve only played this one. because priorities (also keep in mind!! that this is a horror game!!! i’d recommend looking up some trigger warnings, because, uh. horror game!)
A Short Hike -35% just an extremely cozy and fun little game. exploring every inch of this island was just such a good time, i still think extremely fondly of this title
Webbed -30% i am gently laying an hand on the shoulder of every bug enthusiastic on this website. you play as a spider. who is trying to get back her boyfriend from a bird. and there’s a really fun swinging mechanic. do you really need anything more?
Garden Story -60% i am once again shocked this game isn’t more popular. what do you mean a cozy adventure game with community restoration, foraging, and some fun combat with a grape protagonist isn’t one of the biggest sellers in cozy gaming spheres. there’s a frog. you can put on different hats. what else do you want!!
Donut County -70% funny little game about making holes and being a chaotic racoon. i have an extremely soft spot for the characters in this, i could not explain it <3
also Oxenfree is not on sale, but it’s cheap, and the sequel is dropping very soon! and you should absolutely check it out! because it’s really REALLY good!!
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destiny-smasher · 9 months
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Stuff From 2023!
List of things of note I experienced in 2023! A few things didn't technically release in 2023, I'm sure, but yea. Will contain my 'Top 10 Games I Played in 2023' as well.
Firstly, something I played a lot of this year in bursts but doesn't quite crack my Top 10 is Vampire Survivors. Very addicting, did some very fun goofy shit that had me laughing and engaged in a lizard brain way. Appreciated the many Castlevania references and jokes, too.
A couple of games I played every weekend for a few hours across many weeks this year were Project Zomboid and Roots of Pacha, both in a group 4. We had lots of fun with those two, and I think they're both great co-op time-sink games. Zomboid is a zombie survival sim that has way more attention to detail than its graphics may imply. It's still in early access but the depth to its is honestly pretty dang impressive. Pacha iterates on the Stardew Valley formula in a ton of small but deliberate, thoughtful ways that make for a nice twist on that Harvest Moon style game.
REMAKES
There were so many great remakes this year, on top of just amazing games in general, I can't fit them all into my Top 10. So here's a segment dedicated to most of the remakes I loved this year.
The remake of Super Mario RPG was such a surprise, and turned out very damn well. That game, turns out, is very near and dear to my heart and I did not fully appreciate that until this remake was revealed. It comes just shy of cracking my Top 10 list and that's honestly only because I finished Mother 3 finally right at the tail end of the year. This game manages to still feel weirdly fresh even today just due to how fucking strange it is, and the remake speeds up the pacing a bit while also adding in some new mechanics and a chunk of new post-game content. Everything was handled so well. This is like the new gold standard of complete one-to-one remakes of sprite-based games imo. I will admit the artstyle is a bit 'off' in some ways but I think it's very clean looking and captures that 90's CGI spirit really well, all things considered. And the music, OOF, so damn good.
The remake of Dead Space I don't have much to talk about, but it's very well produced. It's remade so well, in fact, that it felt like my memories of the original, even though I know it's not an exact recreation. Very well done and still holds up as a great horror action game with these improvements.
The remaster of Metroid Prime is so impressive it feels like a remake, even if the game is identical to the original aside from presentation and some control changes. It's an iconic classic, and yet I have no patience to do the Chozo Artifact stuff, so I actually did not roll credits on this version BUT still thoroughly enjoyed reliving the game with a very nice new coat of paint. It makes me excited to see what Prime 4 will look like on, I expect, more powerful hardware.
SHOWS/MOVIES
The year started strong with a TV adaptation of The Last of Us. While I've come to have conflicted feelings with the franchise at large, mainly due to its leading boss man, I thoroughly enjoyed the first season of this series. Very well done adaptation that picked and chose what to keep and what to change and honestly makes for a better story as a whole if you ask me, while not really replacing the game's tactile interactive tensions. Cannot wait to see what they do with Part 2 tbqh. I loved that game more than the original but also felt it was worse as an overall game/experience/narrative. But a fresh take on that same plot could potentially address a lot of the issues I had with Part 2, while simultaneously not really 'replacing' it, either.
The Bear. If you haven't seen it, it's just. Very good television. Two seasons in and it's sitting up there chasing Mr. Robot and Better Call Saul as one of the best live action series I've ever seen. Season 2 did such a great job of giving us deeper dives on the various characters and building toward an organic and rewarding conclusion that still leaves room for another season to theoretically wrap things up. Nothing too crazy with this show, it's super down to earth, and it owns that very well with editing and pacing that varies per episode, kind of in line with the different character perspectives.
Super Mario Bros.: The Movie had me worried for a while, mainly due to the animation studio and casting. And while I'm still not 100% sold on this celebrity casting, I will admit it didn't weight the experience down -- even if it's still the second weakest element by far. The weakest element is the writing. It's not, like, offense -- it's loyal to the source material and works, it functions. But it's not doing anything beyond pushing us from set piece to set piece. If anything, the movie is a bit too short for all of the stuff it's cramming in. But on the upside, there is a lot of amazingly rendered visuals and music to take in. A real treat for fans of the franchise, and the most loyal gaming adaptation in movie form, I would say.
Across the Spiderverse is in essence the first half of a two part film. That makes it kind of difficult to talk about, especially when it's also a sequel, and the production sounds like it was marred with bad management and crunch. But the results they came up with actually met my hopes and expectations for a sequel, and that is saying something, as I had very high expectations. I completely adore this film's stupendous sense of style, editing, framing, writing, and the way it's making meta-commentary on multiple levels on top of just being an effective narrative on its own. This is animated storytelling running at full capacity in my opinion, and in general just film doing all of the kinds of things film can do. So it's no wonder that there's still a rub -- this is the first half of the story they planned. The editing, animation, framing, effects, acting, action sequences, music, writing, theming, just Farore's sake, this is SUCH a damn banger of a film and one of the best movies I've ever seen, which, again, is kind of insane given the circumstances. I can only hope they don't fuck up the conclusion.
Scott Pilgrim Takes Off was quite the surprise announcement, and as it turns out, quite the surprise adaptation. I won't spoil much but I will say that by the end of the first episode, it becomes very apparent that this series is no mere by-the-books adaptation, and does something unique and edifying, even if it still maintains a certain surface-level depth I wish the franchise would push beyond. Either way, I enjoyed it way more than I expected to going in, and I think it makes for a great companion to the rest of the series. The animation style was super fun, as well, with some great action sequences.
But Blue Eye Samurai sucker-punched me, having released before I'd even known about it. This show is something else, something unlike any other animated show I've seen besides Arcane. And it's not like it's mimicking Arcane, it's just the closest I can think to compare it to: a quality, thoughtfully framed, thoughtfully written, made-for-adults animated series. It tows the line between fantasy and realism in a refreshing way, its protagonist is great, its cast is compelling, its plot goes to some neat places, and things just feel very well thought-out and well-executed. Slap this in second place behind Arcane as the TV series I am the most excited to see more of in the future, just ahead of The Bear.
Something I did near the end of the year was watch The Hunger Games movies, back to back over the course of like, a week. Have not read the books but man, watching these sure made me interested in doing so at some point. I totally get why people were so enamored with this franchise, and honestly, I think its themes and messages are more relevant now than they were when this franchise was at the peak of its popularity. The films certainly have glaring issues for my tastes but yea, I managed to really enjoy them as a whole despite my lack of mainstream sensibilities. Looking forward to reading the books eventually.
Another thing my wife shared with me was 花ざかりの君たちへ (often called 'Hana-Kimi' for short). Specifically, the 2007 version, as, uh, apparently there are multiple adaptations of this. It was a live action Japanese drama about a high schooler who was born female but transfers into an all-boys school, identifying as a boy while she is there. There's more to it than that, and I won't say it handles everything the best (it's from the mid 2000's) or concludes things in quite the way I'd have preferred. Not to mention it's kind of weird seeing many tropes I'm used to seeing in anime rendered by physical, real actors. BUT it was overall a really sweet, adorable, funny, heartfelt, and reached for pro-queer expression in a time and place when that wasn't mainstream yet (and honestly kinda still isn't depending on who you ask).
Good Omens Season 3 also dropped this year. I actually don't have much to say partly because I think a big element of it is just not knowing what to expect going into it! But it was also very good, very fun, pretty damn gay, I really enjoyed it and am crossing my fingers hard they get to wrap it up the way they want.
All right! Onto my personal top 10 GOTYs.
TOP 11 GAMES
(I played and finished in 2023)
11) Mother 3
The one entry on this list that did not actually come out this year -- in fact, it's never technically released outside of Japan. Originally release in 2007 on the Game Boy Advance, this quirky RPG has developed quite the reputation. I started playing the fan translation back in like 2020, and only got around to finally finishing it this year. While that likely did tarnish the experience a bit for me, so does the final third or so -- it kind of drags on a bit, and any old school format RPG that requires grinding to progress can become a bit of a chore.
Thankfully, Mother 3 did earn its hallowed reputation in my eyes now that I have experienced it. I totally get the passion for this game now, and I am a convert. It makes me want to finally finish Mother 2, aka Earthbound. But here's the biggest thing about Mother 3 I weirdly did not expect going in, yet smashed my face in like a hammer by the time I finished it:
without Mother 3, there is no way Undertale/deltarune would exist.
The DNA for Toby Fox's works is achingly obvious in its relation to this game, specifically. I won't spoil anything and I won't go into my long list of evidence like an Ace Attorney case, but trust me, there is ample evidence to make this claim.
And that also means that Mother 3 stands on its own merits as doing things that RPGs just plain were not doing in 2007, and in some ways still aren't today. Aside from some pacing issues further in, the characters in your party aren't as developed as much as I'd like. BUT the overall narrative it tells, especially in those opening chapters, have a rare kind of earnest, human magic to them that most games just don't let themselves fall into. And it concludes in ways I did not expect and yet offered clarity as to why it is so beloved, and how Toby Fox was so inspired to put his own mark on the gaming landscape.
I owe a great deal to Undertale, personally, and as such, I also owe a great deal to Mother 3. You don't need to have played others in the series to enjoy it, you'll just be missing some referential stuff here and there. It's quite playable and unique by today's standards and I strongly recommend it if you want an RPG that is heartfelt, funny, fun mechanically, and has some simple but hard-hitting things to say about the world we live in, and what we are doing to ourselves and that world.
10) Super Mario Bros. Wonder
What can be said that hasn't been said already? Nintendo knocked it out the park with this one. This was everything I've wanted in a 2D Mario for like 15 years. The only thing 'missing' from it is playable Rosalina, but hey, we finally got Daisy in a mainline Mario game, so I'll take it. After a decade or so of dragging their feet with low-effort but enjoyable 2D games, Super Mario Wonder finally, at long last, captures what makes Nintendo games great and with their best foot forward. They haven't done 2D Mario this well since World on the SNES in 1991. And they have never put this level of production into a 2D game since... ever?
This is one of the all-time best 2D platformers out there, and for once it finally feels like 2D Mario is running on all cylinders as a big budget passion project kind of game. You love to see it.
9) Scarlet Hollow
This game isn't technically finished yet, as it is episodic, and its developers wanted to release Slay the Princess in the interim, but that doesn't stop its quality from being good enough to make my list. This game is doing the kinds of things visual novels should be doing, the kinds of things I wish to do in a sense with my own visual novel development.
It's a horror themed experience but balances the high tension with actual real stakes very well against mostly down-to-earth conversations, with lots of great tricks and touches of presentation you don't typically see in indie visual novels, along with a fantastic art style, charming characters (my favorite character has turned out to be the one I immediately disliked at first, and that's rare for me), and meaningful choices.
I can't wait to see how this one wraps up but even as it stands it's one of the best things I experienced in 2023.
8) Xenoblade Chronicles: Future Redeemed
I will admit I skipped Xenoblade Chronicles 2 after giving it an honest go in like, 2019 or so. A few hours in and i couldn't stomach it, the tonal whiplash from Xenoblade 1 (one of the best RPGs I've ever played) was too much for me. But then Xenoblade 3 came out last year, and is also one of the best RPGs I've ever played, even better than the original for my tastes.
But I wasn't prepared for the DLC to drop a whole ass side-game on us, a self-contained prequel to 3 that serves as narrative cohesion to tie the whole trilogy together with a bow on top, complete with perfectly tuned fanservice (and not the sexy kind, although grown-up Rex and Shulk, well, yes) that really respects its fanbase for investing hundreds of hours in this franchise.
Matthew is easily one of my all-time fav RPG main characters, probably the favorite RPG main character when I think of it (as main characters specifically go, anyway), and his game is a fraction of the length of many RPGs out there. But as usual, the entire cast had their charms, the story was nicely paced, the gameplay and overall length was just about damn perfect for what I could want from the genre.
As an expansion to a pre-existing game, this is one of the top 3 best expansions/DLCs I've ever played. When taken as a side story to an overarching trilogy, I'm not even 100% in on the lore and I still enjoyed the hell out of it, it's just the kind of thing that hits a tone of 'damn, video games are a fucking unique medium that we can do specific narrative things with across years of telling a story.'
I don't know where Monolith Soft is going next, though the ending certainly offers some intriguing teasing, but I suspect I will be there day one to see it, and am looking forward to it.
7) Pikmin 4
Given the long wait (10 years!) one might understand fan concern over the state of Pikmin 4. Turns out, that extra time was spent making this game fucking good. It's not the largest, most impressive, most complex, most inspiring, most 'anything' game I played this year, and yet I can't help saying that this is a damned good video game. It really nailed what it set out to do as a sequel, incorporating just the right ideas to spice up the formula while bringing things back to how Pikmin 2 was, and improving on the series in basically every way -- including stuff to do!
This is easily the most Pikmin game... in a Pikmin game. I still haven't 100%'d it. Without giving away any details, I'll just say that when a game rolls credits and you're only like, halfway through its content, and it just keeps going, that's just kind of wild. It would've felt like a great game even then, but the breadth and depth it ends up going to in order to keep giving you ways to engage with its wonderfully detailed world and addictive mechanics, I love it.
I just want more of it. Give me DLC with more Dandori content, the formula and feel just works so well at this point.
6) Sea of Stars
How the hell I forgot to include this one on my list initially is boggling. Easily one of the best indie games I've ever experienced. The writing is nothing to, well, write home about, but it's not bad. And in fact the story has a lot of great things going on, from an interesting world to a very potent arc with the leading support character (who, let's face it, is kind of more the main character than your two main characters).
The game's art and music are phenomenal, capturing the essence of 90's era RPGs but clearly doing things not capable back then. Made even sweeter, the game is a prequel to the studio's prior work, The Messenger, which I also played and adored in tandem, kind of going back and forth between the two once I was partway into Sea of Stars. The way this RPG repurposes songs from Messenger as well as all kinds of seemingly superfluous elements but makes it feel cohesive is pretty great.
The game also trims a lot of the fat you'd find in older RPGs, as well as lets you customize your experience in a modern way using collectibles you can toggle on and off to grant all kinds of effects, like increasing or decreasing the difficulty in various ways.
The homage paid to classics like Chrono Trigger and Super Mario RPG is clear but it's not at all copy-cat-ing, instead wearing those inspirations proudly on its sleeves and forging its own path with its own ideas. A fantastic collection of party members, a wonderful world, amazing presentation, and environments and pacing that help it stand apart from the genre that inspired it. I wish we got to know the leads better, there is a lack of character growth in many ways, but that's me grasping at straws to critique, it's just a fantastic experience and the studio should be very proud of what they've accomplished.
5) Hi-Fi Rush
This is gonna be a running trend from here on out, but on any other year, Hi-Fi Rush would've been my GOTY, easy. From this point on, we're talking measures of inches rather than miles in terms of my love for these games.
Hi-Fi Rush finally delivered on something I have waited like 20 years for: a rhythm action adventure where playing the game in sync with the music felt fucking cool and gave me emotional resonance in a way only this medium can. The humor was charmng. The visual aesthetic is almost peak 'my taste.' The music was groovy with a few tracks I did not see coming but loved seeing how they were incorporated. The story was surprisingly fun! The characters were fantastic, I loved the entire main crew in a way I rarely ever do and would jump at the chance to spend more time with (and hey, there's a whole bunch of post-game I have yet to do, so I intend to in 2024).
The only real thing I could reasonably ask for from this game is a way to play as those other party members in post-game content or new-game plus or something. And who knows, maybe we get that some day. Even if we don't, what they came up with here is the next best thing besides. And what we got is one the most video-gamey video games I have ever played, a real classic and one I think will go down as one of my all-time favs. A passion project given meaningful time, budget, and creatives to bring it to life.
Had this game offered multiple playable characters, a bit more development in its story, and maybe a stronger climax, it'd be higher. I still love it to death and want more games like it regardless.
Hi-Fi Rush is exactly what kind of game we could have gotten more of if the Internet hadn't pushed gaming into a 'live service' direction. It is literally the spirit of a PS2/GameCube game given modern form. And either way, we did get it, at least, in that form, and it fucking rocks.
4) Resident Evil 4 (Remake)
This year was big for remakes and remasters, but one stands tall above the rest, if you ask me. The original RE4 has stood as my fav in the franchise, the one that got me into the franchise, the one that got me into M-rated games in the first place. Lots of nostalgia, but it's held up surprisingly well over the years despite some limitations of the time (mainly the controls) and some older-fashioned sensibilities ("with ballistics, too~").
But Capcom fucking nailed it with this reimagining. Like Final Fantasy VII: Remake, this game is not a remaster, or a one-to-one recreation. It is a brand new game, built from the ground up, reimagining the original entirely, complete with new mechanics and story. But unlike with FF7, this is also shockingly authentic and loyal to the original at the same time. It remixes elements from the original game, maintains most of the original's map design, adds in new stuff, removes some of the more goofy shit -- and even 90% of what feels 'removed' is revealed to be repurposed for the Ada side story DLC.
It looks great, it sounds great, the adjustments to characters and story are improvements across the board, (except for Hunnigan, RIP) the gameplay is improved in intensity and feel and action and replayability. And yet despite all of this, it balances that campy tone of the original just enough to still evoke what I loved about the original's tone. And it doesn't outright replace the original game, either. The two are now like different recipes of the same sandwich or something. There's reasons to revisit the original, though for me this has now replaced the remake of RE2 as my fav in the franchise.
I really don't know where they go from here but I will look forward to it, and regardless, they fucking nailed this one.
3) Street Fighter 6
Two Capcom games, back-to-back? They had a fucking good year in my eyes. The interesting thing about this particular entry is that unlike the others on this list, I will be continuing to play this one for hours and hours into 2024, especially with more fighters still planned. And in another year, this would've easily been my GOTY.
After all, Street Fighter 6 is the single-best traditional fighting game I think I've ever played. And while fighting games are my overall personal favorite genre, I'm more of a Smash player who also loves the hell out of Street Fighter and then dabbles in Tekken and whatever else releases. Street Fighter has always been one of my go-to top multiplayer games since I got into the franchise with SF4 in 2010. While I did enjoy SF5 well enough, it just didn't keep me hungry to come back for more like 4 did. SF6 has fixed that problem by way of a multitude of changes.
It has easily the most fun single player mode I've seen any fighting game have. Like, yea, The Subspace Emmisary (and even then, I don't love that mode like other folks do, I kinda think it's... fine?) but tbqh World Tour is just better in most every way. You get to build your own fighter, earn and mix and match different costumes and individual character special moves with each fighter's fight style. You get to just hang out with the SF characters, get to know them as people, their hobbies, their fears, their insecurities, their passions besides just beating the shit out of each other. On top of this, the realistic art style shift (a by-product of the RE Engine) seals the deal on what Street Fighter 6 is aiming to do: humanize its cast.
Is it still wacky as fuck? Is it still comical and weird and goofy? Hell yes, it is. Is the story mode deep in its narrative? Not in the slightest. But it's still stepping confidently in a direction fighting games should be trying to, not being too self-serious, but also being earnest.
And I haven't even touched on the mechanics! The Drive System alone is a brilliant addition that adds a sort of 'stamina' system that works so well to add an extra layer of decision making and tension. The game's not perfectly balance imo but for how much is here it is surprisingly damn well balanced, especially given they have insisted on not pushing out a single balance patch since it launched in June. For most any other competitive game, that would be like suicide for the scene, but the game seems to be thriving and selling extremely well for the franchise. And it's earned it.
I will absolutely be continuing my warrior's journey into 2024 and I can't wait to see what else Capcom has in store for this game.
2) Legend of Zelda: Tears of the Kingdom
Out of every game I played in 2023, Tears of the Kingdom is easily the most technically impressive. From a design standpoint, from a 'how in the hell is the Switch doing all of this without exploding' standpoint. From a 'holy hell how is there this much stuff in a single player game' standpoint. From a 'oh my goddesses that stupid batshit idea I had 100% worked because it actually did make sense' standpoint.
Where Breath of the Wild opened our minds as to what an open world game could be -- fully designed like one giant interconnected 'level' -- Tears of the Kingdom replied in much the way I expected: it pulled a Super Mario Galaxy 2. What I mean by that is that this is a direct sequel, building directly off the foundation of the original. You know. Like video game sequels almost always used to. And which many very successful ones still absolutely do.
But Tears of the Kingdom somehow managed to wow me all over again by adding to that open world's verticality in insane ways -- the Depths alone are probably my favorite 'mechanic' from any Zelda game ever besides the time loop of Majora's Mask (and what that did for the story and gameplay). But beyond the scale of the world basically doubling and then some (floating islands and caves on top of Depths), I was curious how this game could stand tall after Elden Ring, which is easily in my top 10 favorite games of all time at this point. Elden Ring was Fromsoft's reply to BOTW. And yet Tears of the Kingdom still managed to have something new to say in spite of that very strong reply.
Tears of the Kingdom opened the door to let players essentially create their own mechanics. By removing the abilities Link had to engage with the world before, and replacing them with a brand new toolset that includes abilities you just... don't see games give you, because they'd be 'overpowered,' TOTK designs its massive world in ways that invite you to use those 'overpowered' abilities however you see fit.
Being able to interact with the world and objects in this way, being able to fuse them together to create all kinds of effects, or new methods of transportation, even interacting with things not just spacially but in respect to time, it's nuts and fun and I've already poured like 130 hours with still so much I haven't done. And that's the thing: this game wasn't designed to be 100%'d. It was designed to just... be experienced, as much or as little as you want. And games on this level of scale/budget just do not have the guts to let so, so much 'content' be missed out on. And this game does.
It's a technical achievement and while I had my doubts with how strangely little Nintendo had to show, I am very glad that the experience itself manages to breathe new life into one of my all-time favorite games while improving on it in so many ways. It won't convert you if you didn't love the original -- this is a Super Mario Galaxy 2 style sequel, after all. But it's essentially replaced the original in ways I didn't think would be possible.
The story? Oof. Uh, not so much the story, let's ignore that part. That's what Nintendo wants you to usually do, anyway. But everything else, just. Din-damn.
It expands upon the first game's already fairly open-ended nature in an exponential way that I suspect developers will spend years to come trying to pin down, much like how they've spend the past 6 or 7 years trying to replicate BOTW's open world design.
For much of this year, I thought this was personal GOTY. And for many it will be, because it's just an extremely impressive video game.
Number 1...?
Going into this list, I kept telling myself, 'man, on any other year, this would be my GOTY. And if you know me personally you likely have already figured out what my GOTY is by omission. But the more I've thought about it, the more I've realized just how close these top 5 games are, it really is like centimeters instead of inches, and they each -- well, every game I've mentioned here, beyond the Top 10, as well -- offered something edifying that I was very satisfied with.
And no, it's not Baldur's Gate 3. While I have spent hours playing it in co-op and a little bit solo, that game's just not really for me, exactly. Like, I can enjoy it, and I have massive respect for the dev team and what they accomplished with it. But I don't much care for D&D, and the game just didn't do very much for me personally, I lack the motivation to finish it. Remove Karlach from the game and I have next to nothing to really attach myself to, personally. I definitely get why it's many people's favorite game of 2023, though, and I do think it's a bit of a wakeup call for what can be accomplished by just making a GAME instead of struggling to contort it into a service etc.
Street Fighter 6 is fucking fantastic but it could still use some more actual fighters and incentives to keep playing besides monetizing its players in weird ways. I love it, and it will be the game from 2023 I end up playing the most (it already is, I think). But if it ended as it is, I would be very satisfied.
Hi-Fi Rush is oozing with originality and style and I adore it to death, and when I finished it, I was very satisfied.
Resident Evil 4 kept me addicted for over 100 hours, had an amazing DLC expansion, oozes replaybility in the specific ways I like for a single player action game (rogue-likes besides). I am extremely satisfied by it.
Tears of the Kingdom is so massive and fun to just explore that I know I will continue to play more in the months to come. Will I ever revisit it entirely? I'm actually not sure! That massive length does lend some repetition, even if it's the kind I find therapeutic and satisfying.
And that's what made me realize something. My personal GOTY did not just satisfy me. It made me hungry. It filled me up in a way I didn't think was possible and yet I still hunger for more, because I enjoyed it that fucking much. I played through it twice and still hunger for more. I know I will play it a third time eventually, but mainly I just have not been to remove from my brain the particular ways it made me feel, ways that only a video game can. Nothing about it felt like it needed to be overlooked.
SF6 and RE4 had dubious monetization, TOTK had a story I found to be like 90% boring and it still maintains many of the flaws of the original. And Hi-Fi Rush, while amazing, just didn't scratch the particular itch this game did for me.
1) Lies of P
If you told me that Lies of P was a game developed by some sub-division of FromSoft, I'd believe you. Which is to say I would also believe that it was made by people who wanted to break free from some of the shackles of the now infamous 'soulslike' genre.
A narrative that actually makes sense by the end? Opening up options for the player without requiring specific stat levels? Encounters and boss fights that feel ravenously challenging without just feeling like cheap bullshit? Music that crosses borders beyond 'angry chorus, angrier orchestra'?
Lies of P doesn't quite eclipse Elden Ring, but that's an absolutely unfair comparison given the utter scope and scale and variety that game packs. But Lies of P improves at the FromSoft formula in specific ways, while making concessions in others, and as a result it's just an experience that seeped into my brain like no other game this year, not even Tears of the Kingdom, despite that I put half the hours into this one.
I love all of the games I have mentioned here, you could honestly swap around the order of this top 5 and I could mentally meander a way to justify why, no, actually, this one was my favorite game of 2023. In a year so awful for the people who make games, yet so amazing for games themselves, Lies of P is exactly the kind of game I needed. I needed someone to show me that you can make something directly inspired by someone else's work, yet fine tune it in all the right ways to make it stand just as tall in terms of quality and design. Lies of P made me feel things in ways only a handful of games ever do -- and I would actually count Hi-Fi Rush among those in a regard.
But Lies of P also told a story I found compelling. It had mystery, tension, buildup, it started off seeming like it would do the vague FromSoft schtick only to 100% come together, make sense, be rewarding, and offer a 'true ending' that I got on the first playthrough, organically, without looking things up, because it just... felt right. Not only is the game adapting FromSoft's formula into something its own, it's also doing that with the story of Pinocchio. The gameplay and the story congeal together not in the 'perfect' way that it does with games like Celeste or Undertale, but rather in a more... messy way, like a puppet aching to become a real boy.
The game is full of loss, in its world and for you as the player, who will die many times. But unlike much of FromSoft's catalogue, I never once felt like I died because of bullshit. Was I trolled? Sure, the game definitely 'trolls' you in classic FromSoft fashion, lulling you into a sense of security only to sweep you off your feet. But unlike how FromSoft does it, these circumstances can always be avoided if you're cautious. And if you're not? Hey, 'We got you! We gooottt youuu, haha' and you lose a couple minutes of progress, rather than like fifteen minutes and also an entire level's worth of souls because oh right, this section you just got through is kind of bullshit cheap.
Don't get me wrong, I love Dark Souls. But the thing is, Lies of P takes the parts I love about Dark Souls, admits it can't pull off quite the intricate web of level design, but then throws away everything I do not like about Dark Souls, improves on the things I already liked, and then pushes me to meet it on its level.
The satisfaction of being a boss you spend an hour, two hours on, cannot be understated. It's a feeling unlike any other, and one only this medium can provide. And Lies of P kept me motivated, like Sekiro before it, to keep improving, keep growing, keep trying. And unlike Sekiro, it gave me so many more tools to play with, to learn, to balance in an arsenal with intent. Enemies have elemental weaknesses if I so choose to exploit them, the moveset of one weapon's handle can be applied to a completely different blade, my robotic arm can leverage things in a pinch, or be the backbone to dealing with a boss. Mastery is rewarded with practice. A vicious boss that annihilates you in five seconds can be defeated without a single scratch if you practice enough. Mastery, creativity, quick thinking, and reacting are all rewarded here.
I am more than the hands pulling the strings, I am more than a puppet, I am human. And games like this can only be made by humans, who get that specific itch that only video games that challenge us can scratch. It's not an itch everyone has, but that's why it's my GOTY and not yours, innit?
With its unique setting, its wonderful music, its cozy hub area, its narrative that offers just enough to make me care, but not so much that I am bored or feel misled, its amazing boss designs, and its wonderfully tactile and engaging combat, Lies of P is a game I just can't stop feeling something about whenever I am reminded of it.
It epitomizes so much -- not all, but much -- of what I love about what video games can do, what adaptations can do, and much like how Toby Fox was inspired by Mother 3, what people can do when they are inspired by someone else's work.
As far as I can tell, this is developer Round8's debut game, and just. Holy hell, what a way to come out swinging. I haven't seen a debut game hit this hard since, I don't know, Bastion.
Close your eyes. Come to me. Feel all right.
I did, and I do, and given what you teased at the end of this game, I have extremely high hopes of what you come up with next. And in a landscape where things feel more difficult to get excited for with each passing year, much less new IP, it's so damn refreshing to have both Hi-Fi Rush and this game standing out as signals that, hey, some folks are still willing to invest bigger budgets into new games, new ideas.
Again, a battle of centimeters here and at this point I should wrap this up and go to bed.
But yea, Lies of P reminded me of what makes me, specifically, human, in a very particular way that only it has. And I honestly think out of all of single player games of 2023, I think it will actively stand out in my heart the most in the years to come.
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mamaito · 8 months
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What are your favorite videogames?
Thanks for the great question, I have so much to say! I will avoid mentioning any VN as I don't consider them games really..
I am a fan of surreal and weird games in general, if it's out there then I will be interested and play it; I also constantly search for raising sims where you raise a character (Typically a daughter or son.) till they turn into an adult.
Menagerie Series -> I love this series, I am very thankful that it exists as I love the game's art style and atmosphere it gives:
Presentable Liberty, I consider this game as one of the best, it is a first person story driven game where you play as a prisoner that has no choice but to wait for someone to send you a letter and play through the games given to you just to pass time. It is part of a Menagerie series created by the creator.
Years ago, this game changed my god damn life. I was so invested in it, it is rare to find something that understands what it feels like to actually be helpless and depressed. The need to tell those few people left that you're still alive and can't is a frustrating hurdle.
Exoptable Money, Another part of the Menagerie Series, this time it is a point and click format. You play as a business man trying to find ways in how you earned your fame and piece together what happened to the world in itself. I also recommend recommend as I do like the creator's style.
It is also quite depressing but if you like strange visuals then I'm sure you'd enjoy it.
Menagerie Archive, The last part of the Menagerie Series, another point and click format. You play as an archivist in a dystopian world where you are forced to share your earnings between three citizen from each status. If you don't have enough funds, they will go hungry for a week while at the same time, keeping yourself also fed.
There are multiple endings, and it is also part of the worldbuilding from the two games, Presentable Liberty and Exoptable Money.
Mogeko Castle -> RPG, just pure unfiltered dark humor.
Hylics -> RPG, just straight up surreal and aesthetic fun.
The witch's House -> RPG, a good horror game, I consider it a classic so you should play it, I don't wanna spoil the fun.
Zelle ->  Occult Adventure, 2nd person dungeon crawler/point and click game where you are a young boy trying to escape the grim reaper's castle in order to get back to your mother.
TMGS Series -> Otome, a stat raising dating game where you have 3 years in high school to get close to the guy you like; (I also want to play the original ones where you date the girls eventually.)
LovePLus -> DS, another stat raising dating game where you have a virtual girlfriend. My sister and I used to fight over the DS because we wanted to collect dreams and go on dates with the girl we chose lol.
Princess Maker Series -> Raising sim, stat raising game where you raise a girl till she turns into an independent adult, either from a princess or any job you want her to get.
Teaching Feeling -> Raising sim, you take care of an abused girl and have a relationship with her. (I am still upset to this very day the creator blocked me all because he had a tantrum over his english speaking fans and that I was speaking in english.)
My Child Lebensborn -> Raising sim, story driven where you're raising a child of a german soldier in norway after the war and try your best to give him/her the best childhood as much as you can.
Harvester -> Point and click adventure, classic surreal and just weird game where you play as a man who has amnesia and has to figure out the world he's in.
LION -> Life sim, dosbox game. You just play as a lion lol
WOLF -> Life sim, dosbox game. You play as a wolf, that's it lol.
PETZ -> Life sim, old game where you just take care of pets till old age in your desktop. That's it. I cherish this game to the bottom of my heart.
Creatures Series -> Life sim, my favorite of all time as possibly the best out all life simulations. You take care of these alien creatures, teach them how to talk and watch them interact with their surroundings. The person who made this is an actual roboticist btw, and it has a complex system where the activities in their brain are monitored to even their genetic make up. I remember one of my norns kept calling me mama and then taught it to the others to also refer to me as that.
Yames Games -> Best horror games out there, there's a lot to say but I suggest you check it out yourself if you're into the eldritch variety.
Rimworld -> Colony sim, a sci-fi management game where you try to survive the planet and get out of there with the rest of your colony. It is also a classic, especially with mods.
