September 18, 2016

New Song - Heading Out to the Highway (Judas Priest acoustic cover)

Got a live one for ya. This is a cover of Heading Out to the Highway, a song I absolutely love for both the lyrics and the absolutely beastly vocal performance by Rob Halford. At least, that's true for the live version - I've only recently listened to the studio version and I think the vocal lines are done much better in the live one.

Anyway, obviously I couldn't play the exact solo from the electric version, but I believe I've preserved the spirit of it, and that beautiful harmony at the end is still in there. All in all, I think the Metal Tyrant would approve.

Enjoy.

September 3, 2016

Robbing a bank, Adam Jensen-style

As we all know, banks are important, respectable institutions that perform an important function in our modern capitalist economy, and do not at all parasitically suck on the livelihoods of working people and the middle class alike. As such, robbing them is morally wrong, certainly a worse offense than rape or killing innocent Black people / children according to most courts.

However, had we lived in a different world - say, the world of Deus Ex - where banks are cruel, greedy institutions whose main function is to facilitate the transfer of money and property from the poor to the rich, you could think that robbing them would not be such a terrible thing, and might even be an entirely legitimate way of rebelling against the vile plutocracy to which the world has descended.

I cannot stress this enough, especially if you're with the US State Department and might reconsider that Visa you gave me: you should never rob a bank in real life. It is wrong, and you will get caught, and you'll blame me, and I don't need that in my life. But if you wanted to rob a bank in Deus Ex: Mankind Divided, you've come to the right place.


So you're at the bank you wanted to rob and what do you know, there's a security camera, a guard and a receptionist. This isn't going to be as simple as you thought! What should you do next? You might think you should go ahead and do this:


But you see, shooting up the place is a bad idea, because then this will happen:


Instead, opt for the silent approach - break into some offices!


Problem: some civilians are hanging around and will alert a guard if they see you trying to hack the keypad. What to do, what to do? Eh, I'll go get a drink and think about it.


What to do, what to do...

Wait.


I've got an idea.


Get those vending machines and place them between the civilians and the pad...


And get to work!


Of course, try not to accidentally hit bystanders with the vending machine, or they might realize something's not quite right.


When you're done, just move the machines to the next spot until you find an access card to the vaults, and voila! Everything in the bank is yours, and you didn't even have to fire a single bullet.

Keep digging, though, for a bank's true treasure lies not in its vaults, but in the finite wisdom of its management, often shared during meetings. Stick around, and you lower-class slobs might just learn something.


Yeah, I wouldn't cross that security breach off the wall just yet.

Please don't take away my Visa.

August 27, 2016

Adam Jensen's apartment proves he's a vain dick

The Deus Ex series is often lauded for its conspiracy-laden plot and the wealth of options to approach its gameplay, and rightfully so, but it also deserves praise for an oft-overlooked aspect: its fantastic world-design. Some of the best moments in any of the DX games, including the unjustly-maligned Invisible War, happen while idly exploring their various hub locations, finding secrets and stumbling on side-missions.

Most of the things you'll find during exploration are helpful, but not terribly important - an extra item here, a conversation fleshing out the setting there. Every now and then, though, something truly brilliant will happen. The first game is probably still the best in this regard: a thorough exploration of the New York City sewers nets some mind-blowing foreshadowing, and arriving at a well-traversed location from a new direction in a way that makes perfect sense while still being completely unexpected provides the sort of mind-blowing "aha!" moment that the Soulsborne games have become famous for.

Having put around 10 hours into Mankind Divided, I feel like it has built incredibly well on this proud tradition, with areas larger than ever before and spaces that feel even more detailed and lived-in than those of Human Revolution. Of course, it doesn't hurt that the game is freaking beautiful, with some furnishings detailed to the point of photo-realism.


However, none of these locations and spaces are more important than the apartment of beefy protagonist Adam Jensen, not because of the amount of time players will spend in it, but because of what it reveals about our hero: namely, that he is a shallow, vain man, obsessed with his image and with proving his significance to everyone around him.


Our journey into the self-important mind of Adam Jensen begins inauspiciously enough. Like all of us, Adam keeps something to read in bed, as well as a box of tissues for when you gotta have that morning wank. Or night-time wank. Or mid-day wank. Everybody wanks, is what I'm saying, even dour hunks like our man Jensen.

