If you’re still keeping up with RPG Maker horror games in 2016 (I know I am!), then first of all the two of us need a new hobby, and second of all you’ve probably heard that the twinkly lolita spectacle Pocket Mirror has finally been released, three years after its initial demo, and clocking in at around 6 hours, it’s an artistic behemoth. How does Pocket Mirror compare to games like Ib and The Witch’s House, which it credits as sources of inspiration? Well, since the good stuff about this game should be immediately obvious (spoiler alert: it’s the artwork), in this review I’ll do what I do best and focus on the bad stuff! I am fun at parties.
In Welcome to the Game, you search the Deep Web for the hidden address of what is apparently the only Red Room — that is, a website where you can view and interact with a snuff film in real time (Like, Twitch plays murder basically) — in existence. Red Rooms are fairly well accepted as a myth, but that never stopped our imaginations from putting games on Steam. And now, thanks to the help of your friend Adam, you have all the necessary tools to hack and double-forward-slash your way across a pretend version of the anonymous internet.
Finally, six years after the North American release of 9 Hours, 9 Persons, 9 Doors and four years after Virtue’s Last Reward made the scene — after a drought of nothing but bad news for the future of the franchise — arrives the third and final game in the Zero Escape trilogy, Zero Time Dilemma, available on Steam no less, the one that was supposed to amaze us, knock us dead, answer all our lingering questions in a whiz-bang, no holds barred finale, and still get us home in time for dinner. So how does it hold up?
Disenfranchised after his work in the Bible, Satan has been busy as an indie game developer, and is currently working on the twenty-somethingth iteration of his magnum opus, Pony Island. Now it’s up to you to beta-test this hellish, horse-themed endless runner, traversing fences, flying across bottomless pits, and shooting lasers at wizard goblins. Save the imprisoned souls of the arcade as you hack your way through Pony Island’s terrible source code and the artefacts of its entire development history, including the early text-adventure version, the 3D version, the adventure game version, and the version with a mascot.
This week inspector detective officer person Plasterbrain investigates fanmade Pokemon MMO’s across the net — the good, the bad, and the Purugly. Lousy game design, shameless pay-to-win, and a fear of pineapples — plus the secret, seedy underbelly of online Poke-plagiarism.