Crusader Kings Series -> Strategy game where you try to keep your dynasty from dying as much as you can. I play it to see how far I can turn my family into a family circle, basically incest. But the fun is making your own story and messing around. Be warned, to this fucking day the devs cannot be bothered to fix their shitty loading screens. A spreadsheet of a game shouldn't be asking for large fucking specs just to play.
Tale of Immortal -> Open world sandbox game, Wuxia shit and cultivation.
ELONA -> Rougelike game. You can do so many things in this game that I can hardly list it, just go play it.
Amazing Cultivation Simulator -> You know what it's already about based on the title, wuxia and cultivation shit except it is a colony sim this time. Inanimate objects can come to life, your furry will turn into a literal demonic animal and grief you if you take too long to cultivate him/her, your character will turn into a loli/shota when turning near immortal. It is fun but fuck that chat mechanic. You need mods.
I don't think I've listed all of my favorites but these were the ones I thought from the top of my head. If you're ever interested in any of them just try it out.
Virtual Villagers Series -> Real time simulation management game, you take care of a bunch of people in a lone village and do your best to improve their life. You act as a god, at least in some of the other sequels, and try your best to find ways to find better food resource and unlock the mysteries of the island.
Be warned as this isn't the kind where everything you'll be able to unlock everything in one go as it where you'll need to wait real time for it to unlock on it's own.
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beanieman · 2 years
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Do you have any games you would recommend for people who like YTTD?
Yep! I love horror and choice based games!
A: Mermaid Swamp! It's a free game that you can download here. It's a RPG horror game with a creepy atmosphere and interesting yet disturbing story. It has four endings, and the best ending has a plot twist that's more messed up then anything in YTTD.
B: Witch's Heart! It's a free game that you can download here. It's a game very similar to YTTD with interesting characters and a fantastic plot. The gameplay can be a bit weird at time, but you can find walkthroughs online easily.
C: The Crooked Man, The Boogie Man, The Sandman, and The Hanged Man. You can find all four of these games on Steam, and all four games are RPG horror games created by the same person. They also take place in the same universe, and have some really good stories to tell. All four games also have various endings.
More Undercut
D: Mad Father! It's a free game that you can download here, or you can get the new remade version on Steam or Nintendo Switch. Mad Father is the first RPG horror game I ever played and it started an obsession with them. The story is great and creepy, with great characters that I still love even years after playing.
E: IB! You can download it for free here, or get the new updated version on Steam. It's another horror RPG game that also has a really good story and really good characters! The game has multiple endings, and all of them are good in their own ways. The game also contains a found family brother/sister dynamic so if you like Shin and Kanna's bond or Sara and Gin's then this game is a must play. Plus one of the characters in the game (Garry) is canonically gender non confirming.
F: Misao! You can download it for free here, or get the remade version on Steam. A giant trigger warning for this game is that it heavily includes the topic of sexual assault and bullying. If that understandably upsets you, I wouldn't play this one. However, it is a great horror game with tons of creative ways for your characters to die. Plus, the story while really sad is pretty good.
G: Witch's House! Another RPG horror game with a plot twist at the end that blew my young mind. I haven't played this one in a bit, but I remember really enjoying it at the time. I also think it included a lot of puzzles if I'm recalling correctly. You can get it for free here, or on Steam.
H: The Walking Dead Games. You can find it on Steam, and it's a choice based zombie apocalypses game with a strong emotional core. The game pulls at the heartstrings more then you'd assume, and it's very easy to connect with the characters. Plus the final game in this series has a canon WLW couple if you choose for them to get together, so I would recommend the game!
I: A really good game you can find on Steam is Life Is Strange. It's not...necessarily a horror game, but it has some really disturbing elements. However it is a choice based game, and time travel is an element that you get to play around with which is super fun. The game also includes a canon WLW paring which is always a plus.
J: Undertale or Danganronpa. Both can be found on Steam, and both have been credited as inspiration for YTTD by Nankidai. Personally I'm not big on Danganronpa, but I've known people who really enjoyed it. However I would recommend Undertale to whoever hasn't played it.
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rpgsocialservices · 26 days
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The Core of 'The Crooked Man'
The Crooked Man is the first game in the strange man rpgmaker horror game series. It is perhaps the scariest rpg horror game I've ever played, thanks to the disturbing body horror, game pacing, and timely jump scares. Admittedly, that may partially be because of my own disposition and personal weakness toward body horror and jumpscares (I also have not played the last two games in the series, one of which has stronger content warning than The Crooked Man does). While I am not someone who likes essays explaining why society or some such is the 'true horror' in a piece of horror media, I do think that the best horror pieces use horror as an exaggeration of evils we already deal with in real life, their consequences, and as a way to showcase a tangible defeat of intangible evils.
VERY quick summary: David the protagonist of The Crooked Man, and is introduced during a period of self-isolation when his relationships are suffering and in some cases falling apart altogether. He begins to be haunted by a frightening apparition, and follows a trail to various locations as he attempts to get rid of this haunting. He meets other people who are also more or less at rock bottom, and finally finds the body of the Crooked Man [Duke McGahan] who has been haunting him and can put him to rest. I don't want to recap the entire game here or spoil everything, so this will overall make more sense if you have played the game before.
On the surface, the horror of this game is largely body horror, as the titular character is indeed disturbingly physically crooked, along with the jump scares and chase scenes. The anticipation of meeting the Crooked Man again as he chases you down is matched by the visceral revulsion you feel when you see him. There is also the general atmosphere of the game, as every place David has to travel through is empty except for one other person in each place who is at something of a dead end in their own journey. This creates a pervasive sense of desperation both for the characters to not fail in their darkest times and for David to find some companion so he isn't alone against this monster. However, none of our new friends follow us beyond their individual maps, so each move along the plot brings a loss of companionship even as it brings a new character for us to meet. This too contributes to the desperation that drives the game. The dread of facing the monster again is only matched by the twin contradictory fears of facing it alone or of it hurting someone you now care about, and all the while you are terribly aware that you are on the run.
But how did this happen in the first place? Why? This is only partially a case of 'wrong place, wrong time'. The core of The Crooked Man is not the body horror and the chase scenes, and it's not David's own problems, even though avoiding them was what drove him to the location where he first met the Crooked Man to begin with. The core of the The Crooked Man is the human need for connection. David's spiral is ultimately caused by his self-imposed isolation. Duke's suicide which lead to him becoming the Crooked Man was caused by his despair after a lifetime of abandonment, failure, and loneliness. Every character that David meets in each new location is desperately lonely, and this loneliness is mirrored in David. For brief periods of time, David seems slightly revitalized as he focuses on his companions over his own despair, but ultimately this is fleeting. Once we learn that these characters are only facets of Duke, the reality hits full force that this horror has narrowed down to encompass David alone as he faces Duke.
It is what comes after we walk away from the final confrontation that makes human connection the true core of this game. We've learned that Duke lacked any real safety net or network, and he succumbed to his despair and his own crooked man. David, by contrast, has a network of people who care about him, but has spent the game up until this point rejecting them, and has almost gone down the exact same path that Duke did. The foils of Duke and David's respective stories combine to one conclusion: your relationships with other people cannot save you, but they can make it easier if you let them. Loved ones cannot fix your problems for you. They cannot take away your depression. Importantly, they also cannot help you if you do not want to be helped. By the same token, if you are willing to reach out, they might be able to help you, and maybe make things a little easier and a bit more bearable. Maybe Duke wouldn't have become the Crooked Man if he had a network, or maybe he would have. David almost did because he isolated himself, which left him vulnerable to external and internal threats. We don't know how long it took for David to get better after the game, or what role his friends played in helping him bear it all, but we do know that in later games he reaches out to others to help them with their problems when he can. We know he learned how important that human connection is when facing trials and tribulations, and that he was willing to offer that to others.
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k.taehyung/reader 
genre: arist!taehyung, painting!reader, parallel/horror universe
warning(s): violence, mannequins+paintings coming to life (bc ppl are scared of that), blood- but like red paint instead, horror/dread/action elements (i tried okay), bittersweet 
words: 20.3k 
One-shot | Two-shot | Series | Drabble | [Rated: Pg:15] 
Loosely based on Ib, an RPG Horror/Adventure game + Leia (Vocaloid)
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synopsis: Taehyung, a freelance, abstract artist is in the middle of one of the worst art blocks known to mankind.  In an act of possible inspiration, he drags his best friend, Namjoon, to a new art gallery just opened.  Only, he didn’t know that his visit would result in him getting separated from his friend and thrust into a new gallery.  One he wasn’t familiar with in the slightest. Along with this mysterious new gallery, a collection of strange creatures lurking around every corner came with the unsettling territory. 
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a/n: i literally started this in March of 2019.... I have no excuse for the wait other than my bad.  Regardless, Colorblind is FINALLY done and out! It’s obvs waayyy longer than I intended it to be back in 2019 when I could only pump out like 9k at max- it’s over double that now LOL. But that hopefully aint gonna stop y’all (pls, lmk what you thought/thnk, i’m so anxious about this one alsdjf)
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“Here you are, gentlemen.  Enjoy your visit to the gallery,” the receptionist at the counter smiled as she would to anyone.  Handing over two pamphlets to the two men who stood in front of her.  One was dressed in white track pants, two stripes running down the legs.  A white, collared, button-up shirt with a tie exceptionally loose around his neck with a blue, track jacket with red and white stripes down the sleeve, matching his track pants.
The other man wore loose black pants around his hips.  A black and white vertical striped, sleeveless jersey with three buttons on the collar with a red cap placed backward on his faded orange-haired head.  
These two men were two Kim’s. Taehyung and Namjoon.  Taehyung works as a self-employed, freelance artist; throwing and brushing paint over a canvas in random ways and creating objects and places for his mind to be free in abstract ways.  Namjoon is a humbled journalist for a local news blog for his exceptional wording and phrasing on all sorts of topics.  
Taehyung had come to the new gallery opening not too far from his home in search of inspiration.  He had been in a bit of a slump lately, and with nothing to do and nothing worthwhile happening, he was desperate.  Namjoon tagged along because he was tasked with the job of writing a review of the new establishment and creating a small article to include in the next online publication.
“Welcome to the grand opening of The Gallery of Leia!”
Taehyung mumbled to himself as he read the title of the pamphlet given to him.  “Why Gallery of Leia?” He questioned the name as the receptionist answered promptly.
“Leia is the one surviving piece of an artist from way back when that survived a brutal fire.  In honor of its survival, the gallery was named as such.”  She said with a smile as Taehyung nodded and nudged Namjoon’s arm, who stood next to him.
“Let’s go,” he said as he walked inside, not trying to stick around for more conversation and holding up the line of people also trying to gain entry inside. Namjoon following him as he quickly scanned a the front of the pamphlet.  
The gallery was two stories in a decent squared size building.  It was quite the exercise trip in Taehyung’s opinion.  Sculptures were placed against walls or out in the open for rotational viewing pleasure.  Paintings and sketches were hanging, littering the walls for guests to see clearly.  All the different pieces from all sort of artists featured here was amazing, such a wide variety as Taehyung’s eyes scanned the names.  Some familiar, some not.
“Wow, this place is pretty busy,” Namjoon said as he looked around. Namjoon had pulled out a tablet from his side bag, turning on the large touch screen as he took the pen attached to the side of it and opened up a program for taking notes as he started scribbling.  Taehyung peeked over his shoulder.  
“You haven’t even seen any art yet.  Why are you already jotting stuff down?”  
“It’s always good to start an article with how packed or how empty a place is.  The more people there, the more popular or interesting to the masses it is, which normally leads to more pros than cons.  It’s like a first look into how interesting it may or may not be.”  He rambled off like he’s answered the question a million times.  Taehyung nodded with pouted lips.
“You’re such a workaholic.”  Namjoon rolled his eyes at the remark, placing the pen between his fingers as he held his tablet and lowered it to his side.
“Let’s go look around.” The gallery itself, aside from the art pieces inside it, was stark white.  White ceilings to match the white walls and tiled flooring in yet more, polished white.  The lights weren’t as strong as one would think for a gallery, but if they were any brighter the receptionist would need to hand out complimentary sunglasses along with pamphlets because of all the lights bouncing off and around from the white  interior.
Namjoon was busy looking at a large-scale sculpture of a red rose as Taehyung wandered around not too far from him.  He turned down a hall that was surprisingly void of any warm bodies. He was surprised to find an area that hadn’t been cluttered with people yet.  Though, he assumed it wasn’t all that odd considering the early morning hour.  
Along the left wall was a large, long canvas, easily engulfing a vast majority of the wall itself.  It also happened to be the only piece in this dead-end corridor.
Taehyung stood in front of the painting as he looked over it.  Trying to see each and every detail.  He was in awe of the detail and how much time it must have taken to even complete such a large painting.  The dedication and time served to it was admirable.
The painting gave off an eerie vibe.  A dark background with what seemed to be the space of a studio, a spacey and wide studio with canvas’s on walls, frames hanging, paints and easels littering the space leaking into a greater mass of a space with even more dark, distorted art. As he continued to look at it, he stopped to blink, reset his eyes and rub at them so he didn’t go crosseyed and get dizzy.
As Taehyung gazed at the whole of the masterpiece, Namjoon strode up to him.  He whistled lowly in an impressed awe.
“Damn. That's one dedicated, dead painter.”  He walked to the plaque underneath the frame, kneeling so he could read the title of the particular piece aloud.  “Parallel Reality. Painted in 1996 by-” he couldn’t finish because the hall suddenly darkened.  Namjoon and Taehyung both looked at the ceiling and the flickering lights before they blacked out completely. Leaving the room dark and quiet.
“A blackout?” Taehyung questioned. Namjoon stood up, walking back over to his friend.  
“We should go back to the front desk.”  Taehyung nodded as the two of them began the journey back, stepping carefully and squinting to make sure they wouldn’t run into any sculptures or walls.  All the while, never once running into another person.  In fact, the entire gallery was completely silent besides their footsteps.
“Where is everyone?”  Taehyung asked, his eyes slowly adjusting to the darkness.  
“I’m sure they’ve all gathered outside.  No point in staying in a dark gallery.”  The two made it to the front glass doors.  “It’s… dark outside?”  Taehyung looked out through the glass doors.  “It was just noon?”  Namjoon shook his head, pulling on the door, but the door refused to open.  “It’s locked!”  He grunted, yanking again, pushing and pulling on the door.  Nothing.  Namjoon sighed as he turned to Taehyung.  “Go look around, maybe someone is still here.  In the meantime, I’m going to try and get this door open.”
Taehyung nodded before he turned and walked back into the gallery.  The halls still dark, every window showing nothing but a dark, deep navy outside.  He walked to a window to look outside, maybe get a glimpse of what was going on.  But, nothing.  
He turned and walked away, but jumped when he heard someone banging on the glass of the window he had just left.  Running back, he could just barely make out the imprint of a wide handprint on the outside of the glass.  It made a chill run up Taehyung’s back. 
For a moment, he assumed it was Namjoon who had gotten out and was getting his attention to run to the front and get out.  So, he did, dashing to the entrance and when he didn’t see Namjon around any longer, he tried the door.  Still locked.  
He hissed as he whipped back around and went back to the window before he shook his head. As he walked around the gallery further, his eyes began adjusting to the darkness and eventually he was even able to make out some of the art pieces again.  
A painting of a black cat.  One of a man hanging upside down by his ankles.  A basket of fruit that he swore use to have an apple included in the basket.  The back of a woman dressed in nothing but red.  
He felt like he was walking in circles. More than ready to head back to just sit at the front until someone came- since someone had to at some point, he heard another set of footsteps.  At first he thought it may be Namjoon coming back to find him; however, the footsteps were too light to be his friends- he always was a bit of a heavy stomper. Taehyung turned and headed towards the steps as they seemed to move further from him instead of towards him.  
“Hey!”  He called into the echoey halls of the dark gallery. The steps halting momentarily before they started running.  So, Taehyung sprinted after them.  “Where are you going?!”  He yelled as he ran into an open, large venue.  He looked around as he ran, seeing no one around.  “Where are you?!”  He shouted before he stepped in a puddle.  No, not a puddle.  A puddle would only be an inch or two deep.  It surely wouldn’t be enough to engulf him entirely.  
Now, Taehyung was sinking.  Drowning slowly into the Abyss of the Deep before the lights flicked back on and the murmurs of people resumed.
-x-x-x-
When Taehyung woke up, his head was throbbing, his mind was fuzzy and his conscience more than a little confused.  Laying on his chest on the floor like a jersey-dressed starfish, he groaned as he pushed himself up to support his torso on his elbows.  His hair was messier than before as his bangs threatened to poke his eyes.  Looking back and forth, he was in a hallway.  The corridor was dark, a hint of purple and indigo surrounding the entire room.  Walls, carpet, ceiling everything was the same shade of purple.
Obviously, the polar opposite than the pure white of everything previously.
Rolling onto his back and pushing himself to stand, he wobbled as he held his head and tried to will away the headache that was beginning to slowly lessen.  
Going backward before trying to even round the corner down the way, he found a single wooden door at the dead-end of the hall.  Twisting the knob, he entered the small room.  The room was square, red and on the back wall was a single large painting of a woman.  Her eyes were closed and her face was blank.  Her hair was somehow painted off the canvas, down past the frame and onto the wall like it was real hair falling out of the portrait.  
In front of that portrait was a single small wooden table with a vase.  In that vase was a single, blue rose.  A rose with 10 large, vibrant petals and a vine that lacked thorns.  Taehyung had never seen a blue rose before- well, not a real, authentic one anyways. Everyone’s seen the fake, painted blue, red, pink, yellow, purple and whatever other color roses in dollar stores before. Thinking it was manmade, he examined it further, putting his hands on the table to close inspect.  He became far more interested in the flower the more he looked at it.  
It drew him in.  The color captivated him and the aura around it seemed almost important and he felt the slightest urge to pick it up.  Maybe he should, maybe it would be fine.  Reaching out slowly, he drew the rose from the vase and something akin to a jolt of electricity ignited his fingertips. It felt like he had somehow forged an instant connection with this flower as soon as the end of the vine left the crystal clear water of the vase.
Call him crazy, but he almost felt fearful of putting it back and leaving it behind.
The vase on the table cracked as Taehyung’s attention shifted to it from the rose.  Crack after crack spread on the vase before it burst into pieces.  Taehyung hunched backward to shield his face with his arms from the exploded glass.  Shards of glass sat on the table and fell to the floor as the water pooled around the wooden surface and continued to spread as it began to drip off the table’s edge onto the carpet.
“I guess, I’ll take it along.”  He muttered to himself as he turned his back.  As he exited the room, he failed to notice the woman’s portrait shift.  Her eyes opened wide- almost insane- as she smiled.  PItch black paint writing appearing under her frame in smeared text.  
WHEN THE ROSE WILTS, SO TOO WILL YOU WILT AWAY
Taehyung left the room and the hallway he returned to had changed from what he last remembered. There were random letters on the ceiling and floor, spelling something that Taehyung couldn’t make out in the dark hall.  At his feet, he felt himself kick at something when he moved to step forward.  Picking it up, he held a small blue key in his palm.  
Going further down the hall, he came to a forked path.  He could continue going down the hall or take the staircase he that presented itself to him.  The stairs lead up higher than he could see with two paintings on either side of the entrance. Two landscapes of a mountain range; one normal and the other an identical copy, only negative scaled.  Coming to a decision, he took the hall just to cover the ground floor.  Coming to just another dead end, he returned and took to the stairs up.  
At the top of the stairs was a door.  Trying it, it was locked. 
“Naturally,” he huffed.  Trying the key he had kicked with his shoe and picked up not too long ago, it fit perfectly and unlocked the door as he stepped through it.  The door slammed shut and locked on it’s own behind him.  The key becoming useless since their was no keyhole on this side of the door.  He dropped it, leaving it behind. 
He was in a library now.  It was a small room, maybe not even considered a library.  Just a room with bookshelves and books.  Like a compact study without a desk.
He didn’t recognize a lot of the books- which was surprising considering he did have a liking for reading.  He stopped scanning his fingers over the spines of books when among all the thick, sophisticated books was a tiny, thin spine of a bright red children's book.
Pulling it out from it’s snug place on the shelf, he held it in his hands.  It was a short, wide book with a picture colored very messily in what he could only assume was crayon on the cover of it.  Sitting on the ground, his back against the bookcase, he opened it’s thick, card-stock, wobbly pages.
The book was about a painter.  He had been painting his whole life, so long in fact that he started to blend his world with reality.  He would give his paintings ‘life’ and he’d treat them like they were truly alive.  In his mind, they were his friends.  
A painting of a lion toy no bigger than the size of a book, stills of sentient objects like a fan, and even paint brushes contained souls with a conscience and mind to this painter. Even a can of pressurized air that would ‘bully’ or tease the others when they least expected it was ‘alive’, leaving the painter to rip that painting of air up for it’s rotten behavior.
It ends with the painter creating a portrait of someone, something he wasn’t familiar with painting.  People weren’t his strong suit and as such, he was left in isolation for most of his life. His devotion to painting left him alone in reality because he ‘saw’ nothing else.  Thus, he created his own friend in a painting of a woman that didn't exist.  When she ‘came alive’ he even grew to fall in love with her.  The last few pages of the story were torn out, so Taehyung would never know the ending.  
“Who would fall in love with something they knew was fake?  Something painted would never come alive,” he muttered.  Considering the painter in the story to be an utter fool.
Taehyung suddenly jumped, children’s book sliding off his legs and snapping shut as the door to his left unlocked with a loud clack.  He slowly got up, picking the book back up taking it with him as he put it back on the shelf.  The door that unlocked started to whine.  The handle was rusty sounding as something from the outside started turning it.  
In a very logical fit of panic, Taehyung rushed and grabbed the thickest book he could find and held it at the ready.  Absolutely ready to whack whatever weirdo came into this room, knock them out (with luck), restrain them and then question where the hell he was. That, or a hit and run would work too.  He’d figure out which suggestion when the time came in a few moments.
The turning of the knob halted.  Stopped for so long that Taehyung thought whatever it was had gone away.  Lowering his book, he squinted his eyes at the door.  It was quiet, all he could hear was his breathing with the occasional nervous gulp of his.  
There was only but another beat of silence before chaos erupted.  
The door busted open, nearly ripping off it’s handles.  Taehyung, with a short, shocked scream, stumbled back as two things threw themselves into the room.  One was a woman, or rather half a woman.  Long brown hair cascaded down her head and her torso was decked in a red turtleneck.  Her face had a twisted demeanor etched into what would probably be a beautiful face otherwise.  From her waist down was nothing but a picture frame.  Her lower half didn’t exist and was replaced with a black void background and frame with gold edges.  It was like some horror effect that dragged around behind her everywhere she crawled. 
The second was an actual woman.  Legs, arms, chest and all.  Dressed in ruined overalls, a long sleeved white shirt with yellow stripes up the arms.  Tacky, torn brown boots on her feet as she stomped and kicked away at the woman in the frame.  She was wielding... a stick?  Or what looked like what may be part of what was once another picture frame.  End jagged and just asking for someone to get a nasty splinter.
The woman in the frame hissed at her like a dog as her clawed hands moved to drag her across the floor towards the actual woman’s legs.  The framed lady moved faster than Taehyung imagined was possible.  Dragging her half body across the floor and slithering with an absurd amount of grace like a snake.
The lady in the frame latched onto the woman’s leg causing her to in turn repeatedly kick at the frame’s head with her opposite foot.  The frame screamed as she was kicked against a bookshelf.  Books fell, toppling onto the frame as she screeched.  However, her insistent screeching silenced when the real woman took the jagged end of the broken frame she wielded and thrust it into the frames exposed and vulnerable head.
Red ‘paint’ erupted from the frame like a fountain before it became completely limp.  The woman shook the frame piece around, whipping it like a sword after a battle to remove the blood of the slain.  Then, the woman looked over her shoulder at Taehyung. He froze in place, his shoulders jumping at him finally being noticed.
Your eyes widened as they locked onto Taehyung’s. Shocked to see him there.  Your eyes were an unusually bright colored abyss with such a dull contrasting look in them.  He wasn’t sure if he could even see his reflection if he were standing right in front of you.  
You gasped lightly as if being hit with some sort of realization before turning to face him fully. Even if you were a good 10 feet from him he flinched. More than a little bit intimidated with you still holding your broken frame piece and witnessing you pretty much kill what he would label a Feminine Frame Monster.
“You’re the one everyone is looking for…” You muttered to herself.  There was a commotion beyond the door that was hanging pathetically onto its frame.  From down the hall, scraping and screeching were heard in a humming echo. You looked over your shoulder before you moved towards Taehyung, looking at him and grabbing his bicep with little hesitation. You yanked his arm to signal that you were clearly going to be ordering him around.
Taehyung felt like a doll being pulled around by a child.  You were shorter than he expected for someone who just took out a monster as he peered over your head, like a child standing as high as possible to peek out a window. Your grasp on him loosened as you moved to grab his wrist instead.  You pulled him slightly again, snapping him out of whatever daze he was in as he finally looked at you again.
“We need to go.  More of them are coming, and unless you want to end up painting fodder, you’ll follow me.”  He looked down at you as you finally noticed the rose peeking out of his jacket pocket.  You gasped, pointing at it with your other hand that whipped around the red stained frame piece.  “Hide that!” You seethed as Taehyung’s hand immediately shoved itself into his pocket to cover the rose before she began to run out of the room, Taehyung in tow; against his will, might he add.
The halls he was being dragged through were inconsistent and almost gave him a headache. First running through purple halls, then red filled with empty black picture frames.  Zooming through green halls that had arms shooting out of them, claws skimming over Taehyung’s jacket and reaching for his rose.  He pulled it from his pocket and held it to his chest to keep it safe from anyone- thing- trying to grab it.  Finally, your running came to a stop as you swung open a door before shoving him by his shoulder. You slammed the door securely shut before locked it.  
When the door was shut, Taehyung took a moment or two to look around as he tried to regain his breath.  
He was in a blue room now.  Two bookshelves with almost nothing on them and a small table next to a violet couch.  The table held a cerulean vase on it with water filled inside almost to the point it overflowed.  On the back wall was only one giant frame with a pure white puzzle glued one the inside of it.
“A milk puzzle?” He questioned more to himself than anything else. You sighed when it was quiet and then collapsed onto the blue carpeted floor.  Catching Taehyung’s attention, he panicked as he ran to your side, kneeling beside you and debating on whether or not he should put his hand on your shoulder. You panted and pushed your forehead against the door. Hair hiding your face as it hung, falling off your heaving shoulders. “Are you.. Alright?” Taehyung asked slowly- cautiously.
You only nodded as you finally caught your breath.  Sitting up straighter, taking one last breath to even your breathing before you finally looked up at Taehyung.  He knelt higher than your head level as he confirmed that he indeed couldn’t find his reflection in your eyes he stared into.
“You’re the intruder that everyone is looking for in the Gallery, aren’t you?” She questioned.  He blinked in confusion.  
“Intruder?”
“You don’t belong here and you need to get out of here as soon as you can.  This isn’t a place for someone like you.” Taehyung wasn’t understanding anything.  You held your hand out towards him, almost asking for something.  “Your rose. You still have it right?” He nodded as he showed the rose he still held cradled to his chest. He was thankful the vine was thornless, or else his palm would have been riddled with small, painful punctures. 
For some reason, he felt like his rose would be safe with you, so he easily handed it over. You took it and looked over it’s petals.  Admiring the shade of blue, you shifted her gaze to look from beautiful azure petals and into Taehyung’s eyes.  “What’s your name?” You asked.
“Taehyung,” he answered instinctively. You nodded at the sound of it, committing it to memory. “Yours?” 
“I’m Y/n,” you curtly told him as you lifted the rose back into the conversation.  “Do you know how important this rose is?” He shook his head.  You sighed as you moved to face him fully, sat relaxed on the floor. Lifting your arm to bring you opposite hand to touch one of the petals your fingertips dusted around a single soft petal.  You held it with delicacy before your grip changed and your nails gripped and plucked it off the stem.  
Taehyung gasped, a pain shooting through his chest as his hand flew up to grip his shirt. His one-knee kneeling position changed as both knees hit the carpet. 
It felt like his heart just skipped a beat and almost seemed to stall for a moment.  Shaken up, he wasn’t sure why, but it felt almost harder to breathe?  Air came more difficult to take and his energy felt zapped.  The one petal you had pulled off fluttering to the ground at his knees.
You plucked another one, the second petal fluttering to the floor to join the first.  More pain shot through him again as he found himself bracing himself forward, the hand that wasn’t clenching around the front of his shirt, falling in front of him to join his knees on the carpet.  It felt like someone was wrapping a rope around his chest and squeezing the life out of him.  Crushing his ribs and lungs suffocating him.
“What,”  he gasped, “are you doing... to me?” He sputtered as he coughed.  He heard you move before you were at his back, picking him up and bringing him weakly to his feet.  You practically dragged him to the couch, his feet dragging on the carpet the whole way before he fell into the cushions.  
As you stood over him, you pluck another two petals off and he let out small, silent coughs of protest. Whatever you were doing, he was ready for you to stop. He really thought he was dying. 
“Watch,” you told him as the dark bags under his eyes materialized.  You walked to the crystal water-filled vase.  Taking his rose that had lost four petals already, you placed the stem over top of the vase and dropped it inside.  The stem hit the water and immediately Taehyung’s eyes widened as he watched the petals regrow right before his eyes.  
The rose seemed to glow with a calming, almost reassuring, blue hue for but a moment before the pain in his body stopped.  The pangs of hurt disappeared from within his eyes as he let go of his chest and the pain faded.  It was like the pain was just a hallucination.  You slowly withdrew the rose from the vase and handed it back to him as you move to stand in front of him. He had moved from laying in pain on the couch to sitting himself up properly.
Taehyung gently took the rose from you.  “When the rose wilts,” you start.
“So too will I…” Taehyung finishes, unsure on how he knew how to finish the phrase. It was like it was just engraved on his tongue as he said it. The dawning realization that this flower was tied to his life grew into his mind as he spun it between his thumb and forefinger.  “But, I-I don’t understand.”  He shook his head.  You moved to sit beside him, ready to answer whatever questions he has.  “What’s going on? Where the hell am I?”
“You’re in the gallery.”
“No,” he denied curtly, lifting his hand in denial.  “I was in the gallery.  Now, I’m here.”
“You were in the real gallery.  Somehow, you got sucked into this one.  The gallery you were in isn’t where you are now and frankly I don’t know how you got here.  This is a fabricated reality created from a man’s paintbrush.  A human shouldn’t be able to come here.” You got up and grabbed a small, face down picture frame from the top one of the small, dusty, bookshelves.  Bringing it back with you to the couch, you handed it to him.  
Taehyung recognized the man in the photo. “I know this artist. He died a long time ago.” Though his name escaped the young artist.  
“Guena. That’s the pen name he used in his profession.” You looked around at the small room.  “This room, and all the other rooms too.  Every painting and creature here was created by him and his desire to create souls for his non-living creations,” you told him. “But, things are different now. Everything is distorted,” you scowled.  
Just like the picture book he found.  The creations were given life by the hands of the creator then the creator died, leaving all of his ‘lives’ behind.  If that were so, then it would be no wonder why everything would begin to fall apart. It was akin to a circus without a Ring Master. Taehyung furrowed his brows before he placed the photo beside him on the cushions.
He looked up to you, into your dull eyes that somehow held the most breathtaking color.  
“How long have you been here?” He asked.
“I’ve been here since the beginning and I will remain here until the end.”  
“Do you have a rose, like I do?” He felt like he knew the answer, but nonetheless less you shook your head.  He knew what he wanted to really ask, but he didn’t know how to ask it- what words should he use?  To you, who he had just met in the most fictional turn of events that he still can’t wrap his head around.  You were nothing like him and he knew that.
“I’m a painting, Taehyung.”
When you told him the truth he was already beginning to suspect, it wouldn’t be too far fetched to say he still internally panicked.  Something that looks so human, yet wasn’t at all.  You were nothing but brush strokes and shapes somehow given life.  You probably crawled straight out of a frame too.
You saw the emotion flash through his eyes and you were almost jealous of how his eyes could change.  Unlike yours that were stuck, his could tell you a whole story without the use of words.  Anyone in this place could tell immediately he was human because of those eyes. 
In respect to him and his unease, you made sure to keep your distance.  You truly weren’t a threat.  All you wanted was for him to get out, and to get out safely.  You’ve been watching your world fall apart since Guena died.  Every creature that was alive was losing their ‘mind’ and it was only a matter of time before it started to infect you too.  It was a disease that humans didn’t need to get involved in.
“I’m going to be your escort out of here.  With your lack of reaction when in the face of danger, you’d probably get yourself killed in an instant.”  You moved back to the door where you sat on the floor, you're back against the wood as you looked at him across the room on the couch.  “You rest for now and make sure to keep your rose safe with you.  This room is safe, so you don’t need to worry about something happening.”
Then, you stopped talking.  Taehyung almost felt guilty.  You were a painting, and you couldn’t show all the emotions that the could.  You weren’t actually real after all, so it was normal to assume you had a expressional limit.  He watched as you sat against the door completely silent and still with closed eyes.  He was unsure if you were really sleeping or if you even could.  
He looked at the rose in his hands.  This rose is so important and he didn’t know how to fathom what the hell was going on. It all happened too fast and he couldn’t begin to process it all. 
He missed Namjoon as he knew that he was probably still wandering around the real gallery looking for him. He wondered if Namjoon managed to get out since he wasn’t at the front or if the lights kicked back on and he was alright.  He lifted and looked at the photo of Guena beside him again.  
It was odd.  That was the man who somehow created this world and he was also the same painter who created Leia. The painting that gave the real gallery it’s name.  Taehyung never got to see that painting in the gallery- not that he was able too see much to begin with, and he’s not so sure he wanted to at the moment.  