Actually, how does Jensen wank? I know it's gauche to ask about the intimate habits of oppressed people, but I really gotta wonder. Even us naturals have all bruised our intimate parts at some point just by rubbing it too hard, and I've seen Jensen punch through concrete walls like they were made out of cardboard. Even if you get around the problem of bruising your johnson by getting it caught between your mechanical hand's moving parts, you still have to contend with the fact that climaxing could see you popping your ding dong's head right off like it was one of those squeeze toys. Choking the bishop, indeed.

But this is where it all goes off the rails.



Oh, you're reading Let It Go: A Book About Learning, are ya, Jensen? Oh, you're so intellectual! Look at Adam Jensen, everybody! Look how smart he is, learning to learn as he does! And are those... are those fucking candles and letters in 2029? Trying to look like a big romantic, are you, Adam my boy? Oh, we're all so impressed. We're all so impressed with the candles and letters that you definitely use.


And yes, of course Adam Jensen has a mirror in his room. He couldn't go a moment without looking at his own abs, reaffirming to himself how attractive he is. Joke's on you, though, Adam - Eidos forgot to program a reflection for you to look at! Have fun flexing in your bedroom now, you dick.


This is another great example of the attention to detail in this game. Not only does the table look great, the CPU here is so detailed and realistic that I could mistake it for a picture of an actual card. I have no idea why Jensen is tinkering with it, but he's probably just trying to make us think he's so smart and good with his hands that he just leaves stuff like this lying around.


What? Don't you write down Maxwell's equations on post-it notes and hang them around your room? Well, you're clearly not as smart as Adam Jensen! And yes, Adam, I know this is one of Maxwell's equations, but at least I'm not being an arrogant cock about it. Jeez.


I take some comfort in knowing that even a badass android cop needs to make meaningless, stupid graphs that'll just end up in a trash can as part of his job. This is the real Adam Jensen here, folks: a boring guy who makes boring graphs. What a stooge.


Hey, I'm Adam Jensen! Look at all my books! I've read "Life and Regrets" and "Orpheus Slain"! I'm so complicated! But I'm also fun - just look at this one book I've read called "General Tao: the Man Behind the Chicken"! That's not a serious book! Ha ha ha! HA HA HA! HA HA HA!

Well tell me this, Jensen. If you're really such an avid reader -


If you really care so much about books, tell me -



WHY THE FUCK DO YOU HAVE TWO COPIES OF SO MANY BOOKS?



Here I can sympathize with Adam. I dig the hell out of Absinthe, and any fellow member of the wormwood fan club will have experienced that moment where you've had a bit too much and found yourself hugging the kitchen trash can.


Thing is, Adam, you don't need to be so pretentious to get people interested. Just show us some of DAT ASS, man!

Oh boy, I bet we're going to see his bits and pieces!


Ah, you fucking tease.

So as you can see, I was very cross with Adam. Unlike most people, I actually really like both the character of Adam Jensen as well as Elias Toufexis' portrayal of him. For all the criticism of his growly, monotone voice, I find the gruff and terse delivery to fit the character perfectly, and it makes the occasional moment of wit or genuine humanity that much more effective. Serious as he is, Adam Jensen has made me laugh quite a bit - a lot more than characters in other games that were supposed to be funny or charming.

No one is as cruel as a lover scorned, and looking at his apartment, I felt personally - PERSONALLY - singled out and scorned by Jensen. Until I saw this:


Yes, Adam Jensen had a doggie dog, and no dog owner can be that bad a guy. Maybe he can be redeemed. Maybe I can still fix him. So, Adam, if your'e reading this, here's some tips on what you can do to make sure your apartment does not reflect poorly on you.


For example, how about a singing fish? They're cute. They're fun. They say, "hey, look at me, I can be a fun guy. I don't just walk around punching people doing an impression of Christian Bale all the time". (This particular singing fish, sadly, does not actually sing.)


Also, how about folding towels into swans? It sends the message that you're a clean boy, but also good with your hands and possessed of a softer side.


Finally, I know I said I like Absinthe, but having it out in the open does make you come off like a bit of a junkie. How about some Amaretto instead? It's tasty, sophisticated, and if you mix it equal parts with coke, you get an alcoholic Dr Pepper. For real!

Of course, there are some things to avoid.



First of all, elaborate modern art with a name trying to sound poignant just makes you look pompous. No thanks.


Also, avoid using these outdated internet memes. Portal came out 22 years ago, for fuck's sake. And no, it's not funny to say you used to be something until you took an arrow to the knee, either.