Taehyung was a sympathetic and empathetic person- always had been and probably always will be.  The line between the two blurred in his case.  So, when he looked at you, he felt a sense of guilt as you kept away from him.  You spoke curtly, yet kindly.  You didn’t seem to have an ulterior motive and you seemed trustworthy enough; especially compared to that framed lady from before.  
You brought him here after all. A secluded room and you didn’t attack him or take his rose.  You plucked four petals off his rose, but then turned around and healed him. You even returned it, he knew it was all to prove the point of its importance.  You weren’t going to hurt him and he believed that with his whole heavy-beating heart.  
“Y/n? Are you sleeping?”
Your eyes remained closed, but you answered. “No. I can’t.  I’m a painting, remember?”
“Okay. Then, I have a question,” he said as you slid your eyes open.  Looking at him from your place by the door.  “That thing you killed?” Did you kill it? Could paintings die?  “What was it?”
“They’re called, The Ladies.”
“They? There’s more?” Taehyung’s voice slightly quivered at the idea of more hissing, hacking, floor-crawling, psycho half ladies being out there.  
You nodded.  “What you saw was only one of many Ladies.  She was a Lady in Red.  There are also Ladies in Green and Ladies in Blue.  They’re more common than most.  About as common as mannequins.”
“Excuse me? Mannequins?” You looked at him as a shiver ran up his body.  Goosebumps littered his covered skin.  “I fucking hate mannquins,” he seethed unconsciously to himself.  The look he put on his face was that of disgust and pure anguish and yet somehow twisted into an almost comical look.  You almost smirked at his foul language and facial cues.
Your smirk twisted and soon you burst out into laughter at his face that just seemed so comical to you.  A face someone like you couldn’t pull off because you were fake.  He looked at you as you laughed at him.  The tension that was in the air seemed to be shattered like a nail being driven into a pane of glass.  Soon, Taehyung was laughing at you laughing at him.  Your fit ended as you smiled and shook your head, calming down.  
Taehyung was more than happy to try and get a small nap in now that he knew that you weren’t completely devoid of emotion.  Someone, fake or not, who can laugh and smile like that surely wasn’t a bad person.  
-x-x-x-
Taehyung was startled from his small rest when a tremor shook the room.  Panicking as he sat straight, rim-rod up, you were already on your feet and looking at the door.  You half expected something to charge inside, even when this place was supposed to be somewhere to rest up and be away from any sort of harm. Taehyung flung his legs off the sofa and stood up so quickly he had a wave of dizziness hit him as he held his head and staggered.  Shaking it off, he was at your side, standing just a step behind you.
“What the hell is that?” He lightly asked, like if he was too loud something would hear him.  You just flexed your arm, the hand around the hardened piece of art frame you kept continuing to wield tightening.  “It feels like the ground is moving,” he looked down at his feet.  Like the carpet beneath him was beating in microbursts.
“It’s a distortion wave.  This happens the weaker this world gets and that means it’s only going to get that much worse outside.” You looked at him. “I hope you have some strength in those arms of yours, because you might have to use it.” Taehyung hated the thought of violence, even if it was against figuratively inanimate objects that weren’t supposed to exist . They weren’t alive, but they were still able to die.  His toes curled at the thought of it. You saw the unease in his eyes before looked back at the door, rotating your wrist and twisting around your weapon. “Just stick close to me and run like your life depends on it.”
The lack of an additional ‘because it will’ was an approved choice on Taehyung’s ears.
You opened the door and outside it was a madhouse.  Even more paintings coming alive.  Some stuck in their frames as they clawed at the air and hissed.  Distorted in sharp and blurred strokes as they swiped.  Ghastly hands and objects plunged from walls and hung from the ceiling.  Mannequins moved far faster than previously and he could hear the hissing and scraping of frames on the floor from the Ladies as they drug themselves across the floor like lethal roaches.
You bolted out of the safe room, Taehyung hot on your heels as he stayed immediately behind you.  You dashed down halls, staying in the center away from the walls and anything reaching for you.  You kept Taehyung at your side, pulling him to and fro away from anything that could harm him if he got too close.  You rounded corners in rushed steps or slides as Taehyung occasionally grabbed the back of your overalls to keep you from skidding into the walls from your unstoppable momentum. You swung and hacked at anything that came close and kept them at bay the best you could with your frame.
Taehyung pointed ahead of you, a set of doors ahead.  
“Go into one of those!” He wasn’t sure where he got off telling you where to go. Especially since he was literally the worse qualified person to do so. You didn’t seem to argue back though, so he continued. “The, uh, the yellow one!” He yelled over the chaos.  You just looked back at him slightly over your shoulder, brows creased.
“Which one is the yellow one?!”  You shouted as he slightly stumbled before he grabbed your wrist and took off, running faster and ahead of you before he stopped at a door of brilliant yellow, pulled it open and pushed you inside, slamming it closed. The room was empty save for a single mirror on the back wall.  Thankfully, yellow seemed to be a pretty safe choice.
Taehyung could always trust yellow. 
“Y/n,” he called as he still held your wrist in his hand and you were hunched over.  You weren’t alive, but you seemed unwell.  “What’s wrong?” He looked at the skin under his hand that showed with the fabric of your long sleeve pushed up your wrist.  He gasped silently when he saw it’s complexion shift into a distortion of ugly, muddle colors before vanishing as quickly as it came.  “What was that?” He shook his head. “No, hold on.  Different question.  Can you not see color?”
“No, I can’t.” You stood back up, yanking your wrist out of his grip.  You looked at your skin as you hissed.  The distortion was starting to hit you and the stages would eventually progress into a problem- but he didn’t need to know that.  “I was painted as portrait by a lonely, selfish painters.  He didn’t think to give me the ability to see color so, I can’t see colors or tell them apart.” You shook your wrist out. “Is that a problem?” 
Taehyung jolted. You were clearly touchy on the topic. He cleared his throat as he rubbed the back of his neck. 
“Uh, well not really . I guess if you have me, I can point out colors for the both of us.  Why didn’t you tell me you were colorblind though?  It would’ve been pretty useful to know before we started running for our lives through some fucked-up haunted house reality check.”
“I didn’t think it was relevant.” You sighed.  You had made it this far without relying on the colors you couldn’t tell apart.  Why would now be any different?  You couldn’t even see the color your body or clothes were- if they had color to them at all. For all you knew, you were all black and white and grey. You walked to the back wall and stood in front of the mirror there, frowning as Taehyung came up behind you.  He was as black and white as you were in your eyes.  
“So, you can’t see any color?” He touched his shirt, opened his jacket and pulled his headband.  He pulled your hair up dramatically and motioned to yourself as a whole in the mirrors reflection. “Nothing at all?”
“Nothing at all,” you confirmed.  “I can conceive the idea of colors, but I’ve never had a proper need to see or tell them apart.  I know when something is a threat and I know when something is not. That’s all that really matters here.” Your indifference was something Taehyung- a painter- couldn’t comprehend.  What kind of painting can’t see their own colors? Wouldn’t that be painful or frustrating at the very least?
“Your shirt is yellow and white,” Taehyung spoke. You looked at his reflection with raised brows.  “Your overalls are faded and nearly ruined, but they’re dark blue and your boots are brown.  Your hair is really pretty and your eyes are too.” He described your outfit to you like you were a child, but he meant well. 
Just saying the color of your clothes didn’t help you grasp the concept of what it really looked like aside from the range of grey and white and black you saw through your eyes. “Maybe that doesn’t matter, but I thought you’d like to at least now,” he muttered.
“Thanks,” you told him quickly as you pulled at your sleeves, fixing and adjusting them to cover your arms properly again.  So, that light shade of grey- nearly white- was yellow? “I've never actually learned what color is what to my eyes,” you told him.  “It’s nice knowing at least one color,” you whispered more to yourself than anything.
So, it did bother you. Taehyung felt something swell like pride in his chest as he was acting the role of teacher.
If it were any other situation and if you were a person instead of a painting, he’d be glad to teach you all the colors he could. He felt it was his duty as an artist- freelance or not- to educate those about all the corners of art.  However, you weren’t real and he wasn’t at home in his studio, but in a haunted gallery of danger.  
Taehyung stepped away from you as he made his way back to the front of the room and the yellow door. He put his ear to the door, not hearing much of anything outside anymore. He hoped that you and he were able to give them the slip- as obvious as a tactic as that was. When he tried the doorknob, however, it didn not twist.  Jammed or locked, he knocked his forehead against the yellow wood in frustration.
“Of course,” he groaned before he turned to see you still standing in front of the mirror in the back of the room.  “Y/n, the door is locked. Unless we have another way out, we’re stuck in here.” He announced, making his way back to you as you seemed to finally break out of your own reflection and look around.  
“There’s got to be something we can trigger to open the door or another way out.  Just look around,” you told him.  You started wandering the room, but Taehyung only stood still, crippling his chin in thought and tapping his toes.  The room was completely empty, what could he possibly miss if nothing was in the room except a single, wall mounted mirror?
He thought of all the cheesy cliches like a floor tile trigger or a secret compartment in one of the four walls of ht boxed room.  However, he wasn’t sure if he had the patience to test out those ideas. 
Taehyung stood in front of the mirror, looking at his own reflection that scowled back towards him in thought.  He scurried away from the mirror in a haste as he yelped when the glass cracked.  Splitting down the center in crooked, ugly cracks and small splinters of glass falling from the mirror.  Your ear picked up on the continuous cracking of the mirror’s glass, unlike Taehyung and before he knew what was happening, you were yanking on his shirt and jacket collar. He choked slightly at you pulling him away from it completely as it shattered.
Bursting from the inside out, glass shot forward before raining down to the hard tile of the room.  What was left behind wasn’t the wall behind the mirror, but a matte black door with a sign hanging on the center of it. 
‘PASSAGE’
“Is that our way out?” He asked skeptically as he stood back up and brushed off his clothes of any stray shards that clung to him.  Looking back, the yellow door you both had rushed through had disappeared.  Nothing, but this black door and the walls remained.  He huffed. “Guess that answers that, huh. Wha- hey!” He called as you had already started opening the black door to enter it.  “What if it’s dangerous in there?!”
“There’s no other option,” you told him, pushing the door open before stepping into the same, thick blackness the door represented.  “Stay here if you’re so scared,” you sarcastically teased as you stepped inside. Unsurprisingly, the artist was hot on your tail inside.
The two of you walked through the black hall that stretched from the door you both entered, Taehyung behind you as he grew in more in nerves.  There were no lights and the light front he doorway was long gone behind his back.  He couldn’t see his hand in front of his face and he felt like he was losing his mind.
He could only hear your footsteps, his footsteps and the sound of your sharpened frame weapon dragging across the ground that you had taken from your belt loop as soon as the darkness became thick enough to warrant a twinge worry.
The air in the ever stretching corridor became so thick it was hard to catch his breath as he moved to grab your wrist for guidance.  Then, giggling began echoing from every direction.  Bouncing off what might be a nearby walls and drilling directly into his head. Giggling that mimicked creepy doll sound effects in horror movies, only so much worse. You, unsurprisingly, weren’t phased by the verbal taunts- Taehyung, however, was.
You could feel the trembles in his fingers around the wrist of yours he held so tightly.  You twisted your wrist, freeing it from his grasp for a moment and you could physically feel his panic the moment his fingertips left your skin. He was quick to calm down when you shot your arm back and grabbed around his hand instead.
Taehyung only grew more and more nervous as the darkness didn’t seem to end.  There was nothing in front of him or behind him to act as a beacon of any sort of hope that it would eventually come to a brightly lit finish.  Not even your presence he knew was there was any comfort to him.  It felt like the darkness was ebbing away at his sanity and choking him. 
In the midst of his silent anxiety, he thought he felt something whisper along the back of his neck.  He let out a small, strangled noise of startled protest as he unconsciously ripped his hand away and out of yours.  His panic set in tenfold now that he had no idea where you were anymore.  
He reached out in front of him in a frenzied panic as he waved his arms around in front of himself like a crazy person. He was sure if he was in light or if someone could see him, they’d think him completely bat-shit insane.  No matter where he reached or how hard he searched, he couldn’t find you. He couldn’t even hear you anymore.
Your footsteps were gone along with the frame dragging and he couldn’t hear anything aside from his own hiccuped gasps of air.  A horrible humming filled his ears and he quickly brought his palms up to the sides of his head, covering his ears to try and block out the noise.  It only seemed to intensify though, as if he had cupped around the humming and shoved it directly against his eardrums.
His knees wobbled and his footing staggered before his knees finally hit the ground.  The hard ground that was below his feet changed the moment his knees collided with it.  
Water was running along the hard ground that now felt like tile. If he ran his fingers along the floor, he would be able to trace the groves of cement and glue holding the pieces of breakable flooring together. He wasn’t able to properly process it in the overwhelming state of mind he was currently becoming more and more trapped in.  
The water that seeped into his pants drew higher and higher before engulfing his knees, thighs and eventually coming to reach his waist. His hands stayed covered over his ears as he shuttered and shook his head back and forth- trying to chalk it all up as another nightmare.  He’d wake up on another couch any moment in a room that you had taken him too.  This was just his mind playing trick on him- wasn’t it? 
The humming grew louder and louder before it went completely silent. The shift in noise to nothing was too sudden; uncomfortably sudden.  He should be relieved that the horrible, horrible sound that drilled into his head had stopped, but he was only accompanied by the newfound silence with a chill running up his spine and staying in the base of his neck .
Taehyung couldn’t move.  He shook and trembled, waist deep in cold water.
Was this what insanity felt like? Was he really losing his mind?
Then he remembered.  He was finally able to move again when he remembered his rose.  The flower that was somehow keeping him up and kicking. He moved his hands from his ears and began to frantically pat around his body.  His chest, his hips and thighs. In and out of pockets. He couldn’t find it.  He thought he had already reached his maximum panic level, but he was oh so wrong.  
He lost his rose and he felt like he was near his breaking point.  He hated that it affected him so much in both a mental and physical sense. Taehyung had normally defined himself as a more or less tough person to break down in more cases. 
He hardly had time to adjust to the life threatening new world he found himself in with art coming to life to kill him. Not to mention that his life was tied to a blue flower and he was dependent on a painting for safety.  
Taehyung was literally walking through his own personal nightmare. Who wouldn’t start losing their marbles after all that? 
His ducked down head shot up when he thought he heard something drop into the flooded flooring. He swore he heard the water ripple as it sounded like someone was walking, or dragging their feet through the water.  The sound of moving water echoed and he couldn’t pinpoint from which direction whatever was around him was moving.  Then the water pushed up his legs like something pushed the water towards him and he froze again.
He felt a breath blow against his forehead, his hair blowing in small, annoying strands that tickled his eyebrows and forehead. Whatever was wading in the water beforehand, was now right in front of him.
His mouth opened like he was going to scream, but nothing came out before the room erupted in bright lights.  He flinched under the extreme difference, the humming coming back to drill into his skull as fluorescent lights lined the ceiling above him.
When he was able to pry his eyes open, they glued themselves open at the sight of the creature in front of him.  It was… he couldn’t even begin to explain what it was.  
It looked like it had the basic shape of a person, but the limbs were far too long and lanky and it was engulfed in a thick looking, black tar that oozed and dripped from it’s appendages.  It’s head was also shaped like a humans, but turned completely sideways. The side of it’s head parallel with the floor as that same, thick blackness dripped from it’s chin that pointed directly to the left.  The mouth was nothing but a white circle in the middle of its face with black dripping between it’s ‘lips’ like jail bars.  
Whatever it was, it was horribly ugly and Taehyung thought his mind was distorting. The space around the creature seemed crackly- like tv static.  
The artist couldn’t move, he couldn’t speak, couldn’t flee.  He couldn’t even scream.  But it could. It could move, it could groan and moan, it could scream.  And it did.  
The mouth opened further into an elongated oval and a set of eyes showed themselves in small, crescents with the ends pointing to the left towards their chin on their crooked head.  The shrill shriek it let out made Taehyung’s bones rattle under his skin, like someone had just run a xylophone stick across his ribs.
It had brought it’s long, thin, dripping arms up as it seemed to ready lunge at the young, fear-stricken artist.  It screeched once more before it began to lunge, but it was immediately stopped in it’s tracks before it could do any sort of physical harm.  
The screech was cut short, as the head- in fact- the entire torso of the creature was pushed down by something.  It fell face first into the water at Taehyung’s knees as a long, golden strip of a picture frame stuck out of the back of it’s head.  
Red paint leaked out of the creatures head as it lay still and motionless in the water, dying the flooded area a shade of crystal pink. The smell wasn’t what he expected- what he expected to smell like iron, blood and death instead smelt of a flower shop, honey and lemonade.  The monster with a frame in the back of it’s head smelt like summer. 
Was it… dead?
Then he heard more footsteps, however with the lights on and eyes properly adjusted now, he could see exactly where they were coming from and who.  It turns out that somehow he had made it into a room- a small cube area that had no windows and only one door that was now thrown open.  Through that door, your body was slouched against the frame out of breath- once again ironic since you weren’t alive- and dripping blue drops of paint from your chin.
He was speechless- no longer from fear, but from shock.  
You wadded through the pink water to stand in front of him.  You turned to the creature you had just taken down by hurling your frame piece at it and quickly pulled the frame out.  Red spurt from the wound like a pathetic, paint-filled fountain. Before long, it was simply oozing and rolling off the skull of the creature into the water before it started to completely fade away like ash.
You looked back to Taehyung who had disappeared previously from your grasp and you knelt in front of him. Waving your hand in front of his face, he didn’t respond.  You looked down and around him to see his hand stuck on the inside of his jacket- like he had stopped looking for something mid-search.  
“Tae-”
“Rose,” he whispered urgently, interrupting you.  You gently dug into the small pouch you had on your side- where you got that, he wasn’t sure- and before a moment longer passed, blue petals were shown in his line of sight.  That seemed to finally start to snap him out of it.  “That’s my,” he whispered, the rest of his words dying on his tongue.
“You dropped it earlier when you let go of my hand,” you told him.  You gently took his hand from the inside of his jacket and placed the flower delicately inside his palm.  “You need to take better care of that if you want to get out of here.”
One, small tear fell from his eye before he was throwing his arms around your shoulders and pulling you towards him.  Your face fell into his shoulder as you felt him shake around you. You raised your arms tentatively and started to pat at his back awkwardly.  
“Don’t worry,” you shushed, as you stared at the back wall. You could hear the ashy pieces of the creature disengerate behind your back as his tremors quelled to shivers and soon he was still and his breath wasn’t ragged anymore.  He had calmed himself down as he squeezed you against his chest.
“Thank you,” he breathed.
-x-x-x-
Once Taehyung was able to move again without shaking or fearing for his safety and he had properly calmed down, you led him out of the room he had been trapped in.  Going down another long hall with nothing but lights lining the walls, he briefly stopped at a plaque on the wall next to another door.  This door wasn’t colorful or odd- it looked so ordinary it stood out among the bright purple hall he stood in.
“Gallery ahead,” he muttered, reading aloud as the sighed at the plaque that had an arrow pointing ahead beyond the door.  
Opening the door, there was no noise and all was quiet.  Taehyung followed you as he looked around.  
True to the plaque, it really was just another portion of the gallery.  Proper paintings on the walls with names below it, statues sectioned off with rope and dividers, mantles with busts- it too looked like an authentic, ordinary gallery.  The door you both passed through shut with a soft click as he looked behind at it still jumpy from earlier on. He was thankful it didn’t slam at least.
The floors were tile and shining like they had just been cleaned and waxed.  The walls were covered in a boring, but oddly suiting wallpaper fit for an aged art gallery while chandeliers hung along the ceiling lighting the place in a soft, glowing light.
“This is a nice break from the rest of the place,” Taehyung told you, catching up to your back as you were making your way through the place.  He came to walk beside you, looking at your eyes that couldn’t see any color.
“It is a section of the world that hasn’t been touched too badly by the distortion. If anything is alive here, it shouldn’t be a threat,” you assured him.  The fact you had put away your makeshift weapon put him further at ease.  He looked back and forth at the walls lined with art.  
This was what he was hoping to experience coming into the real gallery today.
Just browsing around to try and spark something in him to create something new.  To inspire him- not threatening his very life after sucking him into an actual nightmare world. He briefly jumped when a painting of a black cat blinked before it stretched and jumped right out of it’s canvas. He meowed up at him as he rubbed against his leg before scampering off somewhere else.  His padding paw steps disappearing down the hall.
Taehyung almost smiled at that.
The two of you walked in silence, the only sound in the gallery was the sound of both of your footsteps and the occasional sound of harmless art brought to life.  Taehyung stared at your back as you walked ahead of him and he began to wonder.  He wondered about a lot.
He wondered what would happen to you when he managed to get out of this place.  What would happen if he tried to maybe take you with him? Could you survive outside this place since you weren’t really born?  Would this gallery even exist when he leaves it or would it cease to be?
He stopped in his tracks he he caught himself. Why was he even thinking about taking you with him? 
The young artist was ripped from his thoughts when he saw your body jerk forward before you were staggering on your feet then falling to your knees on the tiled floors of the peaceful part of the gallery.
“Shit,” he cursed under his breath as he jogged up behind you.  He placed his hand on the middle of your back as he knelt beside you and dipped his head down to try and catch a glimpse of your face. “Y/n, hey!” He called as your body shook and heaved like you were a living breathing person in the midst of a breathing fit.  You were a painting with a soul, but not really alive so did you breathe? He found himself asking that to himself way too often.  
He shook his head- that wasn’t the thought he needed to overthink right now. “What’s wrong? Talk to me,” he tried coaxing you.
You just shook your hand towards him; whether to shut him up or shoo him away he wasn’t sure, but he didn’t move from your side regardless.  When your arm raised, he saw beneath your sleeve a sort of discoloration. It was just like what he saw earlier in the mirror room.  
He took your wrist in his hand as he pushed your sleeve up when you suddenly fell into him. He jolted as he rolled you to lay on your side- your head lolling off in a way that looked uncomfortable with your shoulder pushing into the ground. He lifted your head, putting it on his leg to try and help you at least a bit.  
You twitched as he examined your skin. It looked like your arm was covered in a horrific bruise.  Ugly splotches of black, blue, purples, greens and yellows engulfed your arm like a tattoo sleeve gone horribly wrong. His brows dipped as he looked at the rest of your arm before he looked at the other.  It was the same thing, but not nearly as severe in terms of color and blotches.  It was like it was spreading.  
“What the hell?” He murmured as you seemed to be calming down.  You pushed yourself of his leg to lay on your back on the ground as your chest stopped heaving and you stopped twitching.  You closed your eyes, focusing on coming back down from whatever attack had ailed you and before too much longer, you were forcing yourself to sit up again. 
Taehyung sat beside you, slowly drawing his hand back and away from you as you pushed your sleeve back down to cover your ruined skin.  He narrowed his eyes at you as you looked back at him.  For someone who wasn’t really alive, you seemed to have bags under your eyes.  Something was straining you and you weren’t telling him about it.
“So?” He asked with a sharp tone as you just returned his word with a sigh as an answer.  He wanted an explanation and he wanted it sooner rather than later.
“It’s not-”
“Tell me or I’m gonna annoy you continuously until you give in. We can do this the easy way or the hard way.”
You ticked your eyebrow up at him. “You’re threatening me? You realized I’m the one who’s been taking down everything that has attacked us so far, right?”
“It’s not a threat,” he promised as he crossed his arms sitting on the floor. He looked like a child.  In the end you let out another defeated sigh. There would be no point in arguing with him.  He’d probably run you in verbal circles until he got his way anyway.
“You know how the rest of the gallery is corrupted, you’ve seen it. Everything in this world that is art is affected.” You grabbed the sleeve of your arm as you sat more comfortably.  “Just because I’m fighting against it now, doesn’t mean I’m uneffected.  It’s a distortion that affects the arts- good or bad- and we can’t do anything about it. I’m just stubborn.”
Taehyung sat for a moment before opening his mouth again.
“So, you’re going to turn bad too?” He asked timidly.
“It’s unfortunate, but inevitable.”
“That’s crazy,” he whispered to the floors when his chin dipped down.  He groaned as he brought his hand up to ruffle his lightly colored hair.  You had been protecting him ever since you found him and now there’s a chance you could turn against him too? That was just crazy. You wouldn’t just turn on him like that, right? It’d be gradual and not just flipping a switch from sane to insane, right?
He was pulled from his thoughts again when you moved to stand and he quickly mirrored your actions to stand in front of you.  His arms hovered around your waist and back in order to catch you if you happened to fall again.
“Whatever happens, we just need to get you out of here as soon as possible.  If we find the exit quickly, we can get you out before I completely lose it.” You turned, ready to start walking off again to explore further when Taehyung shot his hand out and caught your arm.
“Wait!” He shouted, the echoes of his voice bouncing off the white walls adorned with art that wasn’t malicious.  “Will you be okay?” He asked even though he really knew the answer.  You had just told him that you were going to eventually turn from who you are now to someone else- one way or the other.
You smiled at him, trying your best to reassure him but didn’t offer him a verbal answer.  You slowly pulled his hand off you before you were telling him to follow you.  His arm dropped back to his side slowly as he looked at your back with sad eyes.  
He didn't know what hurt worse; the fact that you basically just told him ‘no’ or the fact that you didn’t say anything for him to understand because even if your eyes are just strokes of paint, they held so much in them and it twisted his gut.  
Taehyung wasn’t very fond of the idea that he had to leave the peaceful atmosphere of the white gallery and go back out into the one that actively tried to kill him.  His rose was safe in the zipped pocket inside his jacket as opposed to the outside pockets at his sides. He watched before he began to follow you once again.  
The drastic difference between the white, bright gallery and the dark, dim, purple backlight one just from passing through a door still through him for a loop each time he went through another passageway.  He stopped trying to guess what kind of room he’d be going into, because he’d probably guess wrong every time if he did. 
You stayed on guard with your picture frame piece and he stood beside you-more ready to throw down with a sculpture than before- even if he still didn’t want to. He’d tell you what colors were where and lead you in directions if you asked if a certain color was around.  
He briefly wondered how you managed to get around before he got there with your inability to see color, but then he stopped thinking about it because if you just went into a room that was filled with a problem- you probably just got rid of it.  You were more than capable, you’ve proved that more than enough by this point.
“Taehyung,” you called from ahead of him. He had been so lost in thought his steps had slowed down and he was further back away from you than he knew.  “Don’t lag behind.”
“Oh, right,” he called before he was jogging back to your side.  Following you through a doorway, he wasn’t as shocked as he should have been to see a room that was dark with only a trunk inside of it.  Walking in, you stepped up to it before you tapped it with your frame piece to see if something was inside.  
There was only silence before the lid of it burst open.  
You jolted, stepping in front of Taehyung as he raised his hand instinctively to maybe try and throw a punch at whatever might leap out of it, but nothing came out.  The lid bounced against the back of the trunks frame. The inside of it looked like a pink cloud- it wasn’t empty, just unsettlingly pink.  It was like cotton candy or maybe something thicker like thread that could trap you if you touched it.
“What-,” you started before you were yelping into direct fight or flight.  The still pinkness in the trunk jolted before it shot out like sentient strings and separated into long, thick arms of darkened red that wrapped around you and Taehyung’s bodies.  
Your backs were forced together and to your misfortune, your frame was knocked from your hand and clattered to the ground.  The thick strands of red wrapped tightly around your midsections and squeezed as it entangled around your legs and arms and even around your forehead to keep you completely still. Immobilizing the two of you, it then started to slowly reel you in.  
Your feet dragged across the ground and your toes lifted up and off the ground at some point as Taehyung was left to keep fumbling over his own feet.  He wouldn’t fall no matter how tangled his feet got since he was bound and tied so tightly.
The pair of you were stopped in front of the trunk that seemed to bulge in size- like it was taking into account the size of two people before you were swallowed into the cloud of pink turned red.  The sound of the trunks lid slammed above you both boomed like thunder before you were falling.  
It felt weightless, but you could feel the wind rushing past you as you were sure you were coming closer to hitting the ground.  
It was pitch black all around, but you felt Taehyung reach for you- now freed from the strands of red thread that had encased you both. You felt him wrap his arms around your shoulders from in front of you.  His chest pushed against yours before his weight overcame your own and he was falling first in front of you.
The fall wasn’t long and it didn’t feel like enough to particularly kill a person, but when the two of you hit the ground with Taehyung bracing the fall you were quick to shoot up from his chest as he groaned laying on his back.  
“Are you stupid?!” You scolded as he winced both from your shrieks and the pain of the fall. He sat up, rubbing his back as he just weakly laughed.  
“Yeah, so?” Your eye twitched at his lame excuse for a joke at a time like this. As he recovered from his fall and came back to his senses that weren’t cloaked in sensitive fall-stricken shock, you looked around to where exactly you two fell.  
It looked like you were pulled into a child’s coloring book.  Scratchy, uneven lines of what looked to be crayon or oil chalks were used to make up houses, roads and not too far from you both was a mass of uneven, patchy blue chalk that you assumed was a lake of sorts from its size.  It was dark, but it was lit with small patchy lights lining walls or suspending overhead like floating light bulbs.
You made it to your feet after you helped Taehyung, grabbing his hand and offering your shoulder for him to lean on.  He graciously took it and you were quick to ask if his rose was alright.  He dug it out of the inside pocket of his jacket and showed it to you.  A petal or two were missing, but you assumed it was caused from the fall.  
No wonder he hurt so much, you mentally noted with an eye roll; his rose was damaged.  
You looked around and peered over the chalked created houses.  Maybe if you investigated inside one of them, you’d find a vase for him to use to restore his rose petals.  You hiked his arm over your shoulder for a more firm grasp on his body's weight on you.
“Alright, first things first,” you started as you got his attention. “We need to find a vase with water to get your rose to grow.  That should take the pain away.” He muttered in agreement before both of you walked- ambled- off.  
Walking with a body hanging off you was a lot harder than you initially though it would be.  He would walk the best he could, but the injury and loss of his petals were obviously affecting him more than he was willing to let on. 
The first house you both entered was a small one outlined in pink chalk and inside was just one big open room with a drawn, blue couch, a table and a coat rack.  On the table was a vase, but it was empty.  If it wasn’t all black and white to you, maybe you would have found the place almost charming in it’s own way- but it was just dull.
You quickly moved Taehyung to the couch and told him to stay put.  Taking the vase you left the house and quickly moved down the chalked, dirt road down the lake you saw.  Maybe you could put some of the fake water into the vase and just somehow make it work, who knows.
Making it to the lake, you knelt and dipped the vase into the mass of blue as it filled the vase.  Your arm twitched before it was jerked and convulsed with it’s own corruption again and the vase slipped from your fingers for just a moment- but that moment was enough to lose it in the chalky blue mass of scribbles.  
Without much thought, you dove into the water, quickly snatched it back and as fast as possible swam and pulled yourself out of the mass before anything that could possibly be in the lake even thought about grabbing you.  
You huffed in annoyance as your clothes were dusted with chalk and even though it wasn’t real water- you felt damp.  You shook out your sleeves before you got to your feet and went back to Taehyung who was waiting in the house you left him laying on the couch with heavy breaths.
When he saw you, his eyebrow quirked.
“What’re you covered in? Dust?” He asked as you just shook your head, kneeling at the couch side and replacing the vase filled with vibrant blue on the table again.  
“Forget about it. Give me your rose, please.” your hand was outstretched and waiting as he quickly pulled it out and handed it to you. You hesitantly placed the stem into the water and let it sink as the blooms of the petals rested against the rim of the vase.  You heard Taehyung sigh as if his pain was floating away and to your relief, two petals grew once again. “Thank goodness that actually worked,” you sighed.
Taehyung chuckled beside you. “Yeah, no kidding.  That was all assumption- if that had taken more petals off, I think I would’ve passed out or something.”
“You mangled to take four petals of damager before,” you told him. “Besides, you weren’t that injured,” you told him as you took the rose back out of the vase and handed it to him to replace in his jacket. “You just don’t know how to take a fall.”
“Excuse me,” he scoffed in disbelief. “Who was the one who took the brunt of that fall, huh?” He sat up and crossed his arms like a child pouting. “A thank you would be nice to hear, you know.”
Your lips tilted in a smile as you moved to stand up and stretched your arms across your chest.  You felt helpless without your frame piece that you had lost before you wound up here with the young, human artist.  Looking at him like this, you wouldn’t think he’d be in as much danger as he is.  He was in a whole different dimension with enemies at his back almost constantly, but here he was pouting for a ‘thank you’.  You chuckled.
“Thank you, Taehyung,” you told him. You weren’t sure if it was the dim lights or maybe your vision going because of your own distorting body, but you thought you saw the blank shade of his skin to your eyes darken.  Like color had possibly bloomed over his cheeks.
He cleared his throat before you could ask and he was getting up off the couch, walking to the door of the house. He was ready to leave, but stopped short.  You came up behind him and opened your mouth to ask him what the problem was when he spun around and shushed you.  He pushed you back and led you behind the couch, crouching down and covering you with himself as you both hid.
You had no idea what he thought he heard, but you kept quiet before you heard the door of the house you both were in squeak open.  You looked at Taehyung as he looked up, focusing on listening for any indication of someone coming closer to your hiding place.  
You racked your brain trying to think of what or who could be following you both.  Had someone been inside the trunk before you and had seen you at the lake? You weren’t sure.  You heard them pad into the house before they stopped and then a crash sounded through the walls of the room. The footsteps then walked back out of the room and the door slammed shut.  
Taehyung and you stared at each other, still remaining silent for a few more moments before determining you were safe. He let out a breath as he peeked over the couch first and scanned the room.  There was no one.  
“It’s clear,” he whispered as he stood up and moved away from you as you stood up next to him.  Your brows dipped as you saw the vase you had just used to heal Taehyung’s rose shattered into pieces with splashes of blue- grey to your eyes- dusted around the table top and blew onto the floor.  
You looked at the door with a narrowed gaze.  Just what was that? Could something you didn’t know about be wandering around? Then again, even you didn’t know everything there is to know about this gallery. 
“I think we need to hurry,” you muttered, Taehyung quickly agreed as you both scurried out of the house.  The two of you walked along the dusty, chalk paths before you were stepping up a set of stairs back into a proper gallery. It led to a section that you recognized. You started walking with ease, knowing what was where in this section and Taehyung took notice of that.  
“Do you know where we are? I mean, you’ve known a good part of where we’ve been, but I mean-”
“This is my section of the gallery. My frame is hanging around here, so yes I know it.” You told him, interrupting his rambling for an answer to his question.
“Your frame?”
“Yes. You know I’m just a painting. The frame I was placed in and the frame I came out of is around here.”
“Can I see it?” He asked without much thinking before you stopped and turned to him.  He almost slapped a hand over his mouth to keep himself from saying anything else without a filter before you turned on your heel and started off around a corner. “Y/n! Wait!”
“You wanted to see my frame, didn’t you?” You popped your head back around the corner to motion him to follow after you and he did so.  He trailed you- just as he had been- and eventually you took him to a deadend hall.  At the end of it, on the wall facing the rest of the narrow corridor, was an empty frame. “This is it,” you told him, motioning to it with as little care as you would as if you were showing off a bag of dog food.
The frame was silver and engraved with all sorts of weaves across it.  It was sturdy and not undamaged.  The glass of the frame was broken; however it must’ve been broken from the inside if the evidence of the glass at his feet was anything to go by. You must have burst from the inside out and created the glass mess in front of it.  The plaque under the frame read ‘Leia’ as the young artist looked back to you with wide eyes.
“You’re Leia?” He asked. At the discovery he had a pang of small guilt in his stomach from thinking earlier on that he didn’t even want to see the painting since the rest of the gallery was out for his blood. You blinked at him as you nodded simply.
“That was my title when I was created, but I was given a new name because I was granted a soul and free will within this dimension.” You crossed your arms. “Why does it matter what my art piece name is?”
“It's just that the gallery I came from was named after you,” he told you. “I guess I just never expected you to be the last piece of art from someone- not that it’s a bad thing!” He defended at the unimpressed look in your painted eyes. “It was the discovery of that painting that gave my gallery the name it has. You’re like the main centerpiece of everything.”
You looked blankly at your empty frame.  
“I doubt that the ‘Leia’ in the real gallery is like me. I may be ‘Leia’, but I’m more Y/n. It sounds ridiculous, but that painting isn’t me.” You softly traced the silver frame with your fingers before you were turning around again. “Come on, we’ve wasted enough time. No more detours.”
Taehyung was quick to chase after you but he couldn’t think of a thing to say to you.  He wanted to talk to fill the silence that gaped between the two of you.  Taehyung kept telling himself that he had no reason to try and figure you out, you were a painting for God’s sake.  What could he possibly want to know?
Other than everything.
He wondered about a great many things and couldn’t help but overthink what you may or may not have been through.  How did you feel about this world? Did you consider it home or maybe a sort of prison you were unfortunately born into. How did this world look to your colorless eyes? Just how did it feel being a painting exactly? 
When you were ‘born’ and thrust into a world that was already starting to collapse, how did you survive? Did you fight from the beginning, or not? He wanted to ask all these questions, but he knew that he wouldn’t. It wasn’t his place to ask anyway- this world isn’t his and you weren’t even human.
Taehyung followed behind you as a feeling in his gut started to bloom. He raised his hand to his stomach and palmed it through his shirt as his steps slowed and he watched you ever so slowly get further ahead of him.  He felt like he couldn’t do this without answers.  So, he acted idiotically and moronically and selfishly.  
Without you realizing, you got separated from Taehyung once again- only this time on purpose.  The next time you turned around to check on why he was so silent, you stopped in your tracks not seeing him around you.  
“Dammit,” you seethed.
-x-x-x-
Taehyung had back tracked all the way to your empty portrait frame.  He stood in front of it once more as his fingers traced the letters of your plaque. The letters spelling out ‘Leia’ in fine script before he was tracing the frame itself.
He felt selfish for wanting to know about you- a painting- and keeping himself here in a world that actively tried to kill him longer than he needed to be. He scoffed at himself, his mind remembering how he had judged the artist in the book he had read before and how the artist got attached to something like a painting. 
“Talk about the pot calling the kettle black,” he chided to himself.  
He needed to go home and although he understood that, he wanted to know more about the living painting that had been protecting him up until this point.  The same painting who was slowly getting infected with some weird, paint disease that could turn you against him at the drop of a pen.
He knew he was pressed for time. Time was precious, but he couldn’t help but feel like you were too.
Taehyung inspected the black emptiness of the frame that you had come from and reached his hand out.  His hand jerked back when the pads of his fingers weren’t met with the sturdy wall that the frame hung on.  Instead, the blackness encased by the silver frame rippled like murky water.  It was like a pool of ink as he reached out to it again and started to sink his hand into it further.
He wondered how deep that ink went, how far could he reach inside before it stopped him.  Could he be able to submerge himself fully into it, or maybe crawl into the frame like a painting himself.  
“But then, what would that accomplish?” He questioned himself with a half-sarcastic attitude. However, even if he knew it was more than likely fruitless, he started to climb inside anyways.  The frame was big, so he had no problem with grabbing the edges of the frame, lifting his leg over the bottom ledge of it and heaving himself inside the blackness.  
He braced himself, feeling like it would feel like that monster from before that encased him in terror as it threatened his very life.  However, this blackness wasn’t like before.  It was dark and felt endless, but it lacked the deep pit of dread that the monster had.  It felt like something- but he couldn’t place exactly what.
Loneliness maybe? Or perhaps a bittersweet sort of feeling; like being free, yet not being as free as a true human being.  He walked around aimlessly in the blackness, feeling less and less like he was walking on the floor.  He started feeling weightless, like he was walking on air.
There was clearly no end where he was, and he wasn’t so sure if he really wanted there to be.  A light at the end of the tunnel? That wouldn’t apply in this situation and he knew that perfectly well. Or, he thought that would be the case.  From behind him, he started to feel something close by, like the feeling of someone standing directly behind your back.
Whirling around, he saw nothing, felt no one and squinted his eyes as his ears started to pick up on some noise around. It sounded like it was echoing around from every direction, but he was still able to follow it- maybe it was because wherever he was in your frame was a directionless void.
It was nowhere and everywhere all at once.  
As he walked, the blackness started to slowly light up from a greyscale and before long he was standing in a room.  Like, a real room, but in this room he couldn’t touch anything.  He was in a studio- covered in easels, paints, canvases, stains and tarps and cloth and everything in between.  
However, if he even tried to touch something, his hand would just phase right through the object he wanted to grasp. He walked around the studio before the door to the room opened and hobbled in was an older man whose face he couldn’t see.  His face wasn’t even that, it was just black scribbles where the features should have been.  Static echoed around the room as he assumed that the old man was trying to speak, but the words didn’t reach Taehyung’s ears.  
He walked to an easel that was covered with a white cloth before he set up his area and sat on a stool.  He cleaned up some brushes, cleaned his palette and rearranged his paints to suit his needs and wants.
Taehyung watched in silence as the old man began to paint and even though there was clearly a passing of some sort of warped time, in the moment it all felt timeless.  The end result was none other than your own portrait.  He shouldn’t have been shocked to see your spitting image in your portrait, but he couldn’t help it.  
Then the old man just turned his back, his fake face seemingly looking right at the young artist before he pointed at you.  More specifically, he pointed to the white space of your canvas and Taehyung could have sworn he saw it ripple like water.  
The setting of the studio began to suddenly fade out as he started hearing murmuring in the distance echoing around him.  It sounded unbearably loud as he covered his ears and the studio brushed away in flakes like eraser debris.  
“-yung! -hyung!” He felt like his head was about to burst as he felt something grab the back of his jacket and yank him backward.  He was then tumbling out of your frame, out of the void and onto the floor of the demented gallery. “Taehyung!” Someone shouted his name above him as his eyes were blurry and he rubbed at them to try and get them to regain their focus.  He blinked as his brows shot up when his eyes shot open wide.
“Namjoon?” There, above him, hovered his best friend. Taehyung quickly whipped around to his stomach before pushing off the ground and looking up to the blog journalist.  “What? What are you doing here?”
“I should be asking you that.”
Taehyung was sure he was the only one who happened to fall into this sketched out dangerous gallery. Namjoon wasn’t even where he was left when Taehyung looked for him. He looked his friend over.
“How have you made it this far?” Taehyung was impressed. Aside from the disheveled state of his clothes with wrinkles and small beads of sweat on his brow and temple, he seemed fine.  
“It wasn’t easy, I’ll tell you that.” Namjoon groaned as he pulled the artist off the floor and straightened out his jacket, brushing him off. “I’ve been running around like crazy for hours looking for you.”
Taehyung was shocked and honestly glad to see a familiar face.  Then you came to mind.  He wondered if you were looking for him after he just decided to pull that disappearing act on you.  He felt guilty about it now that his actions settled in. For all he knew, you thought he got himself caught in another dangerous situation when he was really as safe as he could be in the moment. 
“Did you happen to pass by a girl? Like, our age but wearing outdated clothing.”
“Someone else? No, I didn’t. Is someone else here?”
Taehyung shook his head.  “No, she’s not a person, she’s a painting and- argh forget it!  It’s a long story and from the look you’re giving me, you don’t believe me in the first place.”
“How hard did you hit your head when I pulled you out of that thing?” Namjoon asked as he used his thumb to lazily point to your empty frame.  Taehyung squeezed his eyes shut as he rubbed at his temples.  He remembered the way his head spun when Namjoon started calling him before he was dragged out by the man.  His head had pounded just like how it did when he was in the room with the tar monster from earlier. 
He tried thinking back to the man in the studio he witness and tried putting together anything that could be used as a clue on how to get home. He seemed to obviously be pointing to something, something Taehyung couldn’t help but feel was important.  “Whatever you saw,” Namjoon called his attention, “forget it.  It’s probably a trap or something.  You can’t trust the things here.”
“Not everything is dangerous,” Taehyung countered with you in mind.  “Y/n isn’t.”
Namjoon sighed annoyed. “You don’t know that. You said ‘she’ was a painting, right? You can’t trust something like that thing.”
“Don’t call her a thing,” Taehyung growled.  “She’s kept me safe up until this point. Like it or not, I trust her. We need to find her before we get attacked by something.”
“Taehyung-”
“I’m not arguing about this.  Finding Y/n takes first priority.” Normally, Taehyung was more than obedient when it came to Namjoon.  Not only was he older, but the sense of leadership the older held made it easy to listen.  However, Taehyung didn’t feel that air of ‘need to follow’ right now around him.  
“What about leaving? What about that priority?”
“She can help us. Y/n comes first,” he finalized before he was turning on his heel and going off into the direction he had fled from your side.  Namjoon clicked his tongue as he reluctantly followed behind.
Logically, even Taehyung knew that you’d probably be agitated for prioritizing your location over his freedom and escape out of this place.  But, the nagging in his head didn’t let him argue the topic, even with himself.  He wasn’t going to just find a way to escape and not tell you goodbye at the very least.  
You had done nothing but help and protect him, the least he could do was tell you thank you properly before he left.  It was the right thing to do, even if a little bit foolish.  He knew that.
To his luck, it didn’t take nearly all that long for him to catch a glimpse of you rushing around a corner.  You were jogging around, looking to and fro for something- he knew it was him- and he was quick to start shouting at you with his arm raised in the dark halls.  Namjoon stood behind his shoulder, still unhappy.
“Y/n!” He watched your head whip around as you started running towards him.  As you didn’t slow down in your approach, the closer you got the more nervous he became before you skit to an abrupt halt at his toes and got up into his face, grabbing his jacket collar.
“Stop going off on your own! Are you stupid or do you want to get attacked again that badly, huh?!” You shouted in rightful anger as he felt sweat gather on his neck.  He raised his hands in defense as he slightly pushed your shoulders down to gain some distance away from your rage.  
“I know, I shouldn’t have run off.” You slowly released his jacket. “That was my bad and I apologize, but,” he stepped away from you and twisted to show Namjoon. “I managed to find my friend.  He was in the gallery with me before I got here. This is Namjoon.”
Taehyung introduced the two of you as you just stared at the man and he stared back in a silent competition that Taehyung definitely picked up on.  Clearly, there wasn’t much hope of friendship on the horizon- but he figured you’d cooperate with him so that they could get out safely.  You were that kind of person- cooperative if not a bit on the stubborn side.
“You found him, huh? Where?”
“Oh, I went back to your frame and he was there.” Taehyung easily answered, deciding to keep the fact that he crawled into the frame and saw what looked like memories to himself.  What if it stirred something up with you? Your mood was already foul enough, he didn’t want to risk it.
He wasn’t one to stir the pot, so to speak. 
Your brow twitched at his seemingly carefree manner at his ditching stunt.  You groaned as you whacked him on the arm before pointing your finger at his face in a warning manner, making him go cross eyed momentarily.  
“You run off like that again, and I’ll tie your wrist to mine. Got it?”
“Promise?” He teased as you just threw your hands in the air in defeat and started walking off.  He wasn’t planning on running when your back was turned again.  Just that one time was enough.  Now that he was with Namjoon too, he couldn’t risk being as careless.  “We’re going. Come on.”
“At your beck and call, Leader,” Taehyung chided, still trying to get your spirits higher from the mood he put you in.  Namjoon followed behind silently with skeptical eyes as Taehyung chatted with you like he’d known you all his life.  
-x-x-x-
Taehyung had since stopped his yammering as you lead the charge of three through halls and told them when to be silent and when to be cautious. You kept a close eye on Namjoon, something about the friend of Taehyung’s rubbing you the wrong way.  You couldn’t say whether or not you were a good judge of character since Taehyung was the first human you ever met, but you still felt something off.  His cold glare made your artificial skin crawl.
You had just walked through an archway before Taehyung made a noise of recognition as you turned to him.  He looked around with wide eyes.  
“What is it?”
“I feel like I’ve been in this area before.”
“Really?” You questioned.  You’d never really gone into this portion of the gallery.  It was always too dark to see and you were always put off by how quiet it was.  It was like there was something on the other side of the walls that irked you.  “Maybe you passed by here before I found you. I’ve never been in this part before.”
“You haven’t been here? I thought you had been everywhere.” Taehyung wasn’t accusing you, he was just curious.  He wanted to know why you hadn’t been here.  
“I had no reason to be,” you told him.  “Besides, I don’t think a creature like me who’s slowly corrupting belongs in a tranquil part of this place.”
“So,” Namjoon finally intervened from behind the two of you.  You both turned to look at his cross-armed figure, still glaring and fuming with some odd sense of presence you hated.  “You admit you’re dangerous?”
Your brows furrowed.  “Excuse me?”
“You said you’re corrupting.  So? That sounds like a red-flag if I’ve ever heard one.”
“I’m sorry,” you scoff in disbelief, “has it been you getting Taehyung through this place in one piece? Or maybe it was you who has been taking down threats left and right and going on wild goose chases when things go south. No?”
“Guys-” Taehyung tried dispersing the stifling air, but Namjoon’s ire interrupted him.  You both went back and forth and before long you were at Namjoon’s toes, arguing with him face to face- quite literally.  Taehyung watched as he tried to think of a way to calm you both down.  The last thing he wanted was to both waste time and have the two sides of his trust arguing against each other.  
Taehyung was going to open his mouth and shout or something, just to break the string of tension, but his jaw had just dropped when you had stopped mid-sentence.  Your hand was raised, an accusatory finger pointed at his best friend’s chin when it started to drop just a fraction to his chest.
“Y/n?” Taehyung called.  He shrieked when your hand came to grip his chin, squeezing his jaw as you yanked Namjoon’s face down to look into his eyes.  “Woah! Y/n, c-calm down!” You narrowed your eyes before you shoved him away, making his feet stumble back a handful of steps to keep himself upright.  Taehyung came to your side as you shook your hand as if it was contaminated. He looked you over and noticed the uneasy look on your face. “What’s-”
“Why are you sticking to that painting like glue?” Namjoon called to Taehyung as he rubbed his jaw.  “I’m your friend here, not that.” Taehyung looked up and towards the journalist with confliction.  
“T-that’s true, but-”
“But nothing.  That thing just grabbed and shoved me, but you’re at it’s side like I did something wrong.  You should be checking on me, not fawning over that.” He pointed at you, his eyes grew small in anger as you just shot back at him a silent glare.  
Taehyung was less than pleased to keep hearing Namjoon refer to you as ‘it’ or a ‘thing’.  Painting or not, you were still alive and, dammit, Namjoon needed to accept that already. He was ready to tell him off, defend you when you spoke first in a low tone.
“Do you trust me?” You asked. You were looking dead at Namjoon, but the artist knew you were addressing him.  You repeat the question when you’re met with only silence.  Taehyung immedately nodded when the question was repeated.
“Yeah, of course I do.”
“WHY?!” He jumped from Namjoon’s shriek across from the two of you. Your shoulders squared and the action didn’t go unnoticed. “Why trust something you just met?! Who is admitting to killing things and slowing losing its mind?!” His brought his hands to his chest, gesturing to himself. “You should be trusting me!”
“What is wrong with you,” Taehyung whispered in concern, wondering what happened to his best friend.  He was normally the type to roll with anything, even in stressful situations he always tried to take it with a grain of salt.  He was an optimist, or at least he always tried to be.  No matter the dark tunnel, there’s always a light; it was basically Namjoon’s life motto. “Did something happen? Stop accusing Y/n and just talk to-” he gasped when he felt your hand grasp his.  Your face was downcast as you squeezed his palm. “Y/n?”
You whipped your head up and looked at him dead in the eyes.  “We have to run.” Taehyung jolted back.  Run? From what? You looked back at Namjoon, your colorblind eyes slowly unveiling just who and what that best friend of Taehyung’s was.  “We need to get away from him as soon as possible.  He’s dangerous.”
“What?” Taehyung was in instant denial.  Namjoon? Dangerous?  The same Namjoon who would cry if one of his plants died or would lay on the floor, staring at the ceiling if someone asked him what his favorite brand of pen is for the hundredth time? “That’s not true, he’s-” Taehyung looked at his best friend to defend him, but stopped short.
Something about him was off. Taehyung had noticed it since the beginning, but dismissed it all. Now, it looked like some veil of black was hovering around his friend’s body as he glared at you. Namjoon didn’t look like himself.  He looked fake and at that, Taehyung’s eyes widened.  
He looked artificial- just like how you did to his human eyes.  
You must have seen it in his eyes, that’s why you grabbed his chin to inspect him further.  That’s why you shoved him away and that’s why you wanted Taehyung to flee.  
Your hand dropped his as you caught sight of the thing disguised as Taehyung’s friend moving just slightly.  You stepped in front of the artist before you took off before ‘it’ could.  It lunged and you were quick to react.  You lifted your foot and slammed it into it’s stomach as it leaned forward- not at the lack of air, but the force you put into your stomping.  You locked your arm around the back of its neck as you tucked it’s head under your arm and held it in place in a lock.  
You groaned as you felt your arms burn with contamination again and your grip almost loosened at the paintings thrashing because of it.  You planted your feet as firmly as you could, even if the thrashing made you teeterd from your heels to your toes and skid an inch back or forward here and there.  
You weren’t sure how long you’d be able to keep the thing under your arm contained and although you had just told Taehyung not to leave your side again, you were ready to tell him to run off and hide somewhere until you could find him.  
The moment you turned your head on your shoulders to shout for him to do so, you halted to see him literally at your back already.  His large hands had planted themselves one on your back to steady you and the only ensnared in the fake Namjoon’s clothed back, gripping it’s clothes firmly. Even the fabric felt like paint under his nails as he started to rip the thing away from you.  
Taehyung caught sight of the fake’s face and what used to be identical to Namjoon had muddled away to show a white tar surface with no sense of expression. He sneered as he took your place of taking it on before he was shoving it backward.  
Although he wasn’t a fighter, Taehyung was no push over.  He could hold his own if he really ended up needing to and at the moment, he did.  He pushed the fake as it stumbled on it’s own clumsy feet before it started to go after him again.  Taehyung swung his elbow out, cathing the fake in the whiteness of it’s face before it hit the ground.  
He backed up away from the thing he just put on the ground, turning to you and snatching your hand in his again.
Taehyung’s hand squeezed yours and when he did, you spun on your heels and took off, fleeing with the young artist beside you.  You both heard ‘Namjoon’ scream behind your backs as Taehyung looked back to see it still laying on the floor, skriming.  
Taehyung was terrified, more terrified than he was before.  He was terrified on how it gained his trust so easily- a thought that almost made him angry.  He felt stupid as he held onto your hand like a linelife as you weaved through the halls and soon came to a staircase.  
You stopped as you looked over your shoulder as Taehyung buckled to his knees and heaved after sprinting for so long.  He used the wall to support himself as you looked at him trying to gather his breath.  
You looked at your hand in his and attempted to pull it away from him, but he just squeezed tighter onto you and tugged it back.
“A little longer,” he whispered.  After a few minutes of him gathering himself and you making sure you both weren't followed, he stood back to his height and continued to hold you hand.  “Hey,” he called with a tight throat. “If we run into anyone else, if you don’t trust them, tell me and I won’t either.” You didn’t say a word to try and deter him from using your judgement as his own, you simply nodded in agreement.  
If all worked out, he wouldn’t need to use your opinions for much longer.  You were going to get him out.
The two of you ascended the staircase before you and when you reached the top, Taehyung looked around to see the spitting image of the original gallery.  
The white walls and matching floors and ceilings. The chandeliers that weren’t on with the power out and the windows all greyed out as if they were blocked by cement.  The front doors were locked as if there was no escape.  Trying a switch, he wasn’t shocked to see the lights not working.  
“Can you lead from here,” you asked him, just trying to get him to talk again.  “I don’t know my way around.” He only nodded before he was walking off, tugging you in tow as you thought of ways to make his voice come out again.  You felt oddly uneasy when he was silent.  The previous incident with the fake friend of his obviously taking a mental toll on him.  It was to be expected, but it still hurt your chest.
If you had a beating heart, you’d call this feeling heartache.
It was when you passed by a rather mundane looking couch that was suclupted in a strange, wavey shape when you figured out a way to get him to talk. You stopped and your hand in his anchored him when he looked over his shoulder.  When he looked at you, you pointed to the sofa surrounded in rope dividers.
“What colors is that?” You asked when you looked back at him.  Your actions and unspoken desire to get his voice to come out didn’t go unnoticed-  
He smiled. “It’s red,” he told you.
-Nor did it go unappreciated.  
From that, he would tell you the colors of whatever you pointed at that you passed and before he knew it he had come to a deadend with only one, giant painting on the wall- taking up the entire space of it.  His mouth opened as his hand dropped from yours as he looked at it.  
“That’s,” he looked at it as his eyes ran over every edge. “That looks like the gallery. The real one,” he smiled as he gazed at it.  This was it, his way out. He felt in his bones that this was his exit.  His hand reached to touch the canvas, but gasped when his hand just phased right through.  It was just like how your frame was.  He could climb into this and be somewhere else.  
Then he felt a chill run down his spine and a heavy feeling fall in his gut.  He pulled his hand back as he turned around and looked at you.  You were well behind him against the back wall, your hands behind your back as you watched him.  
“What?” You asked.  This was his way out and you both knew it.  You expected him to jump on through and finally be free of this hellscape, but instead he made his way back to you and away from his exit door disguised as a painting. He stood in front of you, toe to toe as he looked at you.
Taehyung gazed at you, his eyes began to sting as they felt misty.  This was ridiculous, he felt ridiculous. How could he cry about leaving you behind when he just met you?  You didn’t belong in his world and he knew that just as much as you.  Yet, the feeling of parting ways with you made his throat tight.
“I’m leaving,” he told you. “And I won’t ever see you again,” he choked.  You were shocked to see the first tear run down his face.  You wondered if tears were blue. You brushed it away with the back of your hand as more just kept coming.  He could see the distortion on your skin under your sleeve from the angle of you wiping his tears and he just wanted to cry more.
His mind started becoming delusional.  
If he chose not to leave and stayed put with you, would you hurt him? Would you hunt him down in time and kill him like the others had before?  Would he lose his humanity even? Turn into a painting and spend the rest of his time with you. You wouldn’t be alone if he did. What if he tried to take you back with him? Would you just disintegrate into paint splotches because you had no physical body to speak of?
So many hypotheticals and you wouldn’t allow any of them to come to fruition.
“Go home, Taehyung,” you told him softly with a smile, the hand you placed on his cheek rubbed his skin before letting it softly fall.  You urged him, not commanded him and he knew he had to go.  He sniffled as he grabbed your hands and held them again. “What, you want a hug goodbye or something?” You teased but when he didn’t reply, you rolled your eyes.  “You do, don't you?”
“And? What about it,” he sniffed as he pouted. You pulled your hands away from his, even if he chased after them when you did.  You swatted at his hands that tried grabbing yours once more.
“Do you want me to hug you or not?” You asked in impatience while he nodded like a child. “Then let my hands go.” He immediately abandoned your hands and wrapped his arms under your own and pulled you to your toes against his chest.  You felt your chest hit his with a dull thud as he held you like you were dying.  
Well, you sort of were, but he didn’t need the finer details repeated on your unavoidable fate.  
He started swaying you on your toes as he found a home on your shoulder. One of your hands was on his head, shushing him and the other pat his back between his shoulders.  He really was like a giant child.  Was this what a goodbye hug felt like? It felt nothing like the hug he gave you when he was attacked previously and reunited with him.  This one felt much more sad- desperate even.
“Teahyung,” you whispered as you felt him hum against your shoulder. “You need to go.”
“I know,” he admitted before he started to pull away from you when your hands moved to land on his shoulders to push him softly.  His eyes looked swollen and wondered what color the skin around his eyes were. It looked darker to your black and white vision. “I think- I think I’m going to miss you.  A lot.”  
You brought a hand to his cheek again, stroking it as you smiled at him.  
“You’ll forget a painting like me in no time,” you eased.  He frowned at that, wanting to hug you again, but you just pushed him away. Turning him by his shoulders, you started to push him from behind to the frame before you came to his side.  You gestured towards it. “Home is waiting for you.”
He swallowed another large lump in his throat.  He curled his lips over his teeth to keep from crying anymore.  He was so overly emotional and he was annoying himself because of it. He could only imagine how you felt watching his waterworks.  
“What’s going to happen to you?”
“I’m going back to my frame,” you told him.  “I’ll go back to my home too,” you smiled.  He felt a small sliver of relief at your answer.  “We’ll both go back to where we belong, just as he should. It’ll be okay.” You pat his back. “I promise.” You felt bad, lying straight to his face like that.  
He nodded before he grabbed the inside of the frame, and began to hull himself over.  He had one knee resting on the frame edge and the other still hanging out when he turned and looked down at you hovering above you on the wall.  He reached in his jacket and pulled out his rose before he handed it to you.  It was a silent agreement as he passed it onto you- he knew he wouldn’t need it anymore. You’d keep it safe even if he wasn’t there anymore and he knew you would.
He put on his brightest smile, “see you around, Y/n,” before he jumped completely through.
As his body faded into the stretched, painted fabric of the canvas and the frame seemed to close like a locked portal that you couldn’t ever even think about passing through, you fell to the ground, screaming as your body felt like it was on fire.
You laughed bitterly as you were just relieved that the one precious person you managed to meet in your miserable existence as a painting without a future was someone as kind and warm as Taehyung.
-x-x-x-
Taehyung felt dazed.  
He was staring at a plaque as his eyes were bleary like he had just woken up from a long nap.  He felt like yawning before he felt a shake on his shoulder.  He lifted his head, rubbing his eyes.  
“Hey,” Namjoon called with concern written on his face, “what’s with you? You zoned out for like two minutes.”
“I dunno,” he replied.  He moved to look at the giant painting of a black location with messy brushes of what looked like some haunted locations.  “I feel like I just woke up from a really nap.” He yawned as he read the name of the painting loud to himself.  “Parallel Reality,” the words read and they sounded familiar to him.  “I feel like I'm forgetting something,” he frowned. “Didn’t the lights go out a little while ago or something?”
“Dude,” Namjoon’s hand fell from his friend’s shoulder. “You really need to get some proper sleep if you’re taking micro-naps, standing up, around this many people and dreaming about power-outages.” It was only then that the artist was aware of all the sounds around him- buzzing from every corner of the building.
“I don’t wanna hear that from the reigning champ of disarranged sleep schedules.”
The journalist and young, free-lance artist continued walking around the blinding white gallery.  People crowded the place and the murmur of them all talking in whispers comforted Taehyung for a reason he couldn’t exactly explain.  
He and Namjoon had started down the final hall they had left to view. The sme hall that happened to contain the naming right to the gallery in the first place.  At the end of the hall, hanging on the dead-end wall was the one painting called ‘Leia’. The piece Taehyung came to see specifically to see if he could be sprung out of his art-block.
As he stood in front of the painting, he inspected it.
It was a young woman dressed in dated clothes with her eyes looking off to almost mimic looking off the canvas.  Her legs were coiled in thorns and she looked like she was running from something, but with a protective sense and not a fearful one.  She held a blue rose in her hand as the silver, engraved frame encased the painting.  
The piece wasn’t what he was expecting, but somehow looking at the piece, he felt calm despite the action set formed in brush strokes.  As the tour guide in charge of 'Leia’ began to explain how it was the artist’s last piece, Taehyung began to zone out again, while Namjoon scribbled down notes beside him.  
As she yammered on and on, Namjoon soon caught sight of his friend’s face. He stopped his writing as he lifted his pen up and lowered his arm to tuck it away in his pocket,. When his hand was free of any writing utensil, he placed it on Taehyung’s back.
“Hey,” he whispered softly to not gain attention from the other’s standing around them. “Why are you crying?”
Taehyung jolted as he quickly brought his hands to his face.  
He was crying.  
When did he start and why? He wiped them away only for more to follow through.  He was soon silently hunched over sobbing.  Why did he feel this way by looking at a painting? Art had always given him a sense of emotion- but he hadn’t felt such sorrow before.  
“I don’t know,” he whimpered as Namjoon took him to some place less crowded. As Taehyung calmed down, he felt oddly refreshed.  
“You okay now? I’ve got enough notes for an entry if you want to leave.”
“Yeah,” he replied. “I want to go home and paint,” he announced as Namjoon smiled, happy to see a spark behind Taehyung’s eyes return.  The spark of an artist that had finally overcome his art-block. 
“Alright, then let’s get going.” As the two men walked out, reception bidding them farewell, Namjoon started making conversation. “So, what do you want to paint?”
“I’m not sure, but maybe a blue rose garden or something. Paired with something old fashioned, like outdated clothing or old picture books. I’ll figure it out when I get to my studio.”
He didn’t voice it, but he knew he’d be back to view ‘Leia’ again, and this time he wouldn’t cry. The calmness he felt from the painting- regardless of his tears- was like being reunited with an old friend. 
What kind of man would Taehyung be if he cried in front of a friend?  
-END-
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demonfox38 · 4 years
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Completed - Faxanadu
So, at the end of my last post game evaluation, I brought up "Faxanadu" as a better alternative to "Zelda II: The Adventure of Link." I honestly don't know if that's a controversial opinion or not. On the surface, I can see that raising the gall of a lot of dyed-in-the-wool Nintendo fans. Like, how dare I lift the third-party product over something created by Nintendo itself. And, to be honest, I can feel that contradiction. "Faxanadu" looks worse, sounds worse, and plays just a bit stiffer than "Zelda II." Why would I like this game more if it is an inferior product?
Well, in this case, it all comes down to attitude.
"Faxanadu" is a weird little offshoot from a prestigious pedigree. Directly, it's a spin-off/side story to "Dragon Slayer II: Xanadu" of the "Dragon Slayer" series. I'm guessing that if you are as familiar with Japanese computer RPGs from the 1980s—that is to say, knowledgeable by the name alone—you might recognize its sister games "Sorcerian" for its lovely soundtrack and "Tokyo Xanadu" from a list of titles available on Steam. But, hey. TL;DR—"Dragon Slayer II: Xanadu" sold 400,000 game copies in 1985, so Nintendo was all too happy to get a slice of that pie. In the translation from computer to Famicom ("Faxanadu"? Get it?), the adaptation lost its RPG battles and became a more stream-lined action platformer with some vestigial RPG elements.
Sounds strange? It kind of is. Just think "Zelda II" without death pits.
Adding to the uniqueness of this game is its peculiar plot. In "Faxanadu", your PC is charged with stopping a horde of extra-terrestrial forces and dwarves hopped up on meteor dust from killing all of the elves living alongside them on the World Tree. It's like the Yggdrasil myth meets "Night of the Comet." Very, very 1980s in its mix of mythology and weird space shit.
The game itself is as you might expect from an action platformer. Move around locations, purchase equipment, fight, keep moving until you find the final boss. The weirdness of it flakes off a little bit at a time. Like, those experience points you accumulate? They don't go into stat improvements. You talk to a guru (a priest dude) to bank them in and earn a title. This will aid you when/if you die, as the game will drop your corpse off at the last guru you visited with a preset amount of money based on how awesome your title is. Dying can be a great way to warp around, as well as to get your ass back to full health for free. Hell, you don't even lose accumulated items if you die. (Although, if you use a key, that’s gone for good. You may have to purchase a few extra if you die in the wrong spot.) Death isn't always the best strategy, but it can help in the right circumstances.
Frankly, the game is very chill about your failure. Pretty much everything else, too.