Well, that's it for now. We took quite an emotional journey, from loving Mankind Divided, to thinking Adam Jensen is a dick, to thinking maybe we could change him. Only time will tell if opening our hearts and taking a chance will pay off. In the mean time, we can all enjoy playing the game, which is what I could have been doing instead of writing this stupid post.

Hold on, though, is that...


... is that on Xbox?


Yep, definitely an Xbox.

August 19, 2016

ืกืคื™ื™ืฉืœ ื˜"ื• ื‘ืื‘: 5 ื”ืžืฉื—ืงื™ื ื”ืจื•ืžื ื˜ื™ื™ื ื‘ื™ื•ืชืจ ืœื’ื™ื™ืžืจื™ื ืืžื™ืชื™ื™ื

ื”ื™ื™, ืื•ื”ื‘ื•ืช ื•ืื•ื”ื‘ื™ื!

ื›ื•ืœื ื• ืžื›ื™ืจื™ื ืืช ื”ืกื™ื˜ื•ืืฆื™ื” ื”ื–ืืช: ื”ื“ื™ื™ื˜ ื”ื•ืœืš ื ืคืœื, ื™ืฉ ื‘ื™ื ื™ื›ื ืงืœื™ืง ืžื”ืจื’ืข ื”ืจืืฉื•ืŸ, ืืชื ืฆื•ื—ืงื™ื, ืืชื ื ืคืชื—ื™ื, ืืชื ืžืชืจื’ืฉื™ื. ืื—ืจื™ ื›ืžื” ื“ืจื™ื ืงื™ื, ืืชื ืขื•ืœื™ื ืืœื™ื• ืœื“ื™ืจื”, ื•ื”ื•ื ืกื•ืฃ-ืกื•ืฃ ืฉื•ืืœ ืืช ื”ืฉืืœื” ืฉื—ื™ื›ื™ืช ืœืฉืžื•ืข ื›ืœ ื”ืขืจื‘:

"ืžื” ืืช ืจื•ืฆื” ืœืฉื—ืง ื‘ืคืœื™ื™ืกื˜ื™ื™ืฉืŸ?"

ื‘ืฉืœื‘ ื”ื–ื” ืืช ืœืคื—ื•ืช ืจื’ื•ืขื” ืฉืœื ื‘ื–ื‘ื–ืช ืืช ื”ื–ืžืŸ ืฉืœืš ืขืœ ืฉื—ืงืŸ ืืงืก-ื‘ื•ืงืก, ืื‘ืœ ืขื›ืฉื™ื• ืžื’ื™ืข ืจื’ืข ื”ืืžืช: ื‘ืื™ื–ื” ืžืฉื—ืง ืชื‘ื—ืจื™? ืื ืชื’ื™ื“ื™ ืฉืืช ืจื•ืฆื” ืœืฉื—ืง ื‘ืžืจื™ื•, ื–ื” ืขืœื•ืœ ืœืฉืœื•ื— ืืช ื”ืžืกืจ ืฉืืช ืœื ืžืขื•ื ื™ื™ื ืช ื‘ืงืฉืจ ืจืฆื™ื ื™ (ื•ื’ื ืื™ืŸ ืžืจื™ื• ืœืคืœื™ื™ืกื˜ื™ื™ืฉืŸ, ืื– ืชื™ืกื’ืจื™ ืขืœ ืขืฆืžืš ื‘ื‘ืงืฉื”). ืื ืชื’ื™ื“ื™ ืฉืืช ืจื•ืฆื” ืœืฉื—ืง ื‘-Call of Duty, ื—ืก ื•ื—ืœื™ืœื”, ื”ื•ื ืขืœื•ืœ ืœื—ืฉื•ื‘ ืฉืืช ืงื–'ื•ืืœื™ืช ืžื˜ื•ื ืคืช ื•ืœืื‘ื“ ืขื ื™ื™ืŸ. 

ืืš ืืœ ื“ืื’ื”! ื›ืžื•ืžื—ื” ื’ื ื‘ืžืฉื—ืงื™ ื•ื™ื“ืื• ื•ื’ื ื‘ืขื ื™ื™ื ื™ ื”ืœื‘, ืื ื™ ื›ืืŸ ื›ื“ื™ ืœื”ืžืœื™ืฅ ืœื›ื ืขืœ 5 ืžืฉื—ืงื™ื ืฉื™ื‘ื˜ื™ื—ื• ืฉื”ื•ื ืœื ื™ืœืš ืœื—ืคืฉ ืืช ื”ื ืกื™ื›ื” ืฉืœื• ื‘ื˜ื™ืจื” ืื—ืจืช.