The mellow atmosphere of "Faxanadu" is something to be appreciated. Even if most people have given up on their home being saved, they're more than alright sitting around, smoking and drinking and chatting you up. (God bless, there are so many smokers in this game.) People are constantly telling you to not try too hard to save their asses, as well as encouraging meditation and keeping calm in the face of defeat. Not to be crass, but it makes you wonder if people have something other than tobacco in their cigarettes.
Let's be honest. If they were toking, it would explain a few laughable bugs.
Oh, man. You've got to hear about these errors. Like, I know register mathematics and assembly coding is a bitch, but this game makes some choice mistakes. Like, that title system I mentioned earlier? You're supposed to be given more time to use special items like hourglasses and winged boots when your title increases in rank. In execution, the opposite happens. The more monsters you kill, the less time you're given on the clock to use cool shit. It doesn't ever lock you out of an area, but it is something to keep in mind. Additionally, there's this pendant that you're supposed to get in the second area that should increase your attack power. However, the game already thinks you have that equipped at the start, so when you get it, that attack boost gets turned off. That's right. Take the pretty necklace and you do less damage. I mean, hey. You don't want to get it accidentally broken, do you?
This game isn't particularly bright in the aesthetics department, either. Most of the color palette is brown, green, cream, and salmon. Character portraits have this weird animation when they talk to you where their blinking and speaking is desynced in a disturbing fashion. Hell, of the allegedly dwarven enemies, I can only point to one or two enemies that I believe are dwarves. The music is a little better than average for the NES, but nothing I'd put in a playlist (minus the opening theme, which is an awesome fantasy rip.) I mean, it's sure better than the "Dragon Slayer II: Xanadu" footage I saw on YouTube, but it's not exactly a feast for the eyes and ears. Even platforming and movement of your PC is a bit stiff. Also, this uses password systems to save instead of batteries. Which, hey, fine by me. But, it's definitely cheaper than using a battery, and I know a lot of people find passwords to be difficult or annoying to use.
So, if this is an inferior looking and feeling product in comparison with "Zelda II", why do I like this one more?
Well, the chillness factor, for one. The difficulty in this game is much more manageable as well. You can carry several healing potions on you, and there are classes of enemies you can farm for food to get your health up in dire straits. Hell, there's even an elixir that will auto-pop on you if you take too much damage. Additionally, screwing up platforming doesn't automatically kill you. It might make you have to take a few rooms to get back to where you were trying to go, but it's not a kiss of death.
Yeah, this one's easier, for sure. But, I don't feel like it's purposefully wasting my time, either. The cash for most equipment upgrades can be ground out within ten or fifteen minutes, if you're willing to put in the time. You can skip certain locations, if you really don't want to deal with their hassle. Granted, skipping too much could cost you the best equipment, and you certainly need that to fight the final boss. But, the trials you face to get that aren't the worst. Hell, getting the Dragon Slayer itself becomes retroactively sad and metal once you figure out just what you were fighting to get it.
There are important things to do, sure. Nobody's on your ass if you screw up. The NPCs want you to succeed, and they want you to do so with a clear head (and an empty purse, in some cases.) It's the kind of game where you take an afternoon or two to knock out. Nothing overwrought, nothing dramatic. Just you and a handful of Keebler Elves fighting back cosmic horrors that have taken over the neighbors.
It would be interesting to know the scale of this world. The dwarves don't seem to be that much shorter than the elves, so I have to wonder if everybody's just four feet tall or something.
I'm almost certain that I picked this up off eBay decades ago after reading either a genre list or recommendation list on GameFAQs. Even now, the price on it is cheap. (Of course, ROMs are free, but it's a $10.00 cart.) This was a better game than what I would normally get out of my other source of NES games—that is to say, the K-Mart bargain bin (which may have been leftover stock the company bought from FuncoLand? Not sure.) Long story short, this game is relatively short, cheap, and fulfilling. If you need something retro and easy going, this game might do the trick. It might not blow your socks off, but it won't blow your head off, either.
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frangelic999 · 4 years
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Resident Evil Time
As we all know, Spooky Season began on August 1st, as it does every year. Skeletons began to emerge from the earth, and we all joined together to help along the slightly unripe ones with just a knuckle bone sticking up out of the lawn. Pumpkins rolled down into town from the foothills, snuggling into piles of radiant leaves as they awaited their new, temporary keepers. Here on the west coast of America, ash began to fall from the sky, as it does every season of ash, and we all went out to frolic in the ash as we gasped for air in our newly toxic Zone. It never rains in California, except when it’s raining ash. As such, around August 1st I began my quest of playing every mainline Resident Evil game, and a couple of spin-offs. What follows is the book report that I wrote on this experience.
Resident Evil is a series that’s been on my radar in one way or another as far back as 1996, when I was a kid, but I never really took a very close look at it, or wanted to, until I played RE7 in 2019. My oldest memory involving this game is wandering Blockbuster with my older brother looking for a game to rent. Another kid was there, also with their older brother, and the little kid suggested Resident Evil, but the bigger kid sagely declared “Nah, the controls are bad,” and they left it at that. I don’t know why I remember this, but I do, and my general feeling about Resident Evil was negative, I think because I had played the demo and didn’t like it, due to the fact that it’s not really designed in such a way that a kid would like it much. My first actual experience with the series, outside of that, was playing Resident Evil 3 in 1999. At the time, I loved it, but I was 12, and wouldn’t have been able to articulate anything about why I liked it other than “cool videogame, Jill pretty. Jill me.” I also played RE4 and RE5 around the time they came out, and I enjoyed them as fun action games, but still didn’t think much of the series or really care about survival horror. My other experience with the genre pretty much only extends to Alan Wake, Dino Crisis, and Dead Space, all of which I played so long ago that I remember almost nothing about them. What kind of monsters does Alan Wake fight? Couldn’t say. Could be anything, really. I remember the main character of Dino Crisis, Regina. She had red hair. Regina pretty. Regina me? Strangely enough, wanting to play the role of formidable, independent, resourceful, attractive women in games was a running theme in my formative years. What could this possibly mean? We may never know. But anyway, I was very excited to go on this journey into the survival horror franchise, and one of the most iconic franchises of all time. It had its highs and lows, but it was well worth it, and I emerged with a newfound appreciation for the design and appeal of survival horror games. The intention here isn’t to give a full, thorough analysis of these games or a breakdown of every aspect of them, but to compile my various thoughts on them, so it’s more of an opinionated overview than a deep dive. 
Resident Evil (1996)
It’s actually really hard to place this game when making a tier list, due to the simple fact that none of these other games would exist without the conventions Resident Evil set. It was groundbreaking, and literally invented a genre. At the same time, it's impossible for me to not compare it to other, better games, because I have knowledge of the rest of the series. It was an experiment for Capcom, and it shows in the game's rough edges. It feels like it had good ideas that didn’t always live up to their full potential, due to some combination of inexperience, available hardware/software, and questionable implementation.
RE1 is... not very good at being scary. It does its best, but it's a fairly early PS1 game. I think a lot of this has to do with the atmosphere and graphics. Visually, it’s just kind of ugly in that early PS1 way, and the color choices are dull and lack cohesion. For a horror game taking place in a spooky dilapidated mansion, it feels a little too bright, and I’m guessing it has to do with the fact that no one really knew how to make darkness convincing on PS1 at the time. But it’s not entirely the PS1’s fault this game is ugly, as you can see from RE2 and RE3 being not ugly. The color choices and backgrounds just aren’t especially lush or interesting.
I don't really need to go into the voice acting and writing of this game, due to their status of legendary badness. The live action cutscenes are unbelievably cheesy and almost impossible to watch with a straight face. The live action ending where Jill and Chris hold hands as they fly away in a helicopter is incredibly dumb. If you correctly chose Jill as your main character, it just seems incongruous that after fighting her way out of a deathtrap of horrifying creatures, she's now laying her head on the big strong man's shoulder. It’s bad, but fortunately the game isn’t entirely bad narratively. It was surprising, in a game from 1996, to see the in-world documents scattered around that add to the narrative, telling you what's really going on and adding detail to the broader strokes of the story. This is a thing that's ubiquitous in games now, AAA or otherwise, and I'm wondering if this game helped to establish that facet of games. RE1 has a simple story of evil corporate experiments gone wrong, with the driving force behind everything the player/character does being escape from the mansion, and this simplicity really works in its favor. As we shall see in later RE games, convoluted stories don’t really lend themselves all that well to horror. 
If you look at other games released in 1996, there are a lot of fast paced action games, like 3D platformers and first person shooters, as well as RPGs, and it's clear this game was something different. It has that slow, methodical play that makes survival horror feel unique. The feeling of not knowing what's waiting for you behind the next door, but knowing you have to go anyway, and that balance between surviving and solving puzzles to progress. The backtracking and item hunts, the interlocking paths and puzzles, the environmental storytelling and documents, the sense of isolation, it's all here in the first game. Some players may not find inventory management thrilling, but it’s a key part of these games, and it’s mostly done well in the good ones. Inventory management and item scarcity are a big part of what actually captures that feeling of “survival horror.” Since items are needed to progress, your inventory is directly tied to your progress, and at its best this forces you to make tough decisions about what you really need to carry and by extension makes you play more conservatively and prioritize avoidance. At its worst, it forces you to go back to previous areas for no reason and wastes your time while hurting the pace of the game, which RE1 is only guilty of at one point toward the end. The more weapons and ammo you have, the less room you have to do the work of actually progressing in the game through item-based puzzles, so you often have to sacrifice some of your lethality to progress smoothly. There’s a fine line between giving the player too many resources and too few, and almost all good survival horror games walk that line very well. It's also just thematically appropriate that your character isn't able to lug around a hundred pounds of gear. The open-ended nature of exploration, or the illusion thereof, is also an important aspect of survival horror. In good Resident Evil games, you usually have multiple doors you can choose to open, multiple potential paths, and feeling out which one is right, and which places are safe to travel, is a big part of the game. That exploratory feeling of gradually extending your reach and knowledge of the place you're in, knowing how vulnerable you are but also knowing you have to keep going deeper, gives the player a much greater sense of agency than more linear horror experiences.
All of these good design elements are firmly established by RE1, but they're just not executed as well as in future Resident Evil and survival horror titles, and by today's standards, playing it can feel like a chore. I think it certainly deserves a huge amount of credit for establishing almost everything that's good and defining about survival horror. There were earlier horror themed games, and I'm sure there are online people who'd be strangely invested in arguing that it's not the first survival horror game, but Resident Evil was clearly something new, different, and more sophisticated. It feels like a beginning, a rough draft, but it established something special. In some ways, I feel like RE1 has actually aged better than a lot of its 1996 contemporaries. Not in terms of controls, visuals or voice acting, heavens no. But, in terms of things like a focus on atmosphere, good pacing, and elegant, focused design, much of it still holds up today.
-Monster Review Corner-
These are the monsters that started it all. Zombies, undead dogs, hunters, Tyrant, and the absolute classic, a big plant that hates you. And who can forget the most forgettable monsters, giant spiders? The enemies themselves aren't especially exciting, but honestly, they work very well for the style and slow pace of this game. The deadly mansion full of the living dead is a classic horror setting. Things like Hunters and Tyrant seem pedestrian by series standards now, but they would have been a surprise in a zombie game in 1996, and Hunters are terrifying when they first appear. Overall monster score: 7/10
Time to complete: 5:46
Games were shorter overall in 1996, but the short game length is another survival horror trait the game established, and that brevity is a trait I really appreciate about this series and the genre as a whole. 
Resident Evil 2 (1998)
I feel like I’m going to be using the word “better” a lot. RE2 is immediately more cinematic than its predecessor, which is a good thing. It’s an important element of establishing tension and atmosphere. All the best horror movies, in my opinion, have smart and artful cinematography behind them. I’m not going to say Resident Evil 2 has masterful cinematic direction, but it’s a vast improvement over the previous game. Gone are the super cheesy FMV cutscenes and the atrocious voice acting. The voice acting here isn't great by today's standards, but people do talk mostly like humans! This must be due to the fact that it was the first time Capcom ever outsourced voice acting to a studio outside of Japan. The writing is also much, much better. The soundtrack is much more atmospheric, and even the save room music is better. Visually, the game looks so much better. Character models are more detailed and lifelike, and backgrounds are much more detailed, colorful and cohesive. I vastly prefer the character designs to those of RE1. They’re very 90s, in a fun anime way. Even the portraits in the inventory screen look way better. Even the story and the documents you find are more well written and interesting, and Umbrella is established as a more sinister and far-reaching presence. 
RE2 gives you separate campaigns for Claire and Leon that are similar, but different in some major ways. Rather than being a super long game, it has a short campaign that can be replayed multiple times with different characters for improved ranks, unlockables, and short bonus levels. I actually really like this kind of replayability, as opposed to the much more common type of replayability of modern games, which is just making the game 100 hours long and filled with boring sidequests, trinkets and skill points. This is  partially because I inevitably burn out on that kind of game, even if I like it (Horizon Zero Dawn, Breath of the Wild) and never finish the game. Super Bunnyhop has a whole video (“Let’s Talk About Game Length”) about the advantages of this game’s style of replay value which is worth a watch. I’m much more likely to rank a game among my favorites if I’m actually compelled to finish it. I’m always annoyed by how persistently gamers thoughtlessly complain about these games (or any game for that matter) being too short. Gee, maybe that has something to do with why 4, 5, and 6 all feel so bloated and outstay their welcome. Funny how the three most recent games in the series that brought it back from the brink of total irrelevance are all under ten hours in length.
The level design feels less haphazard and boring than RE1, but retains the satisfying sense of interconnectedness that the original mansion had. The balance of the game is good, and it feels dangerous without ever feeling unfair, like all the best RE games. Distribution of healing items and ammo feels right - I rarely felt like I was in serious danger of running out, but I always felt the pressure to conserve ammo and remember where healing items were to pick up later. This game is also a sterling example of the kinds of boss fights that work in survival horror. Rather than being reflex tests, boss fights are more a test of how smartly and conservatively you’ve been playing. If you’ve saved enough powerful ammo by playing well, you’ll have no problem with boss monsters, and there’s also the alligator fight, which, if you were paying attention to the area you just traversed, can be ended with one bullet. 
Overall, it’s a huge improvement over RE1 in every way imaginable, and a genuinely good game even by today’s standards, if you discount the cheesy voice acting and dated cutscenes. I finished RE1 in two sittings because I wanted to get it over with, but I finished RE2 nearly as fast because it was hard to stop playing. This is where the series came into its own, and RE2 feels like the beginning of the series as we know it today, while RE1 feels more like an experimental rough draft.
-Monster Review Corner-
This game, overall, has some great monsters. Fantastic monsters, and this is where you’ll find ‘em. First, we’ve got your classic zombies. Classic. We’ve got your zombie dogs, two for one deal. We’ve got some evil birds who inexplicably burst through a window one time. Okay, decent. Giant spiders, boooring. But then, here comes a new challenger! It’s lickers, one of perhaps the most iconic Resident Evil monsters. These nasty wall crawlin’ flesh puppies have got exposed brains, big ol’ claws, razor sharp tongues and a complete lack of sight. Due to this last fact, you can avoid them by being very quiet, which is extremely survival horror. Lickers are great. RE2 also has a giant alligator, which even the RE2 remake team thought was too silly to include in the remake (but to the great relief of everyone around the world, he made it anyway). Personally, I love the fact that they brought the classic urban cryptid, the mutant sewer gator, into the RE family. RE2 also has a Tyrant who chases you around in the second scenario. He’s just Nemesis before Nemesis. There are also big plant monsters who look like walking venus fly traps, totally rad. And finally, all of the G-Mutation designs pretty much set the stage for the monster design of all future RE mutants, including Nemesis. They have this alien, body horror feel to them that’s become a hallmark of the series. Overall monster score: 10/10
Time to complete: 5:06
Resident Evil 3: Nemesis (1999)
RE3 has a darker tone than RE2, a lot of quality of life changes, and the terrifying presence of an unstoppable Nemesis. It’s a more combat oriented game, not in that combat is more complex, but in that there are more weapons, more ammo, faster zombies, and in comparison to the two previous games there are more times where it’s safer to kill enemies than avoid them. Jill can also dodge and quick turn. Dodging is fine, and quick turn, was an excellent addition that’s been in every RE since then, minus RE7. It’s a very good game, but the fact that there are fewer moments of quiet exploration and puzzling detracts from the variety of the game and makes it feel more one note. It definitely feels more like an action movie, not just in its increased amount of fighting but also in its story beats and cutscenes. I think it’s important to make a distinction between the style of this game and RE4/5/6, in that those are action games with light or nonexistent survival horror elements, while this is a survival horror game with action elements. I played the game on hard mode, because this game only has hard and easy mode. Hard is essentially normal, it's what you'd come to expect from the series, and easy mode is easy and gives you an assault rifle at the start. 
The titular Nemesis is such a great way to change up the Resident Evil formula. The first time you encounter him, he kills Brad in a cutscene, and you run into the police station. You think he’ll just appear at certain times during cutscenes and maybe a boss fight, but then a little while later he bursts through a window and chases you, and he’s faster than anything encountered previously in the series. That’s when it becomes clear that you’re going to be hunted, and from that point on Nemesis is in the back of your mind at all times, injecting an undercurrent of paranoia into every moment of methodical exploration. Although, I do have complaints about Nemesis, too. If you’re familiar with the series up to this point, his appearances are undermined by that very knowledge. What I mean is that if you played the first two games, you start to get a sense of when events or attacks are going to be triggered in Resident Evil, and that makes Nemesis much more predictable. You start to think “whelp, it’s about time for another Nemesis attack,” and then he shows up. Also, the first time you’re actually supposed to stand and fight him is an awful boss fight, and the first really bad boss fight in the series. The game’s dodge mechanic is finicky and hard to time, and it’s an important part of winning the fight, at least on hard mode. He’s basically a bullet sponge, which is not interesting. 
Something that I like about three is it really expands on the setting by giving you lots of details about Umbrella and their relation to Raccoon City. You learn that not only have they infiltrated the city government and police, but a lot of the city's infrastructure was funded by Umbrella donations. You also learn that they maintain their own paramilitary force and are a far reaching, international corporation. Umbrella is really fleshed out as a more robust and powerful organization here. 
Another unique aspect of this game, that’s never been in another RE game, is the “choose your own adventure” system. Nemesis will be after you, and you can choose between two different options, such as running into the sewers or hiding in the kitchen. You have a limited time to make these choices, and they have positive or negative outcomes, but never outright kill you, as far as I could tell. It’s kind of neat, and an interesting way to change things up occasionally, but not especially important. 
Overall, this is an excellent Resident Evil game, though a good deal less original and groundbreaking than RE2.
-Monster Review Corner-
Honestly, most of the monsters are fine, but nothing to write home about. Nemesis is the star of the show, which you can already tell by the fact that the game is named after him and he’s on the front cover. He’s like the cooler, better, more deadly version of a Tyrant. Nemesis score: 10/10
Time to complete: 5:32
An Aside About Puzzles
I’ve been trying to figure out how to articulate what I like about the puzzles in this series, and this seems as good a place to put these thoughts as any. I get that not everyone likes the puzzles in this series, and that many of them can only be called puzzles in a very loose sense, but I think they add a crucial ingredient to the games.
The thing is, if they were more complicated or difficult puzzles, they would take up too much screen time, they would overpower the rest of the game, like too much salt in a dish. There are a lot of them where you have to follow riddle-like clues to figure out what to do, but they're all pretty easy. There are a lot of item hunts that boil down to finding item A and bringing it to point B, or combining item A with item B and using the result at point C, and I remember plenty of jokes over the years playfully lampooning this facet of Resident Evil. But, while playing through these games, I found myself dissatisfied with the view that these item hunts and simple puzzles are stupid, or bad game design. Because really, what makes these games good is not shooting or puzzles or atmosphere or good monsters, but all of these elements working together in harmony. It seems like the more harmonious that balance, the better the Resident Evil game. All these little parts make up the whole. The puzzles aren't hard, sure, but they aren't meant to be. They add an element of sleuthing and a sense of accomplishment and progression that would otherwise be lacking, and which could easily slip into frustration if they were any more difficult, and detract from the overall experience. If you just went around and shot at monsters and opened doors, it would be missing something big, and it would be a much poorer series. If you need evidence of that, may I direct you to Resident Evils 4 to 6. Without that exploratory feeling, without that aha feeling of figuring it out, it would feel bland. "If I use this item to open this, then I get this thing and I combine it with this, it frees up space in my inventory, and now I can take them back to the spot I remember from earlier because I was paying attention and taking mental notes, and I can open this path..." I'd argue that this feeling of things clicking together neatly, of attentive and methodical play paying off, is integral to the series and to the entire genre it spawned. The whole game is a puzzle that you’re figuring out, and things like item juggling, map knowledge, and carefully leaving enough space in your inventory are a part of that puzzle. 
The puzzles in the series are more representational than what might usually be called a puzzle. The item lugging, inventory swapping parts that I remember being maligned at one time are more akin to piecing together a jigsaw puzzle, but those pieces are scattered across a monster infested, carefully designed, difficult to traverse map. What made RE7 feel so much like a revival of Resident Evil, despite it being a first person game that looks and feels very little like its predecessors, was returning to this approach to game design. It was a polished and well made return to the principles that made survival horror popular. The fact that Capcom brought back all those often complained about puzzles and item hunts, and slashed the current idea of game length to ribbons, returning to the roots of the series, and then those games being so highly praised, feels so right in part because it feels like the developers are saying "look, a lot of you were totally wrong about what made these games good."
Resident Evil - Code: Veronica (2000)
To me the most immediately noticeable thing about this game is Claire’s embarrassingly early-2000s outfit: high rise boot cut jeans, cowgirl boots, a short-sleeved crop top jacket, all topped off with a pink choker and fingerless gloves. I don’t think I’ve ever seen character design that so perfectly encapsulates the time period of a game’s release. It’s bad, and the game only gets worse from there. 
I really tried to like Code Veronica, at first. But after playing RE1-3, saying it's underwhelming is putting it lightly. I honestly don't think I have a single good thing to say about this game, and it's possibly the worst mainline Resident Evil game ever made (RE6 being the only thing that might take that crown of trash in its stead). It's pretty much not possible to take Code Veronica seriously in any way, especially not as a horror game. The visuals have no sense of darkness or atmosphere and manage to look much worse than the old pre-rendered graphics, the puzzles are uninspired rehash, the enemies and bosses are irritating, the character designs are a particular type of early-2000s bad, the voice acting is insufferable, the story is asinine, and the game is full of the bad kind of backtracking. It's not entirely the game's fault it's ugly, it's a product of its time, but it's weird to see in retrospect because it looks worse than RE3 from one year prior. Previous RE games had bad voice acting, but this is the first one where the voice acting makes you want to turn the game off. 
Up until this point, the storylines of Resident Evil games were very simple. Evil corporation caused chaos with a virus, get out alive. There are details scattered throughout about how the city and government were being paid off, but that’s the gist of it. Code Veronica is where the lore of RE starts to get convoluted and sometimes very dumb. I won’t go into all the ways the story is bad, but suffice it to say this is definitely when Resident Evil jumped the shark, and it paves the way for the stupidity of RE4. It also uses the “mentally ill people are scary” horror trope, which is perhaps my least favorite horror trope. The villain for most of the game, Alfred, has *gasp* a split personality and thinks he’s also his sister. Of course, at one point Claire calls him a “crossdressing freak.” I’ll just leave it at that. Of course nobody who writes this kind of thing bothers to do any kind of research into the mental illnesses they use as story crutches. I feel like I need to mention the voice acting, for Steve and Alfred particularly. Steve sounds like he walked off of a middle school campus, and Alfred sounds like your local community theater’s production of Sweeney Todd. They’re both absolutely atrocious and make the game that much more annoying to play. Claire’s acting is about what you’d expect from a Saturday morning cartoon of the era.
As though the fact that it's a bad game visually and narratively wasn't enough, it's also badly designed, not much fun to play, and way longer than the previous three. The game’s map, at least for Claire’s portion (most of the game), is divided into multiple small areas, each with one path leading to them, so you have to go over these paths repeatedly once you’ve retrieved an item from a completely different area, and it makes for a lot of very tiresome backtracking. The series always had backtracking, of course, but never over such long, samey stretches of space. On top of this, there are tons of blatantly bad design choices. To name a few:
-The hallway you have to traverse multiple times containing moths which poison you and respawn every time you leave and are really hard to hit on top of being a waste of ammo. It’s hard to see how they were unaware that this is bad since they also leave an infinite supply of poison antidotes in the same room
-The fact that there’s no indication whatsoever that you should leave items behind for the next character you have to play, which left me struggling to even be able to kill enemies as Chris
-Multiple times where in order to trigger progress you have to look at or pick up a certain thing, not for any logical in-game reason but just because it triggers a cutscene. One of these makes you look at the same thing twice, and I wandered around not knowing what to do for a while before checking a walkthrough
-More than one save room that contains no item box, when this game asks you to constantly juggle items and repeatedly travel long distances with specific items
There’s more, but I don’t want to write or think about this bad game anymore. This game is a slag heap that deserves to be forgotten, and I hope it’s never remade. Something I find really disappointing about Code Veronica is that the setting is ripe for a good Resident Evil game, but they botch it. It takes place in two locations, a secret island prison run by Umbrella, and an antarctic research station, both of which I can imagine a great RE game taking place in. I guess, really, the best thing that can be said about Code Veronica is that it’s a survival horror game. They didn’t totally stray from the principles that made the series good, they just implemented those things very badly, in a very stupid game.
Time to complete: who knows, I quit near the final stretch of the game. The internet says it takes about 12:30, which is far too long.
REmake (2002)
I played the remake first, and it’s the only game I played out of order, because when I started I had no plans to play the entire series. It’s a remake that fixes everything wrong or dated about the original while keeping the things that made it good, and I would say it’s the definitive version of the game and the one that should be played. 
Visually, a lot of it looks very good, and uses darkness much better than the original. I like this game’s high def pre-rendered backgrounds, because it’s like looking into an alternate reality where pre-rendered graphics never went away, and just increased in fidelity. I actually really like a lot of the backgrounds in this game. Pre-rendered backgrounds have their shortcomings, but I think they can play a role in horror games. They give the developers total control of how things are framed, and framing/direction are a big part of what can make things ominous or scary in horror movies. You can do this to some extent in games with free cameras, but without nearly as much control. I think over time the popular consensus became that pre-rendered backgrounds are inherently bad, but I think like any style of graphics they have their pros and cons. The late 90s Final Fantasies are great examples of how pre-rendered graphics can be used to frame characters and events in certain ways.
The strongest suit of this game is that it really feels like a horror game, and avoidance is encouraged over combat due to scarce ammo and healing. The pace is slow and thoughtful, the mansion is sprawling and claustrophobic, and even one or two zombies feels like a threat, especially before you find the shotgun. Even after that, shotgun shells are fairly scarce. Like the original, combat mechanics are intentionally very simple and limited, though this one sees the introduction of the defensive items that return in the RE2 and 3 remakes. One thing I really like is that if you kill a zombie and leave their body, without decapitating or burning it, it will eventually mutate into a fast and powerful zombie, and these are genuinely threatening to encounter. You constantly have to make decisions in this game about what’s more important, immediate safety or conserving ammo. The fuel that’s used to burn corpses is limited, and can be used strategically to eliminate threats from frequently traveled areas. It’s a great idea for a game mechanic, but in practice, I rarely did this, because inventory is so limited that it didn’t feel worthwhile to use two of my eight slots on a lighter and fuel. Another nice added horror element is the fact that doors aren’t always safe. You’ll hear monsters pounding on doors, see them shaking, and at multiple points they’ll be smashed open when you thought you were safe.
A lot of the ideas that made this game good and the original good are ideas that were returned to in RE7, the RE3 remake, and especially the RE2 remake, and a big part of what made those games so successful. 
Time to complete: 10:15
In my opinion it ran a little too long. It takes almost twice as long as the original, and I feel like the added areas pad out that length rather than improving the game. Even though I think it’s a very good game, it started feeling like a slog in the last few hours.
Resident Evil Zero (2002)
After Code Veronica, it was initially refreshing to feel like I was actually playing Resident Evil again and not some subpar knockoff. This one feels a lot more like classic RE, and in its slower pace it’s most similar to REmake or the original trilogy. I played the HD remaster of RE0(which changes nothing but the graphics) since it's the one I own on steam, so I can't speak to the original GameCube graphics, but the art direction itself is vastly better, and it creates an atmosphere that's perfectly Resident Evil. Highly detailed backgrounds, with rich dark colors, old paintings, dusty bookshelves, soft clean lighting, marble and dark wood, wind-rustled ivy, shadows and rain, creep dilapidated industrial spaces. The HD remaster is gorgeous, and one of the best looking games in the series.
This game adds two major new mechanics: playing as a team of two and swapping between characters, and the ability to drop items anywhere. Character swapping is an interesting gimmick, made more of a curiosity by the fact that it will probably never be used again in a RE game. Often it's pretty neat, but just as often, it's an annoying chore. I like the idea of controlling two characters, but I don't think what they attempted to do with it was entirely successful, and could have been better with a couple of simple changes. Ultimately all the inventory management required feels like more trouble than it's worth, especially since you have to carry weapons and ammo for both characters. Between inventory management and swapping off-character actions, I found myself in the inventory screen a lot more than in previous games. It seems like they could have alleviated these problems with more inventory space and buttons for switching off-character actions. Most of the time it ends up feeling like a chore to manage two characters and two separate inventories. In theory, the ability to drop items anywhere adds an element of player choice and planning, but in practice, I just found myself missing the item box that allows you to access the same items from different places.
This game is fine for the first hour or two, but ends up getting more and more frustrating the farther you get into it. After playing about half the game, I started feeling like I'd be having a less terrible time on easy mode. I died in it a lot more times than in any previous game. The combination of really irritating new enemy types and all weapons (even the grenade launcher) feeling underpowered means there are multiple enemy encounters where you're just forced to lose health. This wouldn't be so bad if there were enough healing items around, but there aren't. Every enemy in the game, even a basic zombie, feels too bullet sponge-y. I repeatedly found myself with very little ammo and no healing items, so in a lot of situations I would just die, and reloading with the foreknowledge of what rooms would contain felt like the only way to progress. Managing the health of two characters, one who has very low health, makes it that much harder. I played through all of the previous games on normal difficulty (RE3 on hard) so I know I'm not imagining the spike in difficulty. It's possible they wanted to make this game challenging for series veterans, but if that's the case they missed the mark, because part of what makes a good RE game is excellent balance of difficulty. In a good RE, you always feel like you're facing adversity but still progressing, and you really don't die all that often if you're being careful and using the right weapons for situations. In RE0, you just die a lot to frustrating video game garbage and feel irritated that you have to reload and repeat content. To make matters even worse, aiming feels weirdly sticky in this game and movement feels clunkier than previous games for some reason.
Just like Code Veronica, this game has a premise that seems like it should excel as a Resident Evil game, but it misses the mark. With the new mechanics, it feels like they were struggling to think of ways to further refine and reinvent a series that was getting a little tired. I love the formula of the first three games, but I can understand why after six games following that same formula, with a lot of very similar in-game occurrences and puzzles, they wanted to move in a different direction with RE4. This game feels like it's floundering, attempting to reinvent the series while being chained to the same rules, and though I have mixed or negative feelings about the next three games, it feels like the series was in dire need of a total overhaul.
-Monster Review Corner-
Whoever designed the monsters in this game thought that giant animals are absolutely horrifying. Giant bat, giant scorpion, giant centipede, giant roaches. There are also guys made of leeches, and they're pretty boring and annoying to fight, and it's hard not to find the way they move comedic. There are also hunters and your typical zombies. All in all, a lackluster offering of critters. Overall monster score: 3/10
Resident Evil 4 (2005)
Let's get the obvious out of the way: this game feels almost nothing like Resident Evil, and feels less and less like it the further into it you get. The devs made sure to do a lot of things that make RE4’s identity as an action game very obvious. It’s a game of series firsts: first in the series with an over the shoulder camera, first with weapon stats, first with such an abundance of enemies and weapons, first with QTEs, first where the primary enemies aren’t shambling zombies, first with currency and a merchant, the first where Umbrella isn’t the big bad, the first where you can karate kick and suplex enemies. It’s incredibly not survival horror. It might succeed as a 2005 action game, but it fails miserably at being Resident Evil.
I’m feeling generous, so I’ll start with the things I like about RE4. I really do appreciate that it’s a slower and more methodical action game than its contemporaries, and precise, thoughtful shooting is rewarded. I also like that the over the shoulder camera gives you a pretty narrow field of view, which makes it always feel like enemies could be lurking just off screen. This makes things more tense and is often used to surprise the player, especially in the early game. The almost identical perspective used in the exceptional RE2 and RE3 remakes shows that they weren’t off the mark with this element of the game’s design. However, in RE4 even this good thing is undercut by the fact that jarring, anxious combat music plays whenever enemies are anywhere nearby. The first 2-4 hours of this game, just about up to the Mendez boss, are actually a pretty good game, and provide most of the really tense and scary moments. Unfortunately, these opening hours aren’t really indicative of all the stupid shit to come. Something I grew to hate about this game is that it feels like it just goes on and on and on. It took me around 12 hours, which is short by video game standards, but long by RE standards. By the time I reached the end, it had long outstayed its welcome. Even in these early, decent moments, there was still stuff I hated, like the button mashing quick time events to run from Indiana Jones boulders, the garishly glowing item drops, the dumb kicks, the dynamite zombies.
The crux of a survival horror experience is the feeling of vulnerability, and this feeling is only scarcely captured in the opening few hours of RE4, when it’s still sort of pretending to be Resident Evil. But then, you keep getting more and more powerful, as you do in action games, you keep getting more and more weapons and upgrades and grenades and facing more and more enemies and bosses until it all feels trivial. It’s thoroughly an action game, and by the time you’re near the end, storming a military fort guarded by heavily armed commando zombies manning gatling turrets while you’re aided by helicopter support, it’s clear the game has entirely stopped masquerading as Resident Evil. On top of being a big stupid action game, it’s also extremely a video game. The glowing items that are dropped whenever enemies die, the tiny adorable treasure chests full of doubloons, the big garish video game markers for QTEs(and the most heinous kinds of QTEs: button mashing QTEs and mid-cutscene QTEs), the action movie window jumps and kicks, the cultists driving a death drill, Leon’s backflips, the dumb one-liners that scarcely make sense at times, a giant fish boss, a mine cart level. The absurd stupidity of this game never lets up, so much so that playing it in 2020, it feels almost like an intentional parody, which I know it’s not. 
The story is kind of silly from the start, and delves increasingly into the realm of asinine bullshit as it goes on, as though Capcom and Shinji Mikami sought out the dumbest ideas they could find. In RE2, Leon was a cop for one day during a zombie apocalypse, and now somehow he's working for the White House on a solo mission finding the president's daughter. It's quite the barely explained leap. One of my least favorite things in the narrative department is that Leon's voice acting and dialogue make him insufferable. The humble rookie from RE2 is gone, replaced by a heavily masculinized, aggressive, arrogant, misogynistic, backflipping action movie hero. We went from six consecutive games with women either as one of two playable main characters or the only playable character, with Jill Valentine in RE3 single-handedly destroying the most powerful BOW ever created, to a game where a gruff manly man is tasked with rescuing a literal damsel in distress, and has actual lines like “Feh, women” and “Sorry, but following a lady’s lead just isn’t my style.” It’s atrociously bad, and I hate the character they decided he should be for this game. It also doesn’t even make sense, because why would he even have that attitude towards women after seeing what Claire can do in RE2? It’s a huge step backwards for the series. On top of this awfulness, the actual plot points are just increasingly unbelievable and imbecilic, in a way that totally undercuts any way in which the game could theoretically be frightening. At the end of the game, it’s not Leon and Ashley sitting in silence as they contemplate their harrowing and traumatic experience, it’s “Mission accomplished, right Leon?! Please have sex with me!” and then they literally ride off into the sunset on a jet ski.
At first I thought they were aiming to turn a beloved survival horror series into a big dumb action movie, which is partly true, but then I realized what they had really made: an amusement park. It’s divided into themed zones, like an amusement park: there’s a spooky village, a deathtrap castle, a haunted manor, slimy sewers, an underground tomb, a Mad Max island. There are little coaster cars with purple velvet seats that carry you through the castle, there’s a mine cart ride, living suits of armor, there’s literally a giant animatronic statue of Salazar you can climb around on, there are trinkets and treasures everywhere and a merchant always magically appearing to sell you new toys to make sure you don’t ever get bored or think too hard, there’s a lava-filled carousel room with fire-breathing dragon statues, a haunted house section, a shooting gallery, a cave full of monster bugs, a hedge maze, a tower of terror where flaming barrels are rolled down the stairs(and then you get to pull the lever to roll them!), there’s a crane game, an evil villain lair with a deadly laser corridor, there is for some reason a subterranean battle maze in a cage suspended over a chasm, and your whole visit to this horror themed wonder park culminates in a jet ski ride through a collapsing cavern.
I find it baffling, but "a masterpiece", "the best Resident Evil game", and “one of the best video games ever made” are actual ways I have seen this game described. Multiple reviewers called it the best of the series, and people continue to call it that. Gone is the tense, atmospheric, resource management based survival horror gameplay, the harmonious balance of puzzles, survival and action that made this series so beloved. It’s replaced with a theme park of homogenous action gameplay and an incredibly stupid story. In my mind, it’s not Resident Evil at all, and may as well have belonged to an entirely new series that’s continued in RE5 and RE6. Another oft repeated bit of unquestioned conventional wisdom about RE4 is that it “saved the series from itself,” which is strange given that it marked the beginning of a slump that lasted over a decade. But, who knows? Maybe Resident Evil had to undergo this kind of transformation and decline to ultimately produce the four most recent Resident Evil games, all among the best of the survival horror genre. If these bad mid series games had to come first in order for the latest four exceptional games to come later, then I’ll gladly suffer their existence.
-Monster Review Corner-
Another thing I actually like about this game is a lot of the creature design work. The Mendez boss fight feels like a Resident Evil fight, and his insect-like true form looks like a classic Resident Evil BOW. Verdugo and U-3, likewise, feel like classically inhuman RE creatures, and they’d be right at home in a survival horror series entry. Regenerators and Iron Maidens are genuinely terrifying creatures – or they would be in a survival horror game. Here, they’re just another enemy to mop up. The Plagas that burst out of enemies are a shock when they first appear, and look like horrifying hybrids of The Thing and facehuggers. The chainsaw men are initially one of the best and most horror-centric additions to the game, that is, until you get powerful enough to trivialize them and they stop appearing. At least in the first two hours, they’re legitimately scary due to your narrow field of view and the fact that they one shot you. But it seems like with each thing this game may have done right, there comes something that it did very wrong. Toward the end of the game, you start fighting stuff like the zombies with huge gatling guns, and it’s very dumb. I hate these military zombies, I really do.
Overall monster score: 6/10
Overall monster score minus the merc zombies and dumb robed cultists: 9/10
Time to complete: 11:28
By around the 8 or 9 hour mark, I was practically begging for this game to end.
Resident Evil 5 (2009)
When I started this, I thought I'd like RE4 more than RE5, but it turns out 5 is a much better game. It's a big dumb action movie, but it's a much better big dumb action movie than RE4, or RE6. The action is better, the graphics and art direction are better, the controls are better, the story, characters and dialogue are all better. It's too bad they just couldn't let go of the QTEs. It's a very good Capcom action game, but again, not a great Resident Evil game. It's much more confident as an action game than RE4, and almost entirely stops pretending its gameplay is about anything other than action, to its benefit. The combat is faster and more responsive, but still feels slower and more methodical than most action games. It’s just overall a significantly improved action game.
RE5 Chris is so much better than RE4 Leon. Chris and Sheva are a likable duo who feel like a typical RE pair and play off of each other well. The dialogue likewise has much more natural localization than most if not all previous games in the series. I don't really like how they gave Jill and Wesker Kojima character designs, and this bad aesthetic continues in RE Rev.
The files unlocked in the menu are actually kinda good, and this game expands and fills out the setting in some interesting ways, setting the stage for the Revelations games and RE6.
If you read the files, you learn what happened to Umbrella and how they shut down. What's nice is that the files and in-game story actually go into the ramifications of a world where BOWs exist and can be sold to people with various agendas. It's a world of corporations, NGOs, political subterfuge, and black market dealers making profit off of human suffering, where a whole international organization was created to handle bioweapon incidents. It's disappointing that with this backdrop, the game's actual story is ultimately reduced to a battle in a volcano to save the world from a supervillain. It's a very comic book conclusion.
I know they're infected with a monster virus, but the visual of black people as writhing, animalistic subhumans is, uh... problematic, to say the least. Also, the image of Africa The Continent as a land of dead goats, megaphone-shouting lunatics and rabid, violent crowds. Also the scene early on where some brown savages are carrying off a scantily clad white woman. At least she turns into a tentacle monster shortly after instead of being rescued. It's hard to deny that they probably chose part of Africa as RE5's setting due to the misconception of the entire continent being a war-torn land of petty dictators.
Some parts of the game are much better than others. Generally, the early game is good. The ancient city level is... pretty bad. And it culminates in a laser mirror puzzle that some version of would feel at home in an older RE, but here feels out of place and rhythm-disrupting. I wouldn't necessarily say the game gets really bad toward the end, except for the two consecutive Wesker boss fights. The boss fights against Wesker are both bad and pretty dull. You don't really want your climactic final battle against a longtime series villain to be so boring. I imagine it's a bit less long and dull with another player, like everything in the game. I've played this game in co-op and alone, and you're really missing something by not playing co-op. Sheva's AI can be very frustrating and many parts are clearly designed for two human brains. Overall, RE5 ends pretty fast, and wears out its welcome less than RE4. The biggest problem with RE4, 5 and 6 is that they totally lose the spirit of survival horror. Because of that, I don’t have much to say about the gameplay of RE5 other than it’s a pretty decent action game. If you’ve played an action game, you’ve seen this kind of game design before, and it’s just not all that interesting. 
Neither of the D LCs missions are especially good or interesting, but I want to mention them because they do show the beginnings of Capcom experimenting with the episodic formula that they'd continue with Revelations, Revelations 2 and RE6.
Lost in Nightmares sees Jill and Chris exploring Ozwell Spencer's sprawling mansion, and is meant to be a throwback to the old style of RE. Unfortunately it doesn't have the spark that made those old games good, probably because it was designed by the RE5 team. It mostly ends up just being an extended and unnecessary reference to the classic games.
Desperate Escape is essentially just another level of RE5, but you play as Jill. Since RE5 already exists and is a fine length, this doesn't really need to exist.
Time to complete: 9:17
Resident Evil: Revelations (2012)
It's very rough around the edges, far from the production value you'd expect from the series, and definitely not something I'd call exceptional, but there are some good things going on. It definitely does feel more like RE than 4 or 5, but still only kinda feels like survival horror. It would be no great loss if this game didn't exist, but it's an interesting experiment.
This game was originally made for 3DS, and it feels very inconsistent, in a way you'd kind of expect a spinoff game made for a handheld console to be. It’s split up into episodes that usually take around half an hour, and have you switching between characters, and the short length was meant to be tailored to a handheld experience. Usually each chapter starts with a sort of interlude related to the main story where you play as other characters in another location, then it switches back to Jill exploring the main ship the game takes place on. The bite sized nature of the episodes makes it feel easy to keep playing. Some parts of the game are very fun and flow well, and other parts are just dull or frustrating. The game feels like a confused mix of survival horror and RE5 style action, and between that and the constant character swapping and hit-or-miss dialogue, it feels like a game that’s not very sure of what it wants to be. The bulk of the game where you’re playing as Jill aboard the Queen Zenobia, a BOW infested ship adrift at sea, tends to be the strongest part of the game, and it’s a great setting that’s perhaps underwhelming due to the graphical capabilities of the 3DS. You end up in a similar setting near the end of RE7, also directed by Koushi Nakanishi, and it looks a lot better there, and does justice to the concept better. Like so many things in Revelations, it was a good idea, but a bit underwhelming in its execution. This period of Resident Evil was definitely a time of trying out new directions for the series. Revelations, RE6, and another spin off I didn’t play called Operation Raccoon City were all released in 2012. RE6 is bad, Revelations is okay, and by all accounts Operation Raccoon City is not all that good. After a year like this, it makes sense Capcom went back to the drawing board. 
The writing in Revelations is not great, and is sometimes suddenly better or worse, but I appreciate what they were going for with the rapport between characters. I also feel like this game messes up that classic survival horror feel of exploring an intimidating place alone. You're always with a partner and always switching perspectives, so it never feels like you're alone, and because of that switching you never even really feel like you're isolated from the outside world on the Zenobia. It feels more like a TV show storytelling technique than something that works well for survival horror. Part of what makes survival horror work is that atmosphere created by feeling isolated and vulnerable, and it doesn't really work when the game is always cutting away between chapters to show what so-and-so is doing elsewhere.
Most of the characters get Kojima style designs, which I'm really not a fan of. Previous RE character designs were always very grounded without being too boring, and included classics like Jill's beret look, Jill's blue tube top look, Claire's magenta shorts look, and Ada's red dress look. I’m really not a fan of the skintight suit covered in tubes, straps and gadgets style of character design. It feels very “anime Rob Liefield.” 
I appreciate what they wanted to do by telling a story in multiple perspectives, and how they did it to suit a handheld game, but at the same time I feel like it disrupts the flow of exploration and the atmosphere of survival horror. Revelations 2 does a significantly better job of telling a story in different perspectives. Revelations was pretty fun to play, and had some decent ideas, but it’s nothing I’ll ever return to. It would be remiss of me not to mention my favorite bad dialogue of the game, so here are all of the best lines:
"Sorry, I don't date cannibal monsters."
"Me and my sweet ass are on the way!"
“Jill, where are you?”
"I dunno. A room, I think."
"These terrorists must be brought to justice... blast it!" 
-Monster Review Corner-
They went for an “under the sea” aesthetic for the monsters in this game, so almost every monster is a variation of a bloated pale humanoid. It does have guys that are like walking mutant sharks with arms that are swords and shields, which I’m not going to pretend isn’t sick, but they really, really don’t fit in a Resident Evil game. Oops, wrong game, these guys were supposed to go to Etrian Odyssey. The only kinda cool RE monster is the one that’s like a nightmare mermaid with spiny abdomen teeth. Overall monster score: 4/10
Time to complete: 5:12
Random fact: this was the first RE game where you could move while shooting.
Resident Evil 6 (2012)
I’m not going to have much to say about this one. RE6 is bad in many of the same ways the Tomb Raider reboot trilogy is. Abandoning almost everything that gives the series its unique identity in favor of trying to make a game that will sell a lot of copies. Obsessed with QTEs and explosive, loud set pieces, and resentful of player agency. "No no, silly player, look over here. Move at this speed. Go this way. We know best. Now that's entertainment!" It's a game that desperately wants to entertain and impress, dragging you by the wrist through loud, brash, guns-blazing action campaigns that totally miss the point of both horror and Resident Evil. Most of the time it just feels like an arcade shooter, and you're expected to stick to the script so closely that it may as well be a rail shooter. It really does take away everything that makes survival horror special: it doesn’t have a slow pace, it’s not about exploration, you don’t feel vulnerable or isolated, there’s no sense of map knowledge or pathfinding, it has overwrought combat mechanics, there’s pretty much no quiet time, the atmosphere is more goofy than scary, and it takes forever to finish. Sometimes it feels like this game really wanted to be Left 4 Dead 2: the way campaigns are set up like movies, the special zombie types, the co-op play, the sprawling levels. Except the devs seemed to have no clue as to what actually makes Left 4 Dead fun. The producer said the idea behind RE6 was to create the “ultimate horror entertainment,” which perfectly explains why it feels so much like a bad movie you’re being forced to sit through. It’s bombastic and stupid like a Fast and Furious movie, but doesn’t even have the idiot charm of one of those movies. Resident Evil 6 is a long, forgettable and stupid third-person action game that doesn't even have the common decency to be fun. 
Time to complete: Who knows. I'd finish this game if someone was paying me to, but they're not. People say it takes over 20 hours, which sounds unbearable. 
Resident Evil: Revelations 2
Finally some good fucking Resident Evil. I was actually kind of surprised by how good this game was, something the mediocre Revelations didn't prepare me for. It's a very welcome return to a more survival horror style of gameplay. From the start, it's dark, lonely and atmospheric. You do always have a companion, but it's still mostly very good at capturing that survival horror isolation feeling. 
It does have a few holdovers from RE6, most notably sprinting, skills and dodging, but it's the same style of dodge as RE3R, which doesn't feel totally out of place in a survival horror game, rather than the over the top rolls and dives of RE6. It doesn't have any of the dumb combat moves or the pointless stamina gauge or the action movie bombast. Skills are mostly passive and have only a very slight effect on gameplay. To me, this is a good thing, but it also means there may as well be no skills at all. It feels like something that’s needlessly tacked on, as though they wanted to convince a certain subset of their potential audience that it’s not just a classic survival horror experience, or perhaps they were trying to make it feel more modern, or extend replay value, or all of the above. In any case, it doesn’t need to be there and I’m glad it has little effect. 
The game has a good deal of combat, but combat is simple enough to fit into a survival horror game. It would have been fine with less, but it's still fine, because it actually has things outside of combat, unlike 4-6, and lets you play, explore, and figure things out without a lot of overbearing guidance. A lot of the puzzles and navigation feel like classic RE, and it’s a great return to form in that regard. Sometimes it has a bit too much combat for my taste, but this is made up for by long stretches with few or no enemies, and it has those survival horror moments of exploration and puzzle solving to balance things out. 
This game does AI companions right, for the first time in the series. Moira and Natalia are both really useful, and I found myself wanting to switch to them almost as often as I wanted to play Claire and Barry. You also don't really need to babysit them because it's pretty hard for them to die and they’re good at following behind. There are multiple good segments of the game where your characters separate, and Claire or Barry need to cover their partner while they traverse a room to gain access to the next area. Unlike in RE5, though, you’re not required to have a second player to have fun during these parts, and I don’t think it’s even possible to play the game co-op. At first glance this seems like a missed opportunity, but honestly, if someone had to play either of the secondary characters full time, it would get boring very quickly. I think it was a necessary sacrifice to make the two character system work well in a single player experience. I really don’t mind, since I think of survival horror as a single player genre. As a result, it lacks both the painfully slow character switching of RE0 and the painfully stupid AI of RE5. 
It’s funny that just as in RE5, Rev 2 ends in two consecutive Wesker boss fights, but this time against Alex Wesker rather than Albert. Also, these Wesker boss fights are much better. The final boss makes use of the character swapping, and actually does it really well. Barry is running from mutant Alex through cliffside caves, and you switch between him and Claire, who’s in a helicopter with a sniper rifle. It’s very much a Resident Evil fight, in that it’s more about positioning and survival than it is about fast shooting or burning the boss down with damage. 
I also actually think this game has a good story for the series, but mostly what makes it stand out is the characters themselves. I also really appreciate the callbacks to previous games. It refers back to things from RE1, Code Veronica, Revelations, and RE5. Alex Wesker, who I think previously only existed in lore notes, is the villain, and the Uroboros virus of RE5 plays a small role. It makes nods to the larger mythos without being so convoluted that someone who doesn’t know everything about every game would have trouble following. The central story is easy to follow: you’re trapped on an unknown mastermind’s monster infested deathtrap island, infected with a virus that causes you to turn into a disgusting, mindless monster if your level of fear gets too high. I love their choices of Claire and Barry as the main characters. Claire being a beloved series staple, and Barry being an unexpected but surprisingly great choice. I also love how you play in two different timelines, Claire and Moira on the island six months before, and Barry and Natalia searching for them in the present. You travel through a lot of the same areas, but fight different enemies, take different paths and solve different puzzles. Rev 2 also has the most naturalistic character dialogue and acting the series has seen thus far. It feels like the rapport they were going for in Rev 1, but done better, and both pairs of player characters play off of each other well. I like that Claire takes a matter-of-fact, seen it all before approach to the situation, because she’s been through two different self-contained zombie apocalypses, while Moira the teenager is always cursing and yelling and basically saying “what the fuck,” and she really acts like I think a teenager might in such a situation. Barry, the dumpy old dude with dad jokes who came prepared with his dorky backpack and cargo pants, and the fearless 10-year-old girl Natalia, also go together well. By the end, I found myself actually caring about what happened to these characters.
Between Rev 2's gameplay, dialogue, and visual style, it's easy to see how it paved the way for the third-person RE2 and RE3 remakes. It was a very good move for the series, and I'm surprised it's not mentioned more often. Despite being a sequel to a spin-off, it was at the time better at being Resident Evil than anything since REmake, which came out thirteen years prior. It has its highs and lows, but it’s a big step in the right direction, and a good survival horror game. It’s not quite the same quality of RE7, RE2R or RE3R, but I really liked Revelations 2. 
-Monster Review Corner-
Honestly, the monster designs are one of the weakest parts of Rev 2. The principal zombie-likes are just these kind of blobby, gross dudes who run at you, sometimes while holding wrenches or other makeshift weapons. Most of the enemies follow the same pattern, kinda blobby humanoids that look like bloated corpses or conglomerations of body parts, and I find it pretty dull. There are also some generic RE dogs that for some reason have pig heads. I never hold zombie dogs against a Resident Evil game, because you can’t have a Resident Evil without evil dogs. I don’t make the rules. As you progress you just get bigger, meaner blobby corpse guys with different abilities. There are only really two exceptions that I find less boring than the rest: Glasps, and Alex Wesker’s monstrous forms. Glasps are invisible, bloated flying insectoids that instantly kill you if they catch you. In order to kill them, you need to switch to Natalia, who can sense them and point them out, then switch back to Barry to take your shot. They cause this weird vision effect when they’re near, implying that their invisibility is something they’re doing to your mind, which to me feels less out of place than physical invisibility. If you had asked me before if I thought an invisible enemy was suited to RE, I would’ve said no, but Glasps feel like a creature out of a STALKER game, and I like it. Alex's final form is classic RE, like the Tyrant or G-Mutation designs, but with more of a disfigured crone vibe. Her unnaturally long spiky spine and humanoid limbs give her a creepy marionette feel. The heavily mutated humanoids, like Nemesis, tend to be among the best RE monster designs. Before she injects herself with Uroboros and transforms, she looks like an ancient haglike being with the air of a hunched vulture, with tubes and staples and half her face peeled off, a victim of her own T-Phobos virus.
Time to complete: 7:45
A practically perfect length. It feels like a long and satisfying experience that's paced well and wastes very little of your time. 
Resident Evil 7: Biohazard (2017)
I actually played this game in early 2019, before I ever conceived of this journey through the series, and I was as surprised as anyone at Resident Evil 7 being a good game. An oft repeated sentiment among RE fans who dislike RE7 is "it's not Resident Evil." In my mind, that's a very strange thing to say, since it borrows almost all of its design principles from the classic trilogy. I think the negativity some people feel towards this game is a knee-jerk reaction to the first person perspective. I've learned that like any fandom, Resident Evil's is full of idiots who just kind of say things, and barely make any attempt to understand the thing they like so much. (Not to say everyone who's an RE fan is an idiot. People like Suzi the Sphere Hunter and Critique Quest on YouTube have plenty of insightful things to say. Your average video game comment leaver or redditor is just a "whoa, cool videogame" meme). RE7 brings back so many things from classic RE: a slow methodical pace, save rooms, a classic style map, limited inventory space, item boxes, emblem keys, limited ammo and healing, a small array of weapons, a relatively small number of enemies, a creepy isolated mansion, a lone protagonist, survival horror puzzles, a focus on exploring in order to escape, item-base progression, simple mechanics, a feeling of vulnerability, environmental storytelling, a relatively simple story, a harmonious balance of all these elements, and a short game length. Even the character switch at one point near the end of the game is classic RE. The design philosophy applied to RE7 is classic survival horror, through and through. This is so much the case that I noticed myself playing in a similar way to the classic era games. Checking my map to carefully plan the safest, most optimal route. Managing inventory for the least amount of backtracking. Making sure I checked every room as thoroughly as possible for useful items. Slowly making my way through a small but interconnected and well designed map. Feeling that sense of tension every time I opened an unfamiliar door. Getting absorbed in the atmosphere and taking my time. It's weird to say playing a horror game feels comforting, or cozy, but RE7 does, in a way. All of this isn't to say it feels just like playing the old games. It's a reinvention, rather than a re-creation, and I think that was the right route to take. 
RE7 is the first game to use Capcom's RE Engine, and it looks extremely good, especially its lighting. The one thing that doesn't look exceptional is the models for people and their movements and expressions. People move and make facial expressions in that weird video game way that never looks natural, and it's kind of impressive how far Capcom has come since 2017 in that department. This is greatly improved in the 2 & 3 remakes, which also both use the RE Engine. The first thing I noticed while replaying this game is how incredibly detailed everything is, including the sound design. You hear your character's slightly hesitant breath, his footsteps, the creaks and groans of an old house, and other muffled sounds that can't possibly be attributed to a house's age. All of the visual details let you imagine how every part of the Baker farm slowly fell into disrepair, the toll that multiple floods took on the place, and the gradual disintegration of a family's sanity and normalcy reflected in the physical dilapidation of the house. Like the Spencer mansion in 1996, the Baker property is as much a character as it is a setting. The return to a seemingly abandoned, sprawling house as a setting really helps establish that this is a return to form, a return to slow, creeping horror. The house is a shadowy urbex nightmare of abandoned spaces and black mold. The washed up tanker and the mines you explore in the game's final stretch aren't nearly as memorable or characterful as the house. RE7 succeeds in actually being scary more than most Resident Evil games. It's very good at being a horror game, but has all of the survival horror gameplay that makes the genre so satisfying.
The RE7 team wisely created a new narrative that’s almost entirely disconnected from the convoluted mythos the series has been building on since Code Veronica, but used the ending to leave the narrative open to that connection to the larger story. This, combined with the first person perspective, makes the game feel more intimate and more focused, which really works for it. It's really more a story about the house and its inhabitants, about Eveline, Mia, Zoe and the Baker family than it is about its protagonist, Ethan Winters. In my opinion, he's one of the weaker parts of the game. This series isn’t exactly renowned for its brilliant character writing, but he’s just kinda there, like American cheese. At least characters like Jill, Carlos, Ada, Claire, Chris, Sheva, Barry and Wesker are likeable and/or memorable in a video game character kinda way. Ethan feels intentionally designed to be the most unremarkable mid-30s white dude you could think of, almost like he's meant for a target audience, and he drags an excellent game down a little bit. Even Nemesis, the monster whose only line is "STAAAARRSs," is more memorable. They can really do better. So while I’m very excited to see what they do with RE8 after the quality of the last three games, I was disappointed to learn I’d still be playing as Ethan. I'm hoping they'll figure out a way to make him less lame. The other thing is, almost every RE protagonist is a member of S.T.A.R.S. or the BSAA, or someone who knows how to shoot a gun, so they at least have some explanation for how good they are at handling these situations. Ethan is literally just some guy who goes into a swamp to find his wife.
RE7 is at heart an amalgamation of a bunch of horror tropes and references, even references to the series itself, and yet it feels more like a loving homage to horror than a hackneyed rehash. Meet the family from Texas Chainsaw Massacre as you explore the mansion from Resident Evil/The People Under the Stairs and evade your wife who’s now a deadite from Evil Dead, meet the gross body horror man from From Beyond, shambling swamp monsters, an evil witch grandma, and the little girl from F.E.A.R. You also solve a puzzle from Saw in a serial killer’s murder maze. It's all bundled together and interwoven so well that it feels like something fresh and unique rather than horror's greatest hits.
Time to complete: 7:40
Like all of the best survival horror games, it ends right before it starts wearing out its welcome. The short length keeps any of its ideas from getting stale.
-Monster Review Corner-
There really aren't that many different kinds of monsters in this game, which I'm fine with. The principle zombie-likes of this game are slimy black sinewy humanoids called molded. Eveline, the bioweapon in the form of a little girl, is the cause behind everything bad that happened to the house and family, and she creates a black mold which infects those she wants to control, and which molded are made of. A lot of people think they're boring enemies, but personally I think they're perfectly suited to the setting of a dilapidated, water-damaged house that's being slowly reclaimed by the surrounding wilderness. The first enemy you actually encounter in this game is your wife Mia, who switches between normal Mia and evil deadite Mia. She also chops your hand off with a chainsaw, which is pretty fun. Jack is the Nemesis of RE7's early game. He's an unnaturally pallid middle-aged man who stalks you and has regenerative abilities which are later revealed to be... extensive. As you explore the house in the early game, you're always on edge because you know he could be lurking anywhere. In his later boss form, he's a bulging body horror monstrosity. Marguerite is another enemy who stalks you through the boat house with a creepy lantern. She creates bugs that attack you, so she's like a nasty bug crone. As a boss she employs hit and run tactics, lurking in the dark waiting for you, so slow and careful is the best way to fight her. Eveline is just the little girl from FEAR. No two ways about it. I'm honestly not a big fan of her, just because I kind of hate the creepy little kid horror trope.
Side note: I think this is the first game in the whole series without evil dogs.
Overall monster score: 7/10
Resident Evil 2 (2019)
To my taste, Resident Evil 2 remake might be the most ideal incarnation of Resident Evil that exists. It has everything that makes survival horror great, and it’s all implemented extremely well. Combine this with the gorgeous graphics and chilling atmosphere and you have a practically perfect survival horror game. It feels like the culmination of everything that worked in the series over the years, with the visual fidelity to do it justice. It’s a good remake because it does more than just faithfully recreate the original – it takes the best ideas from across the series. It has the methodical pace of classic survival horror, the backtracking and slow unlocking of new areas, the shadowy, eerie atmosphere of REmake, the highly detailed graphics and sound design of RE7, the item combining of RE3, Revelations 2 and RE7, the close over-the-shoulder view of RE4 and beyond, which notably feels like Rev 2. I’ve talked about how survival horror is a balance of things, and in that sense, RE2R is superbly balanced. Visually, it’s so detailed and nails the atmosphere so perfectly that it makes you want to move slowly just because it feels like you should. Moving forward feels foreboding. The way zombies look and move is scary, and lickers are terrifying. Narratively, it’s the same story but told better, and characters are much more human and believable than the original. Leon is just a regular dude, not the regular shithead he became in RE4 and RE6, and Claire is a great character. The Raccoon City police station is the strongest setting of the game, it’s all shadowed corridors, bloodstained walls and shattered windows. You really get the sense of it being a building that was formerly used as a museum, and the barricaded doors and aftermath of carnage everywhere help you imagine what happened as people fought for their lives, and lost, before you arrived. The sound design is extremely well done and detailed, which I never noticed until I played with headphones. (I wish I had paid more attention to sound design on this series playthrough. It can be an important part of survival horror). Gameplay is no slouch, either. Patient, precise shooting and tactical retreats pay off, and inventory management remains an integral part of progressing through the game. You eventually have much more inventory space than in the classic games, but it still never really feels like too much until right near the end of the game. Puzzles and item usage feel just how they should in survival horror. The Sherry and Ada portions, in Claire and Leon’s campaigns respectively, are both a nice change of pace and they’re short enough that they don’t wear out their welcome. 
Strangely, I don’t feel like I have much to say about this game, just because it so well embodies everything I’ve already cited as being good about survival horror. The police station especially is exceptional, in terms of atmosphere, map design, the layout of enemy encounters, methodical play, and balance. It’s very light on anything resembling fast paced action, and I love that. All in all, I think this is the most well-rounded and well-made Resident Evil game to date. It would be a great place to start the series, and a great way to show someone everything good about the genre. 
Time to complete: 
First run, Leon A: 7:49
Second run, Claire A: 6:39
Resident Evil 3 (2020)
Here are the common criticisms people have of this game, and why they’re wrong:
“It’s bad because they cut content from the original.”
First of all, these two are both excellent games, but they’re different enough to be completely separate games. Even the maps and the paths you travel through the game are totally different. Sure, it would be fun to see a clock tower area in the style of the remakes, but I’m not going to hold nonexistent content against a game, especially one that’s this good. If you want to relive RE3, it still exists. No one seemed to complain about how different RE2R is.
“It’s too short.”
It’s pretty much the same length as RE3, and it’s a fine length for a survival horror game. I like that the game is fast paced and concise, and this captures the spirit of classic survival horror. In this day and age I find short games refreshing, and brevity is a mark in a game’s favor rather than a mark against it. Also, when a game is short, I’m a million times more likely to want to replay it in the future. Case in point, this was the second time I played this game. If it took 20 hours, if it even took 10 hours, it would run too long. 
“It’s an action game, not survival horror.”
It’s more of an action game than RE2R, but even that is up for debate. I feel like throughout a lot of the game, you’re really not doing more shooting than you do in RE2R, and Jill isn’t really any more heavily armed than Leon or Claire end up being in that game. There are more boss fights, and more explosions, though, and by the end of the game you have a ton of ammo and resources, but they generally give you tons of stuff at the end of these games. I mentioned that original RE3 felt more like an action movie than the previous two games, and the remake is a lot better at being an action movie. It has a breakneck start where you’re almost immediately in a fight for your life against Nemesis as he bursts through the wall of Jill’s apartment and chases you through the streets, which culminates in the player ramming him off of a parking garage with a car. I’m normally not a big fan of explosive set pieces in games, but this one is really good and is great at setting the tone for the rest of the game. Just like the original, it’s more action oriented, but it’s just much better at action than the original RE3. I really wouldn’t classify it as an action game, like a lot of people seem to. Its pedigree and presentation are thoroughly survival horror, in my mind. Inventory management is an integral part of the game and most of the game has that slow survival horror gameplay. One thing I like less about this game than RE2R is that it has fewer puzzles. It’s not like it doesn’t have any, but they take a backseat, which is why I’d call it more action-oriented survival horror. 
“Nemesis doesn’t show up often enough.”
I really don’t know where this comes from, because I feel like if he showed up any more often than he already does it would get irritating and redundant. There are literally four separate boss fights against him, and multiple parts where he chases Jill around. How much more do you need in a five and a half hour game?
Now that that’s cleared up, on to other things.
The Resident Evil 2 Remake has a lot of noticeable similarities to the original version, but Resident Evil 3 Remake is basically a completely different game, and I honestly think that’s a good thing. Somehow, when you play the original RE3 in 2020, it feels more dated than RE2, and I thought RE2 was a better game. 
Back on the topic of action: this game does a thing video games do I don’t usually like, which is when the main character is often seen falling off of exploding things and staggering through corridors and burning buildings and thrown against cars and so on and so forth. Here, I don’t really mind it though, maybe because it’s not a long game and these parts take up little of its play time. It also makes the fight against Nemesis feel more immediate and tangible. It does often feel like playing an action movie, but it’s Terminator 2, not Michael Bay. Also, the bad Nemesis boss fights of the original are replaced with actually good boss fights. 
One thing I really like about RE3R is the way characters are presented. Jill and Carlos both feel like more relatable, human characters, with actual personalities, and this makes you much more invested in their fight to escape the city. They end up being two of my favorite versions of RE characters, and I hope we see them in future games, though I find that kind of unlikely. Resident Evil is really not great when it comes to consistency in characters. It’s a shame because I’d love to see a direct sequel with this version of Jill and Carlos. Apart from these two, even the rest of the cast are given a lot more character and feel human. 
The Carlos segment of the game in the hospital is much more atmospheric and interesting than the original’s Carlos section, and this one ends with a siege style fight much like the cabin fight of RE4. On the topic of RE4, this game has a document explaining that Nemesis was created by implanting some kind of parasite into a Tyrant, and the author of the document berates Umbrella for going the route of parasites due to their unpredictability. You also fight a few zombies in the game who were infected by Nemesis and grow alien-looking parasites on their heads. It can be assumed that this is tying the lore of these games in with the Las Plagas parasites of RE4 and RE5 and paving the way for the RE4 Remake. I think this is neat, even though I wish they wouldn’t remake RE4 on account of it being garbage. 
All in all, I really like this game, and it’s one of my favorites of 2020. It’s a very good survival horror game with tons of detail and character that can be finished in two or three sittings. I have pretty much no complaints about it other than the aforementioned lack of puzzles. It’s more fast paced survival horror, but it’s very good in it’s own right.    
Time to complete: 4:36 (2nd playthrough)
I don’t know the exact time of my first playthrough, but my old save file that’s right before the final boss was at 5:52. 
Final Thoughts
I feel like after playing all of these games, it should be asked: is the story of Resident Evil any good? The answer to that is… kinda, sometimes? But also no, not really? It’s often entertaining, scary, gory, tense and atmospheric in the way that a good horror movie is. It’s also a little silly, often in a charming way, like how you can always tell at any given moment that this setting is a Japanese interpretation of America. The story itself goes well off the rails by the time you reach RE4. I mean, you’re rescuing the president’s daughter from evil zombie villagers and space alien tentacle monsters and cultists and ogres and then the zombies get body armor and guns. (Let's just not ever talk about the story of Code Veronica.) But the story isn’t really the point, is it? I think the series is vastly improved because there is a narrative, and it just wouldn't be the same without it, but you won’t find anything too deep or meaningful in that narrative. The one saving grace is that a defining feature of the story is ultimately the fact that corporations and governments are evil and only care about profit, to the extent of sacrificing hundreds of people in multiple biological weaponry incidents. That aspect at least feels true to life, especially in the midst of a pandemic that neither our government, nor the extremely powerful corporations that exercise control over that government, are doing anything about. Umbrella is an international corporation that no one dares or bothers to oppose who maintains their own paramilitary force, has their own private prisons and research sites, and has their hands in every part of the government and infrastructure of Raccoon City and who knows how many other cities. The villain is always ultimately the unchecked corporation - even in RE7, the nightmare family that seems disconnected from the outside world is ultimately revealed by in-game documents to be directly linked to corporate experimentation.
In Revelations 2, as well as the new 2 & 3 remakes, the characters are at least likable and there’s nothing incredibly dumb like you’ll find in RE 4, 5 or 6. Some would cite the part at the end of RE3R where Jill uses a humongous railgun called the FINGeR (Ferromagnetic Infantry-use Next Generation Railgun) to kill the final form of Nemesis as something dumb, but they are wrong. The characters of RE2R, RE3R and Revelations 2 are likeable and human, so they seem to at least be going in the right direction in that regard. The storytelling of RE7, RE2R and RE3R returns to the more grounded approach of the original trilogy, which is a good thing, and I think a good sign for the future of the series and its setting. 
There’s something I’ve noticed about RE games, which might just boil down to my own personal preferences. In pretty much every game, you end up in an entirely new location in the final act of the game, and that last part is never as good as the rest. In RE2R, you spend most of the game in the police station, then go to the sewers (and the orphanage if you’re playing as Claire). For the last stretch of the game you end up at NEST, Umbrella’s secret underground lab, and this part is weaker than the rest. Likewise, the ship and mines areas in RE7 are weaker than the majority of the game, the lab in RE3 and its remake, the lab in REmake, even the last section of RE5. This isn’t to say these parts are necessarily bad, just that they tend to be worse than the rest. At the same time, I think they’re necessary changes of pace and locale. I think there are two reasons for this: one, the first locations of RE games tend to be very strong settings with lots of character, and two, it’s an an example of a problem all horror fiction faces, which is that the more you ramp up tension, the harder it gets to do it in believable and interesting ways. If horror goes on too long, situations become predictable and it loses its bite, and survival horror games are no exception. Ramping up tension and action necessarily compromises the things that initially make horror enjoyable, like slow and eerie pacing, the danger of an unknown threat, the vulnerability of character or player, and the slow unraveling of mysterious and fatal circumstances. At the same time, horror needs a final act, needs some kind of closure, otherwise the building of tension feels like it was for nothing and the story is unsatisfying. I have no idea what the solution to this is, except brevity, which good RE games are very good at. 
I liked a few RE games already, but playing through them all really made me realize I like this series more than I previously thought, and I like survival horror a lot more than I thought. The really bad and long mid-series slump that lasted about thirteen years can’t be ignored, but I really like more than half of the games in the series. It created an entire genre with a devoted following, and I feel like RE2R brought the genre back into the limelight somewhat. You can see the influence of the genre even on games that aren’t really in the genre, like Prey, Gone Home, Bloodborne, and Left 4 Dead. I’m really looking forward to playing through my list of other survival horror games. 
Things Resident Evil showed me that I love about survival horror:
-Slow paced, thoughtful gameplay. You’re rarely rushed, and action isn’t the focus. Generally there’s nothing dragging you along in a certain direction, forcing you to look at or interact with certain things. It’s up to you to figure out the way forward.
-An emphasis on exploration. This is tied in with the previous point. A lot of the fear and tension comes from not knowing what's through the next door or what will happen next, but knowing you have to explore to progress. These games have a lot of backtracking, a healthy sense of map knowledge and memory as a useful skill, and lots of item-based progression. As I mentioned in my note about puzzles before, the whole map feels like a puzzle to be solved.
-A feeling of vulnerability, reinforced by things like limited defense options, slow movement, scarcity of items, limited inventory space, and simple combat. This goes hand in hand with the sense of isolation usually found in survival horror games.
-Environmental storytelling. Setting details being revealed through documents, destruction, corpses, bloodstains, locales, and even puzzles. 
-They aren’t defenseless walking sims. It's on you to survive. Having a way to respond to threats, but not feeling like you ever have quite enough, is much scarier than being defenseless. It's because it's a game - mechanically, you know a game isn't just going to give you no defenses, then throw you to the wolves. Survival horror acknowledges its framework of video game, its limitations and advantages. It gives more of a feeling of success or failure hinging on your decisions rather than on scripted events. The player feels like they have more agency, even if it's not always strictly the case.
-Making use of silence, something games aren't generally good at. This ties in with quiet time, something I wish more games were aware of. That is, times when the player is just quietly left to their own devices, exploring alone, solving puzzles, reading notes. You're not in danger 100% of the time, which gives the danger teeth.
-Simplicity of play, or accessibility. These games generally don’t contain any difficult mechanics or concepts that need to be explained, have little need for tutorials, and are easy to understand and play. Things like difficulty settings, auto aim, and the assist modes seen in RE2R and RE3R expand accessibility too. I think difficulty goes in this category too. Honestly, most survival horror games aren’t all that hard, because if you died all the time, you’d get bored and frustrated. Survival horror games seem to actually want you to have a good time. Imagine that. 
-Mostly short playtime. A genre that's often good at not wasting your time. It’s very good for people without much time or people who like to actually be able to finish games and move on to other games, or replay games. It might sound weird, but also, sometimes I feel like really long games have something to hide under all that repetitive content.
-New weapons or abilities feel earned, because you generally go through a lot to get to them and they’re not handed out very often.
-A harmonious balance of elements. When a survival horror game is good, it elegantly combines all of the aforementioned traits.
RE Score Sheet
Endings where I flew away in a helicopter: 8 Crank or valve handles collected and turned: 16 Zombies or dogs or birds that burst through windows: 19 Object pushing puzzles: 14 Shaped indentations filled (including cogs): 71 Jump scares: 13 Puzzles where you configure shapes or valves or gears or numbers or lights a certain way: 18 Oversized animal types: 12 (Spider, Bee, Moth, Snake, Shark, Worm, Scorpion, Cockroach, Centipede, Bat, Salamander, A Different Bat) Rooms with monsters in tubes: 8 Gigantic mutant plants: 4 Times when it looked like a character died but they didn't really: 10 Secret subterranean labs: 10 Switches that change the water level: 5 Batteries/cables attached to things: 9 Clock towers: 4 Vaccines synthesized: 4 Self destruct sequences: 7 Helicopters shot down or otherwise destroyed right before they were used to escape: 6 Unique viruses: 9 (Progenitor Virus, T-Virus, G-Virus, T-Veronica Virus, Uroburos Virus, T-Abyss Virus, C-Virus, T-Phobos Virus, Mold Virus)
Resident Evil Tier List
Obligatory tier list disclaimer: tier lists are stupid and bad and fail to acknowledge the many nuances of things.
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recentanimenews · 4 years
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FEATURE: Looking for a New Show? Check out Hime's Helpful Recommendations!
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  If you’re reading this now, then chances are you’ve checked out anime sensations that is Jujutsu Kaisen or The Promised Neverland. But what is there to do when you’re stuck between episodes and waiting a whole week for the next exciting installment? Or worse ... what do you do when you've finished your binge? Luckily, there are plenty of anime in Crunchyroll’s catalog for you to check out!
  When it comes to scary demons, dark magic, and captivating stories, there’s no shortage of shows that can satisfy your cravings. From your genre-defying battle shows, popular fantasy worlds, or quirky titles with crazy fights, you're sure to find something from this list that will quickly become your next favorite binge:
  That Time I Got Reincarnated as a Slime
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    Fantasy world anime are all the rage these days, and one of the most popular right now comes in the form of an adorable amorphous blob slowly building up their own nation in That Time I Got Reincarnated as a Slime.
  As 37-year-old Satoru Mikami suddenly began to take a spiritual transition from one life to the next, they unwittingly made requests that resulted in their reincarnation as a lowly slime in an RPG-like high-fantasy world. In this new life, they gain new abilities and use their apparent charisma to acquire powerful allies and develop their own nation that unites all species under his guidance. 
  As far as fantasy world shows go, this rags-to-riches story has a little something for everyone. There are few things as inspiring and necessary in our world as seeing an insignificant slime creature rise up the ranks and unite everybody. Packed with compelling world-building, exciting fights, and a spoonful of emotion, Slime scratches plenty of itches, and the ongoing second season will definitely leave you begging for more.
  Demon Slayer
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    There are plenty of great anime centered around fighting denizens in the dark, but Demon Slayer: Kimetsu no Yaiba certainly stands out among them all.
  Tanjiro Kamado’s tough but rewarding mountain life was suddenly disrupted when his entire family was mauled by a demon, with his little sister on the verge of becoming one herself. But after showing his potential as a fighter and vowing to protect his sister who still clings tenuously to her humanity, he is recruited to undergo demon slayer training in order to harness his latent abilities and find a way to return his sister to normal.
  Ufotable, Inc. is an anime studio renowned for its unparalleled animation, and Demon Slayer is the perfect example of the team’s skill. The show is renowned for its seamless integration of digital effects to generate flowing animation and has previously topped our list as one of the best anime of the 2010s. Since its premiere, Demon Slayer has raked in several Newtype anime awards, and its first opening — “Gurenge” by LiSA — topped Oricon’s digital charts for weeks. With all these accolades under its belt, Demon Slayer is most certainly well worth checking out. 
  Mob Psycho 100
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    If stylish animation and gorgeous fight scenes are up your alley, look no further than the psychedelic psychic battles of Mob Psycho 100. 
  Shigeo “Mob” Kageyama is an abnormal boy trying to live a normal life, despite his unique telekinetic abilities leading him to crazy situations. Under the misguided tutelage of con artist psychic Arataka Reigen, Mob takes on several malevolent spirits while trying to navigate his turbulent adolescence. Through his adventures, he slowly but surely develops his understanding of human emotion, especially when they gradually build up to various explosions of psychic energy.
  Mob Psycho is packed with stellar action and hilarious gags, but still finds room to offer a refreshingly heartwarming story about trying to be your own self. With two seasons' worth of episodes, this is a great option for fans of people throwing telekinesis at each other.
  Overlord
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      The only thing more interesting than a fantasy world show is a fantasy world show with a villain as the main protagonist. Enter Overlord.
  The massively successful, highly interactive MMO, YGGDRASIL, is about to have its servers shut down after 12 years. Momonga, the skeletal leader of the strongest guild of the game, makes it a point to stay on until the final minutes of service. When the countdown runs out, Momonga’s player finds himself inhabiting the world as his character and still commanding his guild, Ainz Ooal Gown. Taking on the name of his guild, Ainz Ooal Gown begins to expand his rule with an iron fist while trying to find any other players who may also be trapped in the game with him.
  Overlord is unafraid to make its protagonist undergo some dark transformations. Despite Ainz’s intentions to create a stir in this new world and unite all species under his rule, he becomes gradually less hesitant to use his immense power to achieve his goals by any means necessary. With its dark overtones and unique protagonist, Overlord truly makes a name for itself among the genre. 
  Hunter x Hunter
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    Love the action genre but wish the formula could be tweaked a little bit? The infamous Hunter x Hunter may just have what you’re looking for.
  Gon Freecs is a young boy who sets out to become a professional Hunter while searching for his missing father. Along the way, Gon learns how vast and diverse the world is as he meets new companions, fights terrifying monsters, and becomes stronger at every turn. There’s no telling what new adventure or threat awaits Gon and his friends as the world of Hunters opens up wide to them.
  Subversion is the name of the game when it comes to this popular and influential series. While there’s plenty of intense action to be had, Hunter x Hunter isn’t afraid to go deep into mafia politics, race relations, and even gender identity. At almost every opportunity, Hunter takes the usual tropes and turns them upside down to tell a story that’s all too raw, emotional, and impossible to look away from.
  Garo: Vanishing Line
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    Jujutsu Kaisen director Sung Hoo Park has plenty of notable works under his belt, including directing The God of High School. But you might be surprised to know that JJK isn’t his first foray into demon-slaying action. He also directed Garo: Vanishing Line.
  While searching for her missing older brother, Sophie is led to the metropolis of Russell City where monsters known as Horrors prey on humans in the night. Luckily, she comes under the protection of Sword; as Garo, the strongest Makai Knight, Sword and his crew are tasked with defending the city and eradicating Horrors.
  As part of a popular tokusatsu (live-action with heavy special effects) franchise, Garo is known for its modern gothic aesthetic and compelling action. Vanishing Line continues that tradition in spectacular fashion with intense fights and an exhilarating soundtrack, not to mention an intense first opening by Jam Project of One Punch Man fame. From start to finish Vanishing Line never takes its foot off the pedal and is sure to keep you pumped all throughout its high-octane 24-episode ride. 
  The Rising of the Shield Hero
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    Fantasy world shows often put their protagonists up on a pedestal, but the eponymous Shield Hero is practically dropped into adversity from the get-go.
  Naofumi Iwatani is one of four different high schoolers plucked from their dimensions into a fantasy world in peril. As each of them is armed with different weapons to combat the impending threat, Naofumi draws the short stick by becoming the Shield Hero, who is traditionally marginalized and maligned by their peers. To make matters worse, he is accused of debauchery amongst royalty and shunned by the entire kingdom he was summoned to protect. Broken and disillusioned by this strange new world, the Shield Hero must now climb his way to redemption alongside other unfortunate souls neglected by society.
  A Cinderella story in every sense of the word, The Rising of the Shield Hero draws its appeal from its protagonist having to overcome the odds and fight back against the forces that oppose him. While it can be hard to sit through when it comes to raw emotion and some questionable content, this anime has plenty of inspiring moments as marginalized folks work their hardest to become heroes of their own repute.  
  Attack on Titan
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    Chances are you’ve at least heard of the anime sensation that is Attack on Titan, and with the show approaching its end, there’s no better time to see what all the hype is about.
  Humanity has spent thousands of years walled off from the outside world in order to keep Titans away lest they feast on humans. Eren Jaegar has long wondered what the world beyond the walls was like, but he gets a rude awakening when Titans break down the walls and begin a violent invasion. Vowing revenge on them, Eren joins the Survey Corps and swears to do everything he can to eliminate every Titan in existence.
  This popular anime is known for its unparalleled animation and mysterious story that takes several unexpected turns. As long as you can stomach the violence and sit through some terrifying visuals, there’s something for everyone in Attack on Titan from heart-warming relationships to intrigue and high-stakes drama. As the show comes to a close with its final season, there’s no better time than now to jump onto the giant-slaying phenomenon.  
  Re:ZERO -Starting Life in Another World-
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    Nothing messes around with the rules of the fantasy world genre quite like Re:ZERO: Starting Life in Another World. 
  In typical fantasy world fashion, gamer shut-in Subaru Natsuki is summoned into a medieval fantasy world rife with magic and monsters at every turn. For all intents and purposes, he now lives in a game world, especially whenever he dies and comes back to life sometime before his death like a checkpoint revival. With his newfound power, Subaru attempts to survive in this strange new world and help out his growing band of companions, especially when it comes to Emilia, a young elf who’s in the running to become queen of the Kingdom of Lugunica.
  Re:ZERO is rife with powerful drama as Subaru uses grim knowledge of his past lives in order to do good. This darkly compelling fantasy has been praised for its complex world and nuanced characters, and has even accrued many Newtype anime awards in 2016, including best director and best protagonists. If you like the idea of traversing murky corners and tough moral choices, then Re:ZERO might just be your next big obsession.
  Which of these shows do you think you'll check out? Comment below and tell us!
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      Carlos (aka Callie) is a freelance features writer for Crunchyroll. Their favorite genres range from magical girls to over-the-top robot action, yet their favorite characters are always the obscure ones. Check out some of their pop culture editorials on Popdust as well as their satirical work on The Hard Times.
  Do you love writing? Do you love anime? If you have an idea for a features story, pitch it to Crunchyroll Features!
By: Carlos Cadorniga
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readyplayerhobi · 5 years
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Honey Tea
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; Hoseok x Reader
; Genre: Fluff
; Word Count: 2.2k
; Synopsis: A bad day is always made better by something soothing and warm, which is exactly what you get in the form of Jung Hoseok.
; A/N: Just something I wrote as I was feeling a bit down and wanted to be cheered up with Peppermint Hobi <3 just like honey tea, he’s soothing and calming. Obviously this is part of the Peppermint world. It’s unedited but whatever.
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Today had been a crap day. A really, terrible day that had made you just wish that you could go home, go to sleep and get to tomorrow already. You didn’t even really have an exact reason to blame to justify why it had been a bad day. It was just one of those where everything went wrong.
You’d struggled to write an article that Taehyung had suggested to you this morning when you’d found yourself at a complete writer’s block. It had only been after you’d managed to slog through half of the article that your computer had promptly died and it hadn’t bothered to autosave for some god forsaken reason.
And then the deli down the street messed up your order and gave you cucumber for some god forsaken reason. In the whole time you’ve worked at Poppin’ Culture, you have never asked for cucumber. For good reason! The very smell of it makes you gag, so you’d been just delighted to have to almost throw away $5 worth of food because cucumber is an insidious food which infects anything it touches with its taste.
Jimin had been highly amused by your disgust and had traded you his lunch instead, happily eating your tuna salad with cucumber while you got stuck eating a sad cup ramen that didn’t even taste good.
Then you’d discovered that there was no peppermint tea left in the kitchen to make the drink that calmed you down the most, leaving you furious for the rest of the afternoon. To top it all off, Hoseok hadn’t been at work all day due to being at a gaming convention with the games team to help record videos there.
All you really wanted right now, was to curl up with your boyfriend on his couch and watch him play one of those RPG games he adores so much while you munch down on the delicious pizza he can get delivered from that place near him.
Instead, you’re stuck on your own couch wrapped up in a blanket in some ratty old pyjamas that look terrible but are comfy. And your food option is going to be mediocre Chinese from the restaurant down the block that you can never quite tell if you like or not. But you can’t be bothered to cook, because all you want to do is slob on the couch and watch a box set of something.
Not Breaking Bad, because you really just can’t get into it despite all the critical acclaim and Hoseok begging you to just watch it.
Instead, you’ve clicked onto Sabrina on Netflix and begin rewatching the series from the start. Neither you nor Hoseok had quite known what to expect once you’d started watching it, yet you’d both been pleasantly surprised with what you’d seen and had devoured the second season when it had arrived.
You only get five minutes into the first episode when your doorbell rings, causing you to pause Netflix and scowl at the door. Who the hell is coming by your apartment at this time and why are they interrupting your brooding time?
Groaning quietly, you stand and shuffle over to the door while wondering if maybe you’d ordered something. You normally get your stuff delivered to Hoseok’s lately as you’re there more often than not and his neighbour is nicer than yours.
Yours just likes to bitch at you and moan because they’d taken a parcel, as if you’d asked them to defend the nation or some bullshit. So it was just easier as Hoseok’s neighbour liked you and constantly tried to feed you cookies every time you went over. It was honestly to the point that Hoseok pouted a little at the attention you got, leading to you giving him half of the cookie every time.
Unlocking the door, you pull it open just enough to peer through with a moody face before you practically light up with happiness. Swinging the door open, you let out an excited noise before rushing forward to wrap your arms around your boyfriend, who laughs and holds the pizza box he’s holding in the air to prevent you from knocking it to the floor.
The boyfriend who should not be here but instead hundreds of miles away.
“Hobi! What are you doing here?! You’re supposed to still be at the convention!” You rush out, looking up at him with a grin as your chin rests on his chest. Already you feel better, just feeling his solid warmth in your arms and the comforting scent of him.
“Well...they decided that they weren’t going to film tomorrow as it was the last day. So there was no need for me to be there and I got the earliest flight I could.” He’s shuffling you into your apartment slowly, a strange little dance that involves him trying to keep you upright as you seem to be refusing to let go of him.
It’s only when he gives you an exasperated look, his eyes wide behind his glasses while he presses his lips together to try and hold in a laugh that you finally let go, hands moving off him hesitantly before you stand back with a pout.
“But you love those conventions, and that means you could have just spent tomorrow looking at all the cool games and playing them. Didn’t you say that erm...what’s it called is going to be there and you really wanted to play it? Err...Last of Us?” You could barely remember what he got excited over as he got excited over a lot of stuff, but this was a game you didn’t understand why he liked it. It was horror, and he didn’t do well with horror.
Yet he still loved it and went on about it constantly to you.
Hoseok moves past you after kicking off his shoes and heads into your tiny living room, shrugging off his backpack onto the floor before sitting on your couch. His apartment is bigger than yours, and you miss it intensely as he sits there. There’s something oddly comforting about all the nerd memorabilia of his place, making it look far more lived in than your place.
“It’s there, yeah. But I wanted to come home to you. Jimin messaged me this morning and said you’re not in a good mood so...yeah.” Your earlier bad mood seems like a distant memory now and you want to just sit on his lap and kiss him silly, the shy happiness at him voluntarily giving up something he was excited for to come home to you almost threatening to overwhelm you.
How anyone could dislike this sweet man was beyond you.
Sitting next to him, you accept the slice of pizza with a tiny thanks before you find yourself leaning against his shoulder and sighing heavily. He doesn’t say anything, just takes a bite of his own pizza and lets you stew for a few minutes before you take a bite of your own.
It’s from the place near him, the one that you’d been craving about and suddenly you’re feeling a little bit overwhelmed. The days emotions and stresses finally crack and you sniff pathetically, tears rising as you look down at your pizza slice as if it might have all the answers.
“What’s wrong sweetheart?” Hoseok asks softly, wrapping an arm around your shoulders and pulling you tightly into him as he puts his slice back down before putting yours down too. Soft lips press to your forehead and he’s shifting you till you’re as close to him as you can get, legs laid over his lap. “Did something bad happen? You didn’t say anything in your texts?”
Shaking your head, you burrow your head into his neck and inhale him deeply. His innate sense of calm that he always carries with him is soothing right now, his hand making long and relaxing strokes along your back and you feel safe.
“It’s dumb, it’s just...I’m just being stupid. I just...everything felt like it went wrong today and I got super upset and stressed over it all. I’m just...overreacting.” You say pathetically, trying to reassure him that it was just you being silly over it all. Thinking back on it, you certainly felt like you’d over-reacted and felt a little embarrassed that Jimin had even messaged him about it.
Hoseok doesn’t say anything for a moment, just holding you close before he lets out a quiet and rests his cheek against your head. You let your fingers trail over his Pokémon shirt, long since used to his pop culture related fashion.
“Don’t say that, and don’t think that. If you were feeling stressed and upset, then you were feeling stressed and upset. You don’t have to justify it to me or even yourself, okay? Sometimes you just have bad mental health days, and that’s okay. I’m not going to laugh at you, you know I’m the last person who would do that. Obviously things have just piled up for you and today is the day you’d had enough. Are you still upset?” Lips pouting almost childishly slightly, you shake your head as best you can with it jammed between his shoulder and jaw.
“Good, do you want to talk about it?” He lets the question hang in the air and you ponder for a moment, wondering if you actually want to talk about anything or not. Eventually, you shake your head once more before leaning back till you can look at him.
Up this close, you can see almost every pore on his face from the tiny red dot that’s evidently a spot forming to the slightest bit of stubble on his upper lip. He has a ridiculously slow hair growth on everywhere except his damn head, where it grows like lightning and he has to get it cut at least once a month. But facial hair? The man can go days with only the slightest growth.
And he’s quite evidently been lax at the convention, leading to you running your finger over it with a teasing smile. “No, I’m okay. Honestly. Nothing to talk about, just...me getting a bit stressed and I think I missed you more than I realised. I feel okay now, I swear.”
He shifts his head away from you with the slightest scowl, his black rimmed glasses sliding down the elegant slope of his nose a bit more at the movement while his dark hair falls into his eyes, causing him to shake his head once more. Just as you’d said, he needed to get it cut already.
“Okay...but if you want to talk-” You cut him off by reaching up to cup his cheeks, running your fingers along the still smooth skin of his cheeks and squeezing until his lips purse out in a pout. He’s giving you a rather unimpressed look with his eyes, but you know he’s amusing you to make sure that you’re okay.
“No, I’m fine. I just want to eat pizza and cuddle with you. This, us, it’s what I needed. Thank you for coming back early.” Whispering by the end, you let one hand drop while the other plays with the collar of his shirt, running along the edge until you reach his black hoodie.
He sighs before kissing your head again and taking your hand, interlinking your fingers and playing with it carefully. “You’re welcome. I’d rather be here with you than in a room full of people I don’t know. I don’t like going to them without you, it’s just too much noise and people and...yeah.”
Smirking at him, you lean up to kiss at his jaw teasingly. “That’s sweet. I hope you were okay while there too. And I’m guessing the fact that you can get sex here has nothing to do with coming back either right?”
Hoseok is sputtering, his cheeks turning a bright red that rivals when he’s drunk as he looks all around the room and his free hand running through his hair nervously. “W-wha-what, no?! That’s not w-why I c-came back! I love you, that’s why! The s-s-sex is...a bonus.”
“I’m kidding, I doubt you even thought of that. But I will say that I love you, and thank you for thinking of me. It means a lot.” You lean forward and grab both pizza slices before feeding one of them to him, not even sure which slice was who’s anymore.
He watches you warily for a moment before accepting and nodding slowly. “I’m always thinking of you so, no need to thank me. And I love you more.”
“Are you wanting sex or are you trying to butter me up to let you play that game I don’t like again?” You eye him, narrowing your gaze on him as he steadfastly refuses to look in your direction even as you can see him trying to press his lips together.
“Sex?”
“Oh, you so want to play it don’t you? I hate it! Why can’t you play it when I’m not there?”
“Because I like playing games with you! And I like it!”
“Fine, but only because you brought me this pizza.”
“I love you.”
555 notes · View notes
rpgmgames · 5 years
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May’s Featured Game: Cadeau
DEVELOPER(S): HALFWORLDstudios ENGINE: RPG Maker VX Ace GENRE: Horror, Fantasy, Puzzle WARNINGS: Blood, Mild Gore, Suicide Mentions, Death SUMMARY: Cadeau is an RPG Horror game about a lonely, yet stubborn, young woman named Charlotte-- who finds herself in a world unknown to man, wearing clothes that do not belong to her. Wonderful and tragic events are to follow suit, as all of her greatest wishes come true. However, as these things often go, her happiness does not come without consequence...
Play the beta here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Macdev: Greetings and salutations. I'm Mac, writer, artist, and programmer for Cadeau, as well as the founder of Halfworld. I've loved Rpg games since I was about 10, and have been creating them since! Bruno: My name is Bruno and I'm the music composer. I got into game music approx 2 years ago and I've currently made music for a couple of games and other projects, and Cadeau was the first one of them. Aidan: I'm Aidan/kanteramcneil on Tumblr! I'm one of the voice actors, and I'm super excited to be able to follow Cadeau's progress! I've been in the RpgMaker community for a few years now and I adore being able to watch all the devs progress and grow Rindre: Hi I'm Rin! Currently, I'm on an indefinite hiatus, but Big Mac managed to catch me, chain me up to a chair, and make me say stuff about myself against my will. So... I make games, I guess. - Note from macdev: Erm, not true? These accusations are SLANDER and I will not stand for it. WariA: Hello! I’m WaraiA, one of the voice actors of Cadeau — A pleasure to meet you! I will be voicing the oh so mysterious ‘Your Admirer’, so please look forward to listening to my antics ☆〜(ゝ。∂) I am a Japanese/Chinese Australian born citizen, with a tendency to speak in an American accent. Any pronouns are fine for me My most notable role so far has been Harpae from Pocket Mirror, so some of you may be familiar with my voice already! Nothing much has changed — I enjoy cosplaying, role playing, drawing every once in a blue moon, Final Fantasy XIV, and most importantly, catboys (Nael, I’m coming for you, boy) As ‘Your Admirer’ is a rather elusive character, I cannot disclose much. But I do suggest always keeping one eye open throughout your journey
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What is your project about? What inspired you to create your game initially? *Macdev: Cadeau is a game about a troubled young woman named Charlotte Émile-- who is a "tomboyish" and bold individual who has been unfortunately presented loneliness by a series of disastrous events. After giving up on companionship, she miraculously receives an affectionate letter from a mysterious person aliased as her "Admirer". This "Admirer" character beckons poor Charlotte to visit them at a mysterious well in the woods, and to come armed with nothing but a strange golden coin. From there, madness ensues. Our protagonist must learn of her past and the events that lead to her misfortune, all while becoming entangled in a family drama rooted in witchcraft, raging years before her unexpected arrival. It is a story about self-love, friendship, acceptance, magic, and all that corny-ness. Sounds fun, right? My initial inspiration was The Witches House. The game was originally meant to be simple, and maybe an hour or 45 minutes long. A simple story, and a straightforward 2-ending path.... How have we managed to get here from that?
How long did you work on your project? *Macdev: Two years, I believe! Its anniversary is April 8th. In the beginning, it was very off and on-- because I was having a difficult time with school and-- as I mention-- organization. So not a whole lot of progress was made then. I'm proud to say I've been chugging quite a bit faster than my previous pace!
Did any other games or media influence aspects of your project? *Macdev: My inspiration would probably lie in Harry Potter/Fantastic Beasts, and Alice returns to madness. As for RPG games? The Witch's House, Havenfell, and Pocket Mirror. As well as many other beautiful artists and creators in the video game community. Overall, my biggest inspiration for this game has got to be the stop-motion movie: Coraline. I even reference the movie once or twice in Cadeau. The tone of Coraline, and the whimsical yet eerie people and creatures within it give me inspiration for this game. It was very much a favorite of mine when I was younger, and that still applies today!
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Have you come across any challenges during development? How have you overcome or worked around them? *Macdev: The biggest problem I've run into has been a lack of structure. In the beginning, I hadn't even written out the story halfway. I was just pulling ideas from thin air, going back and forth, and deleting entire concepts-- only to bring them back and re-arrange them as I went. Characters weren't fully dished out; the game didn't even have an ending. This state of creating is fine, but not when you have other people expecting things from you. Thankfully, things are sailing much MUCH smoother than before.
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Did any aspects of your project change over time? How does your current project differ from your initial concept? *Macdev: It's absolutely taken a turn from what it was originally! As I say, it was meant to be an extremely short game in the beginning, and now obviously that’s not the case. The goal for Cadeau now is: around 2-3 hours long in playtime, and full of many diverse character types! As well as a storyline that extends far more than face value. Which is in high contrast to the basic, short, immemorable experience that it was going to be.
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Macdev: I do have a wonderful, beautiful, talented team working with me on Cadeau. - A composer! (Bruno Buglisi), - As well as voice actors! (WariA as Allete, Aiden/kanteramcneil as The Botanist, and Rindre (who I have definitely not kidnapped...) as The Maiden) I met everyone in the team through volunteer posts-- and I had never done that before-- but it worked very surprisingly well! We worked very quickly together, and we had a very mutual understanding of what each other wanted. It feels good to know I have such talented people helping this game come to fruition. I owe a whole lot to them for helping the game become what it is now.
What was the best part of developing the game? Macdev: Being able to make the world in your head interactable, for sure. Since I was 8, maybe even younger, I have loved writing stories and making art. Webcomics were my main thing as a kid, so story-telling is something I’ve always loved. So, the fact that I can turn my ideas into something someone can experience and interact with is a wonderful feeling. There's nothing more fulfilling, honestly!
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Macdev: Very often, actually! I try not to ride too close to the material I see in other games, but I do gain lots of inspiration from my fellow creators! One thing I am laser-focused on, though, is making Cadeau quite unique content-wise. I want it to have very interesting, uncommon puzzles and mechanics that you may not expect from this type of game-- or one of this engine. So far, I think I've achieved this-- so look out for that!
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Macdev: My favorite character has got to be The Botanist. At the beginning of the game he has no dialogue, yet still presents such a strong personality. They are kind, thoughtful, and absolutely adorable. Look at that foofy hair! I'm a sucker for it. Their character arc is something I'm excited for. It's been a blast writing it so far-- and I won’t spoil anything-- but you guys will love him. I'm sure of it. Now if we're talking character design, Naël has got to be my favorite. He recently received a “tune-up,” as I would like to call it, and I think everything works together very cohesively in his design now. It's probably one of my favorites out of all of them, at this point.
Looking back now, is there anything that regret/wish you had done differently? *Macdev: Thankfully, things worked out perfectly-- and the universe blessed me with a wonderful team in the end-- but it was very stressful once I realized I had asked for help way too early. I essentially made a single map, and a little character sheet-- then asked for a whole team to help me out. As I said, it luckily worked out in the end. Now we have so many amazing people helping us-- but we also lost a few in the madness-- and that's a mistake on my part, 100%. If you don't know what you want, it's hard to ask for help. It will lead to confusion, lots of back and forth, frustration, etc... Just wait until your way further in development. Trust me. I know it’s easy to jump the gun and shoot for the stars, but sometimes it won’t work out as well as it has for the Cadeau team!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Macdev: I won't say as of now! The idea of a sequel/prequel has floated around, but if it does come to fruition, it won't be until way after the release of Cadeau. We'll just have to see. (This isn’t to say I’m not hopeful!)
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With your current project, what do you look most forward to upon/after release? *Macdev: I have so many amazing project ideas lined up for after the release of Cadeau. I won’t spill too much, so they'll be more of a surprise-- but they range from classic, adventure-themed true RPG's-- to 3D teenage-thrillers. I'm honestly stoked, there's so much in store for Halfworld.
Is there something you’re afraid of concerning the development or the release of your game? *Macdev: I think my biggest fear is letting people down. Also, I worry about losing interest or having people form the idea that the game is never going to be completed. It’s just going to take some time, is all, and that’s okay!
Do you have any advice for upcoming devs? *Macdev: I already mentioned above not to jump the gun and ask for help too early, so some more advice I'll give: is to keep all your material, all your ideas, and all your concepts in one concise place. I would say do it digitally from the get-go, but if you would prefer to write it down physically that's fine! Just make sure it's only one or 2 notebooks, and not 13. The information for Cadeau is spread throughout my hideous mound of notebooks, as I get up during ungodly hours of the night to scrawl a sudden idea down. So, I'm currently in the process of moving them to one digital spot-- and while it's generally easy-- I would have been able to avoid it if I had just put everything in one spot in the beginning. Oh, and back up your progress regularly! I have separate backups of Cadeau from months in 2 different years, and in 4 different places. So, I take backups very seriously—and so should you!
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Question from last month's featured dev @atlasatrium: What's your favorite RPG Maker game and why? *Aidan: I love End roll, Ib, OFF, Prom Dreams, From Next Door, and Aria's Story! Bruno: Mm, definitely Long Gone Days (though it’s not being made on rpgmaker now) Midnight Train, Heartbeat and Glitched! WariA: I don't really have any :0 the devs I've worked with so far have all been really sweet (´꒳`);; Macdev: This is a tough question! I have a lot of favorites. Probably Stray Cat Crossing overall, but I also love Home and Starboy. Starboy brings a lot of memories, and Stray Cat Crossing was what inspired me to start making games! Oh, and Home is just very cute.
We mods would like to thank HALFWORLDstudios for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Cadeau if you haven’t already! See you next month! 
- Mods Gold & Platinum
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zehecatl · 3 years
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rec post for @f-eef that got too long for its own good, and is now just. a general rec post i guess
(as of writing, today is the steam summer sale! writing this before that goes live, so no guarantee everything on here is on sale, but! most of these are older games, so it’s likely. keep them in mind~)
- Iconoclasts my absolute favourite game, ever (along with OFF, but shh), if you check out one game from this list, let it be this one. it’s a genuinely almost flawless package, with gorgeous pixel art, fun gameplay, a really good story, and a cast of characters i just. adore. it’s so so so good, and three years later, i’m still not over it
- The Binding of Isaac so there’s this genre called roguelikes, wherein the whole gimmick is that, when you die, you gotta start from the Very Beginning; and the ‘point’ is getting better and better at the game, until you win! it’s super easy to just, play a few runs (they generally don’t last that long!), and then go on with your day, so it’s a really fun game to just waste time in, if you just wanna chill with some game. and, in my personal opinion, Isaac is the best roguelike game, with so much stuff to unlock, a whole slew of items to play with, and so much content it’s kind of unreal. i definitely think the DLCs are worth picking up, but it’s mostly for more content than like. actually being necessary
- Terraria it’s minecraft, but 2D. unlike MC, it’s got a bit of guidance, which i personally prefer, with bosses to fight and such. an absolutely BLAST with other people too
- A Hat in Time a 3D platformer, ala Mario, that’s just. super charming. it’s also really fun to play. i haven’t actually played the DLC’s, since i played it way back, but i’ve heard good things about Nyakuza Metro, which does look super slick, so ¯\_(ツ)_/¯
- Slime Rancher you are a slime rancher. you ranch slimes. it’s honestly just wholesome as hell, and just exudes happy vibes. mostly for running around and collecting slimes, ngl
- The Messenger really funky retro game, wherein you play a ninja on a mission. it’s primary draw is definitely in its gameplay, but there’s a surprising amount of story for this kind of genre? i honestly really just like this one. it’s neat
- Underhero you play as a cute minion, who kind of like. managed to kill the hero. and whoops, guess you’re doing his job now? it’s got that undertale vibe, though i’d say it’s less polished than it. HOWEVER, it’s absolutely lovely and it’s climax is REALLY good
- Hatoful Boyfriend bird dating sim. trust me. the ‘secret’ finale route is just. *chef’s kiss* fantastic
- Night in the Woods if you don’t mind having a very poignant sad time, oh my god, i could not recommend NITW more. it perfectly captures that period when you’re done with school, and suddenly your whole life is stretching before you, and you feel so so fucking lost, and overwhelmed and pained with it. it’s just. so good. a sadness worth experiencing 
- Shovel Knight another retro game! this one is, pretty much, the king of the genre, and for very good reasons. the first one (shovel of hope) doesn’t have much story, but the latter ones really add on it. they’re honestly just, really solid games! with funky knight characters!!!
- Hyper Light Drifter man, it’s just a masterpiece. everything about it is perfect. it’s been like, five years, and it’s still one of the very best indie games
- Tell Me Why it’s currently free for june! and it’s a story game! plus, if you like the genre, the devs got the ‘Life Is Strange’ serie(s) to delve into!
- Cat Quest honestly, i just really like this little game. the gameplay is SO much fun, and everything else is just. really charming :’)
- Yoku’s Island Express metroidvania, where you play as a dung-beetle post officer, and the gimmick is that it’s pinball-y! it’s really fun, and very cute and just an all around good time :)
- Owlboy you play as an owl boy! named Otus! and you can fly around, and there’s GORGEOUS pixel graphics, and a neat story, and just. the BEST cast of characters. it’s delightful
- Yuppie Psycho + Count Lucanor just gonna bundle these two together, because they’re both REALLY GOOD. YP is the newer one, and is therefore probably ‘the better one’, but i like them both a ton! they’re 2D horror, but i wouldn’t say they’re that spooky? though that might just be because they’re pixel games! you explore spooky place, and weird stuff happens around you. just a really fun time :)
- Angels of Death my FAVOURITE rpgmaker game, it’s main draw is, a 100%, the main characters and the relationship that develops between them. i just love it a whole lot, and it’s got that lil’ tinge of horror that i, personally, fucking adore. there’s actually an anime based on this, but i haven’t seen it myself!
- Celeste curve ball! it’s a 2D platformer! it’s really good, got a ton of accessibility features, and has like. the tightest gameplay- and, on top of that, surprisingly emotional story! 
- Bastion putting Bastion here, because it’s actually the only one i’ve properly played, but you could probably buy any of the Supergiant Games, and come out satisfied. Bastion is the oldest of the bunch, and is definitely a bit less polished for it, but i personally adore it; the gameplay probably hasn’t aged that well, but i think the story and presentation more than makes up for it
- The Darkside Detective funny point and click adventure, with great wit, and a pair of characters i kind of simply adore. it’s main draw is definitely its humour
- Littlewood very wholesome and chill farming game, that feels more like an RPG than something like stardew valley- i’d not recommend it over SV, but if you want more of SV, Littlewood might scratch that itch!
- Pony Island + The Hex absolutely adore both of these, though if i had to rec only one, it’d probably be Pony Island? they’ve both got that undertale-off vibe, though Pony Island definitely leans harder into it. very interesting plays, both of them
- Oxenfree another horror-ish game! primarily story-focused, but oh boy, what a story! i’m a BIG fan of this game, and the sequel was recently announced too! definitely worth a look if you like ghost shenanigans
- Creature in the Well wasn’t a 100% sure if i should rec this, but beside the finale boss, i really enjoyed my time with this! it’s this weird pinball inspired hack and slash, with some amazing vibes
- Kindergarten 1 + 2 they’re just fun little games okay. the 2nd is much more fleshed out, but the 1st one is really fun too
- the Henry Stickmin collection I JUST... LIKE THESE GAMES A LOT... i think you can find the old versions somewhere on the internet, if you wanna check them out first? idk, they’re fun!
- LIMBO + INSIDE personally, i like INSIDE more, but both of these are classics, and also they’re made by a danish team, and i like them a WHOLE LOT
- The Final Station i could not tell you why i like this game as much as i do, but oh my god. i love this game? it’s got a dying world, neat pixel graphics, big zombie apocalypse vibes, and a weird little story
- Year Walk i love Year Walk :)
- Smile For Me if you liked undertale’s lovely cast of characters, oh boy, you’d likely LOVE this game! it’s really, really, fantastic, and the epilogue (not in the actual game lol) hit me right in the feels
- Pikuniku just a fun little game! there’s not really much there, in the grand scheme of things, but it’s a wonderful little play, one of those games that just sets out to give you a good time, and absolutely success. i like it a lot :’)
- A Short Hike wonderful game, where it’s more about exploring the island than actively finishing the game. it’s real wonderful
- ULTRAKILL ANOTHER CURVEBALL! no idea if you like FPS, but oh my god. ULTRAKILL is so fucking good. just an absolute blast to play. there’s a demo to check out, and i’d definitely recommend it, because if it’s a genre you might like, you’ll love this one (OH also it’s in early access, which means it’s not finished yet! personally, i don’t mind that, especially considering this is more gameplay focused, but ya’ know!)
- My Friend Pedro it’s honestly just really fun to play, and sometimes i still think about the implied lore, and go all !!!!
- Little Misfortune another point and click! this one is pretty short, and is set within the same universe as their other game, Fran Bow, which is much bigger, but idk. i like this one. it’s dark cute
- This Strange Realm of Mine i honestly dunno how to explain this one, because it’s kind of weird and a bit odd, but i really like it, in all its weird poetic glory. it’s neat!
- Donut County you’re a terrible racoon who’s ruined the whole city with holes. it’s great and i love it
- OneShot another ‘gives me undertale vibes’, though this one was in development before UT, if i recall correctly! it’s so good, and it’s got some fantastic meta bits, and i love Niko. i love Niko so much
- Inmost gorgeous vaguely spooky game with a neat story... my favourite genre
- Sayonara Wild Hearts i’d call this more of a spectacle than anything else, but oh my god. what a spectacle it is! the OST is amazing, everything about it just hits right, and even if you suck at the gameplay (which i did), it really doesn’t matter, in my opinion? it’s just great all around!
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hi-i-love-u-bitch · 6 years
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Excuse me! But where is my Sanders Sides Gamer AU???
Voices in my head: Gee Bunny, it seems you have no problem writing a lot of other fics and stuff yet you still haven’t even finished the next chapter of your Spiderverse fic???
Me: SHUT THE FUCK UP DISEMBODIED VOICES IN MY HEAD!!! IF YOU WANT THAT FIC DONE SO BADLY TELL MY LOGIC AND CREATIVITY TO GET THEIR ASSES IN GEAR AND GIVE ME SOME GOD DAMN INSPIRATION!!!!
Voices in my head:.....
Me: Yeah, that’s what I thought! Anyways, idk if I just missed a memo or something but I haven’t seen any Gamer AU of my boys and that is a crime in and of itself! Like, how dare! But fret not, I am here to provide content (Read: headcannons) that you did not ask for! Let us begin! Or should I say start!
(please note that I am not a gaming expert so feel free to add or correct stuff)
NOW WITH A PART 2!!!!
MAIN SQUAD
Roman Rosewood
Obviously loves RPGs! Anything with a good story line really! Or has medieval fantasy aesthetic!
Skyrim, Diablo, Undertale, Final Fantasy, Kingdom Hearts, Fallout, Red Dead Redemption, Undertales, Dragon Age, God of War Dark Souls, Assassins Creed, Earthbound, etc.
Played West of Loathing just so he could rip on it but actually ended up loving it and spending way to many hours playing. Then he found out there was a game called Kingdom of Loathing by the same creators and went down that rabbit hole as well.
He was iffy about getting into JRPGs but then Virgil convinced him to play Persona 5 and he absolutely fell in love with the music!
All the music in his phone is either from musicals or Video games!
Also really likes choose your own adventure games like Detroit: Become Human, Life is Strange, and Telltale Games
So much video game merch! Usually figurines because he likes to make little shelves and display cases for them.
He also really likes multiplayer games because he’s a social butterfly and likes to play with his squad.
Sucks at first person shooter games but still willingly plays Fortnight or Call of Duty or Left for Dead with his friends because he doesn’t want to be a drag and complain. But also they sometimes die in game in the most hilarious ways and it just leaves everybody wheezing.
Virgil Dante
Horror games, obvs!
All about that dark aesthetic!
Devil May Cry, Silent Hill, Fran Bow, Sally Face, Resident Evil, The Witch’s House, Amnesia, Little Nightmares, Bendy and The Ink Machine, Alice: Madness Returns, SCP-Containment, Pony Island, etc.
Yes, he’s played all the Five Nights At Freddy’s games. It’s a good series and it isn’t his fault the fandom is bat shit crazy and full of ten year olds! Fuck you Roman!
Every time the Walking Dead comes out he knows he’ll end up crying by the end of it. He and the squad make and event out of it.
Japanese horror games are usually his favorite because they deal more with the psychological aspects of horror instead of the jump scares
So, yes, he’s also a fan of Corps Party and Fatal Frame
Also really good at first person shooters because he has a really steady hand (you usually have to when playing horror games least you want to restart the level) and it pisses Roman off to no end every time Virgil randomly headshots him.
Usually likes to by merch in the form of posters, t-shirts, or beanies. He only buys figurines if it’s a game he really, really likes.
At first didn’t know why people kept bugging him to play Doki Doki Literature Club but then he finally caved and...oh...that’s why.
Logan Mill
My boy loves puzzle and strategy games yo!
Legend of Zelda, Portal, Tetris, Unravel, World of Goo, Inside, Limbo, Pokemon, Shadow of the Colossus, StarCraft, Command and Conquer, Age of Empire, Heart of Iron, World of Warcraft, etc.
He likes Overwatch but doesn’t like playing with people online so he usual solos or asks the others to play. But that too usually ends in chaos.
Hates rage games because he gets frustrated easily and has broken at least four keyboards and two controllers
He still plays them anyways because he can beat it damn it! Just give him a minute!
Enjoys the God of War series despite all the mythological inaccuracies
He plays a lot of Minecraft to relax or destress and has build beautiful works of architecture and sometimes entire cities.
He thought it was stupid and childish and was embarrassed about it for a long time until the squad came over to his house one day uninvited and caught him playing. He was getting ready for them to make fun of him but they instead gushed about how AMAZING everything looked and how TALENTED he was for building all himself.
Logan ends up showing them how to play afterwards and they work together to make weird sculptures and complex tunnels underground.
He likes practical merch like backpacks, coffee mugs, pencil holders, notebooks, ect. as well as a few t-shirts and novelty ties.
Yes, he does collect Pokemon cards!
Patton Adley
Silly dating sims, farming games, and any cute game really! Plus a few side scroller games!
Stardew Valley, Harvest Moon, Slime Rancher, The Sims, Dream Daddy, Animal Crossing, Kirby, Monster Prom, Hatoful Boyfriend, Scribblenauts, Night In The Woods, Ni Nu Kuni, etc.
Big Nintendo fan!
He made the mistake of playing Doki Doki Literature Club without reading the warning tags and regrets it immensely...still a good game though.
He did the same thing with Huni Pop but that one made him laugh more then anything and he kind of got addicted to it. Then he found out there was a sequel called HuniCam so he went down that rabbit hole too.
He likes a lot of phone app games too like Cut the Rope, Neko Atsume, and Candy Crush.
Loves trashy dating app games, he thinks they’re so funny and cheesy
He was addicted to Mystic Messenger for a long while
Just because he has his preference doesn’t mean he won’t try other games too, Logan got him hooked on World of Warcraft (though really he did that to everyone), Virgil showed him Hollow Knight, and Roman suggested he play Undertales.
Prefers merch in the form of plushies and key chains!
He likes to bake and decorate cookies, cakes and pastries in the form of his favorite video game characters.
RED SQUAD
Duncan [Deceit] Adley (Patton’s twin)
A lot of first person shooter and combat games!
Doom Series, Super Smash Bros, Mortal Combat, Halo, Fortnight, Grand Theft Auto, Street Fighter, Tekken, Soul Calibur, Half-Life, Team Fortress, Destiny, Wolfenstein, Bio Shock, Splatoon, PUBg etc.
Patton was the one that introduced him to Splatoon and he won’t admit that it’s actually super fun.
Doesn’t mind story driven games and RPGs but he really just wants something he can zone out to and relax
He likes to troll people online, mainly assholes picking on little kids who just want to play.
He once teamed up with a group of kids on Call of Duty solely for the purpose of collectively kicking the asses of this groups of so called “real gamers” that were being jerks.
Has memorized all the combos! He doesn’t have time to sit and look up a cool finishing move, he needs it now!
Always mains the weakest/most useless character in fighting games and still manages to kick everyone’s ass.
Doesn’t have a preference in merch and usually grabs whatever he likes be it figurines, t-shirts, posters, plushies, or whatever, so long as he likes the game it comes from.
Has several tattoos from his favorite games
Emile Picani
Classic retro games, cartoonish games, and Nintendo are his jam broham!
Mario, Classic Sonic, Paper Boy, Transylvania, Spyro, Pac Man, All the Saga Disney games, Duck Hunt, Mario Kart, Galaga, Mega Man, Donkey Kong, Secret of Mana, Banjo-Kazooie, Conker’s Bad Fur Day, etc.
Absolutely fell in love with Shovel Knight when it came out!
Remy got him into all the indie pixel games: Towerfall, Terraria, Owlboy, Hotline Miami, Papers Please, Celeste, One Shot, etc.
Duncan was the one that introduced him to Cuphead and the usually play it together and see how far each of them can go without dying.
The game is difficult but the art is still so breathtaking!
Likes the occasional psychological thriller game
Bet Virgil showed him Alice: Madness Returns and Doki Doki Literature Club (after he’s played it of course)
Likes plushies and figurine merch with the occasional poster and coffee mug.
Likes to doodle a lot of his fav video game characters and cartoons and is actually really good at it. He helped design most of Duncan’s tattoos.
Remy Knightly
Likes a lot of indie games and old online flash games!
The Stanley Parables, Oxenfree, Inside, Firewatch, Super MeatBoy, The Binding of Issac, Donut County, Henry Stickman series, Impossible Quiz, Crush the Castle series, Hyper Light Drifter, etc.
He always gets everybody hooked on one game or another
He convinced everyone to play Undertales so for like a month they all went through a HUGE Undertales faze.
Was the actual, ACTUAL one that showed Duncan Cuphead because he knew the dork would be reminded of Emile because of the animation and would want to show it to him and play multiplayer (*cough* subtle matchmaker *cough*)
(Do not be fooled, he is a pinning boy himself)
Is up to date in all the gossip of the latest games and consuls, indie or mainstream! He’s in the know, know and if you need to know something chances are Remy probably knows it.
Weeds out through all the indie horror games for Virgil and recommends what he thinks are the best ones.
Same thing with Logan and his puzzle games, he’s usually is able to find very strange ones and Logan seems to likes those best.
Obviously has a lot of merch in coffee mug and thermal form as well as a few key chains.
Occasionally streams on Twitch with Duncan and Emile (sometimes inviting the main squad too), they’re commentary is usual hilarious.
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sweetiecenter · 5 years
Text
Fallout, Borderlands, and how a Medium Compliments a Theme.
Fallout, Borderlands, and how the Theme can serve the Medium well, and vice versa. A small essay by me about two of my favorite game series.
2K Games and Bethesda are industry giants. Both of these studios have built their companies on the backs of extremely successful game franchises.
In the case of 2K, they built their franchise around sports, as well as Sid Meier’s RTS, Civilization, as well as delving into many other genres. It wasn’t until 2K started to delve into RPGs like Bioshock, from the creators of System Shock 2, that they started to develop their formula.
For Bethesda, they got their massive start a bit earlier with id software with games like Doom and Wolfenstein, which almost singlehandedly popularized the FPS genre.
Both of these industry giants are responsible for thousands of hours of love and enjoyment, and Bioshock 2 is singlehandedly responsible for growing my love of video games, and their writing.
There are two franchises from these respective companies that are both known for being notable open-world, first person RPGs: Borderlands and Fallout, and both series were published by their respective companies around the same time, with Borderlands 1 entering development in 2005, and Bethesda being commissioned to work on Fallout 3 in 2007, which later turned into Bethesda buying the rights and absorbing Interplay. Fallout 3 was released in 2008 on October 28, with Borderlands coming out almost exactly a year later.
As time has gone on, both companies have paid mutual respect to each other, particularly in regards to these FPSRPG games; Borderlands 2 even has a gun called thre dog in reference to the infamous Three Dog from Fallout 3. The similarities between the themes and playstyle of these games has led to many comparisons, but I would just like to take the time to talk about how each respective game does justice to the themes of their stories and the medium they use.
So what are the themes of these games, really?
The more unique taglines and themes of these games would be “war never changes” and “everyone is the hero of their own story” for Fallout and Borderlands, respectively. The underlying themes that go unspoken (mostly), seem to be anti-imperialism and anti-capitalism.
The anti-imperialism and anti-capitalism arguments are where it gets interesting.
First, let’s look at how both games use American culture and atmosphere to their advantage and to get their point across.
We can all agree that governments are, at their core, made to protect folks, right? That is their stated job. It is in their job description. Especially in America, the idea is that you should never, ever have your rights taken from you. We are surrounded by people who believe in the government, and if not in the government, then in your country itself. Patriotism has its own dedicated holiday! This is why Fallout has such a huge focus on how the government of their universe shifted away from protecting people, and how they have become imperialistic, jingoistic, and xenophobic. Even if you hate the military, the world of Fallout is intended to make you go “shit, at least we aren’t THAT bad”.
And this tone helps to set the theme for the Fallout games. Everywhere you turn, you are completely let down by the people you rely on. Looks are deceptive, and yet they aren’t. The dark and gritty atmosphere of the games are constantly screaming at you that the world has already ended, even as Ron Perlman tells you it is only the beginning. Happy endings are nonexistent in almost every case, with the sole exception of perhaps the Courier... but then, the Courier is the only one with no ties to a Vault. No delusions of grandeur, no expectations.
It should be noted that in the dialogue choices as the Courier, you are the most aware of everything that has happened. Instead of being shocked that someone shot you in the head, you are apathetic at best and mostly want the package back; even if you roleplay your courier as a revenge-driven mailman, they are never surprised. Disappointed? Oh, almost certainly.
The first time I booted up the original Fallout and saw the Overseer start talking, my first thought was:
“This is it. Humanity has degenerated into ridiculous blue cavemen.”
I think the design of the Overseer was very intentionally made to be odd, and to showcase that the people have changed. Then you step out into the wasteland. You see the disconnect between the Vaults, the only remnants of pre-war society in the first game, and the rest of the world.
The discovery that the government willingly let all these experiments happen only adds to our disgust as we piece things together, piece by piece. You become jaded and cynical, and in your quest to save everyone, you truly have changed. Sure, the Overseer exiling you because “you’re different” may seem weird and a flimsy excuse to keep the experiment going, but it has a hint of truth to it. You’ve changed. You’re knowledgeable. You can no longer be controlled by the propaganda you had taken as the truth, that all Vault residents had taken as the truth. This disconnect between reality and the Vaults is further explored whenever you reach a new Vault.
Finding out the horrifying truth about what the Vaults were, what they were made for, never gets any easier. The game’s sound design is always made to harken back to something behind you, in some way. The base game’s sound design usually invokes paranoia and fear, while the radios that constantly play music from a bygone era invoke a general feeling of “nothing will ever be the same”.
All in all, Fallout does a fantastic job of setting the basis of its universe. Worldbuilding is a massive part, and their is little to nothing left unknown for a savvy player, should you be willing to listen to exposition. The overall tone is tragic and bleak, in order to juxtapose itself with the pre-war propaganda.
Which brings us to Borderlands.
Borderlands does not ask you as a player to think. It does not ask you to feel. The main focus has never been the story, and yet it is still a beautiful aspect of it, in the way of all the things that go left unsaid. How did the sirens come to be? Who knows. How did all the Eridians die out? Who knows. Why is it so much god damn fun to shoot a vertically challenged man in a gas mask and watch his head explode? Who knows.
Borderlands never gives you enough time to reflect on the overarching theme of the series. Compared to Fallout the game is much more fast-paced and linear, but if you take the time, you can see everything fall apart as the story progresses. You have no choice. Nothing you do ever matters, especially in the face of corporate overlords. All these bandits you’ve been fighting? They were normal people once. Convicts, sure, but they were also taken advantage of, brought to this strange alien planet and used as slave labor. Fresh off of the heels of Fallout, you could ask yourself, “what sick government would do this?” The answer is it isn’t a government. It is a corporation that styles itself as a government.
There lies the sick joke of the Borderlands series. This isn’t some far fetched, awful alternate reality. This is the future, where corporations continue down the same path they are on now - unchecked, allowed to ruin the worlds, contracted by governments - and nobody did a god damn thing. These guns you buy? Produced by Atlas. The clothes you’re wearing? Probably Hyperion fashion. The planets you come from? Owned almost completely by corporations. Atlas has an iron grip on Promethea, and Mister Torgue literally blew up an entire PLANET, even if it is played for laughs.
Just like in Fallout, nobody is on your side - and yet you know this. You embrace futility anyway; you buy Atlas, you buy Hyperion, and you buy Maliwan because at the end of the day, they are more powerful than any Vault Monster you could hope to kill. The bright tones and dark humor of the Borderlands are a direct result of embracing futility. The fun does not lie within facing your oppressors, it lies within killing them over and over. The thing that makes Borderlands so celebrated is its replayability; in Fallout, everything you do is permanent. Borderlands has next to no permanence. No matter how many Hyperion soldiers you kill, you won’t put a dent in them. These corporations span six whole galaxies.
Borderlands doesn’t need to set an atmosphere to make you immerse yourself in the story. We already know corporations are horrible. Jeff Bezos spends his money on space while Amazon employees die of exhaustion.
The horror of these two games directly correspond with each other. Fallout is horrifying because of past deeds, because of what could have come to pass. Borderlands is horrifying because of what still could happen.
Both of these game series have, in many’s opinion, fallen off in recent years, but I personally will always have a special place in my heart for these wonderful games and their storytelling.
Thank you for reading.
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trans-corvo · 5 years
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Steam rec List (AKA great games not a lot of people might know about that are currently on sale on Steam)
As of 7/7/19, until 20/7/19
·         Arx Fatalis (2002) - $5.49 (currently $2.74)
Arkane Studios’ first game, a post-apocalyptic fantasy about an underground city. Like all Arkane games it has a large variety of possible playstyles, each making for a completely different experience. Is bogged down by a weird and slightly unintuitive UI, but once you get past it, is genuinely a ton of fun to play. It also has the best magic system I’ve seen in a game – if you can get it to work. Downloading the fan-built Arx-Libertalis mod is pretty much a must to get the game to run on modern computers. Takes about 20-25 hours to beat.
·         Dark Messiah of Might and Magic (2006) - $9.99 (currently $2.49)
Arkane Studios’ second game, pretty much a proto-Dishonored in terms of controls and animations. As such it can be a little tougher to control, but still familiar (though the stealth system isn’t nearly as good.) Uses the source engine for tons of whacky physics hijinks. Very goofy/cheesy, but still a lot of fun. (The game is probably most famous for it’s melee attack, a kick which will send most enemies into orbit. Like I said, very goofy)
·         Echo (2017) - 27.99$ (currently $13.99)
Beautiful sci-fi game from ULTRA ULTRA, looks like it would melt your computer, but ran shockingly well for me. Has a fascinating story/world and smooth, intuitive gameplay with an interesting hook. A very unique experience. Takes about 6-8 hours to finish
·         Islanders (2019) - $6.69 (currently $5.01)
Fun little minimalist city builder (for lack of a better word.) Has a cute little low-poly art style and a pretty score. Excellent for relaxation.  
·         The Long Dark (2014) - $33.99 (currently $8.49)
Survival game from Canadian developer Hinterland Studio. Takes place in the Canadian north after a societal collapse and a shifting of Earth’s magnetic field (because apparently one apocalypse scenario wasn’t enough.) Has both a sandbox survival mode and an ongoing episodic story mode featuring Jennifer Hale and Mark Meer. There’s a difficulty slider that allows you to toggle between hardcore survival and a relatively peaceful exploration. It also has a nice art-style and much more beauty/character than a lot of its peers.
·         Northgard (2018) - $33.99 (currently $16.99)
A Viking story with mix of real-time strategy and city building from Shiro Games. Has a sandbox mode and a pretty good story mode, cute art style, and some genuinely fun characters (including a couple queer characters.)
·         Pathologic 2 (2019) - $39.99 (currently $31.99)
Don’t let the “2” fool you, this isn’t really a sequel so much as it is a remake of the original Pathologic from Russian developer Ice Pick Lodge (but this time with an English translation that doesn’t render it almost unplayable!) Very much an immersive sim that doesn’t hold your hand, even with the decent translation it’s still very much a difficult game, but one that’s worth the struggle. Has an amazing story about a small russian town in the early 20th century that is stricken with an unusual and deadly plague, it also has this fascinating lore based off nomadic cultures of the Russian Steppe. It’s a wholly unique gaming experience that I cannot recommend highly enough.
·         Pillars of Eternity (2015) - $32.99 (currently $19.79)
Classic high-fantasy RPG from Obsidian Entertainment, directed by Josh Sawyer, the same man who directed Fallout: New Vegas. Good art, good story, good characters, good everything. It’s a longer game, taking about 30-40 hours to beat.  
·         Remember Me (2010) - $29.99 (currently $5.99)
Made by DontNod Entertainment, the same studio that made Life is strange, and has a similar episodic format. It’s a cyberpunk thriller about a world where people are able to alter their memories. Doesn’t place the same emphasis on decision making as LiS, instead being more of a combat focused action type game with a few puzzles thrown in. It has a beautiful art design and excellent world building. Relatively short, taking about 6-8 hours to beat
·         Sunless Sea (2015) - $20.99 (currently $10.49)
A strategy RPG by Failbetter Games which builds on top of their mobile game “Fallen London.” In it, you play as the captain of a ship tasked with exploring the underground sea of it’s strange steampunk/cosmic horror world. Graphically simple, with most of it’s story being told through text. Very quirky and rather addictive. Has excellent queer content, including the ability to make your captain trans and non-binary, as well as being able to choose the gender of your significant other.  
·         Thief: Deadly Shadows (2004) - $9.99 (currently $1.09)
The third game in the Thief series and the final before the reboot, though you don’t really need to play the first two before this one (I’ve heard they’re good, but haven’t yet had the chance to play them.) It’s just modern enough that the controls and graphics aren’t too clumsy. The Thief series was a huge influence for Dishonored and if you enjoy Dishonored (especially the stealth), you’ll probably have fun with this. Also, the main character is voiced by Stephen Russell, the man who voiced Corvo in Dishonored 2, not to mention several dozen Bethesda npcs such as Mercer Frey, Codsworth, Nick Valentine, and pretty much every sleazy merchant in Skyrim. Takes about 15-25 hours to beat.
·         The Vanishing of Ethan Carter (2014) - $21.99 (currently $4.39)
A puzzle/walking simulator game from developer The Astronauts about a paranormal detective who arrives in a mostly deserted small town to investigate the disappearance of a young boy. Practically dripping with eerie atmosphere, it’s an excellent little horror/thriller with a gripping mystery. Relatively short, taking about 6-8 hours to beat
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I haven’t played enough of these three give much of a review, but what I did play and what I heard was very good
·         Tyranny (2016) - $33.99 (currently $16.99)
Made by Obsidian around the same time as Pillars of Eternity and has virtually identical art style and gameplay. Is a high fantasy RPG about an evil empire that has nearly enveloped the entire world, with you playing as an agent of said empire, tasked with carrying out the words of it’s godlike ruler.
·         SOMA (2015) - $32.99 (currently $4.94)
Made by Frictional Games, the studio that made Amnesia: The Dark Descent; though mildly less scary and with a much stronger story which follows a man who wakes up one day in a strange base on the ocean floor long after the fall of mankind. Manages to be both terrifying and deeply sad at the same time.
·         Tacoma (2017) - $21.99 (currently $9.79)
Made by Fullbright, the studio that made Gone Home. I actually know relatively little about this one aside from it being a sci-fi narrative about the crew of a space station in 2088. It has also apparently got that good queer content.
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