5) ืขืœ ื”ืžืฉืžืจ


ืขืœ ื”ืžืฉืžืจ ื”ื•ื ืžืฉื—ืง ืฉืœ ืฉื™ืชื•ืฃ-ืคืขื•ืœื”, ืฉื™ืืคืฉืจ ืœื›ื ืœื‘ื—ื•ืŸ ืืช ื—ื•ื–ืง ื”ื™ื—ืกื™ื ื‘ื™ื ื™ื›ื. ื‘ื™ืŸ ืื ื”ืžื™ื™ ืฉֵׁืœְืšָ ืชื—ืกื•ื ืืช ื›ืœ ื”ืื•ืœื˜ื™ื ืฉืœ ื”ืžืงืจื™ ืฉֵׁืœָืšְ, ืื• ืื ื”ืื ื” ืฉֵׁืœְืšָ ืชืคืกืคืก ืืช ื”ื˜ืจื™ื™ืกืจ ืฉֵׁืœָืšְ ื‘ื›ืœ ืคืขื ืฉืฆืจื™ืš ืœืจืคื ืื•ืชื”, ืืชื ืชื’ืœื• ืขื“ ืกื•ืฃ ื”ืขืจื‘ ืื ื”ืงืฉืจ ืฉืœื›ื ื—ื–ืง ืžืกืคื™ืง ื‘ืฉื‘ื™ืœ ืœื”ื–ื™ื– ืืช ื”ืžื˜ืข"ื“ ื•ืœื”ื’ืŸ ืขืœ ื”ื ืงื•ื“ื”.

4) ืคืกืื–'


ืคืกืื–' ื”ื•ื ืžืฉื—ืง ืžื”ืคื›ื ื™ ื‘ื• ืขืœ ื”ื’ื™ื‘ื•ืจ ืœืขื‘ื•ืจ ืžืจื—ืง ื’ื“ื•ืœ ื›ื›ืœ ื”ืืคืฉืจ ืžืฆื“ ืฉืžืืœ ืœืฆื“ ื™ืžื™ืŸ ืœืคื ื™ ืžื•ืชื• ื‘ืกื•ืคื” ืฉืœ ืกืคื™ืจื” ืœืื—ื•ืจ. ื‘ื“ืจืš ื”ื•ื ื™ื›ื•ืœ ืœืืกื•ืฃ ื—ืคืฆื™ื, ื•ืืฃ ืœืคื’ื•ืฉ ื‘ื‘ืช-ื–ื•ื’ ืฉืชืขื–ื•ืจ ืœื• ืœืืกื•ืฃ ืขื•ื“ ื™ื•ืชืจ ื—ืคืฆื™ื, ืืš ืชื’ืจื•ื ืœืฆืขื™ื“ื” ื™ืžื™ื ื” ืœื”ื™ื•ืช ืื™ื˜ื™ืช ื™ื•ืชืจ. ื–ื” ื”ืœืงื— ืฉืื ื—ื ื• ื™ื›ื•ืœื™ื ืœืœืžื•ื“ ืžืคืกืื–': ื”ื–ื•ื’ื™ื•ืช ื’ื•ืจืžืช ืœื ื• ืœืžื•ืช ืžื•ืงื“ื ื™ื•ืชืจ, ืื‘ืœ ืขื ื™ื•ืชืจ ืจื›ื•ืฉ. ืื”ื‘ื” - ืื™ืŸ ื›ืžื•ื”!

3) ื–ื™ื– ืžืชื›ืช ืžื•ืฆืง


ื–ื™ื– ืžืชื›ืช ืžื•ืฆืง ืžืกืคืจ ืืช ืกื™ืคื•ืจื• ืฉืœ ื ื—ืฉ ืžื•ืฆืง (ืื– ื›ื‘ืจ ืกืงืกื™), ื—ื™ื™ืœ ืขืฉื•ื™ ืœืœื ื—ืช ืฉืฆืจื™ืš ืœื”ืฆื™ืœ ืืช ื”ืขื•ืœื ืžืžืชืงืคื” ื’ืจืขื™ื ื™ืช. ืœื ื—ืฉ ืื™ืŸ ื–ืžืŸ ืœืฉื˜ื•ื™ื•ืช ื›ืžื• ืื”ื‘ื”, ืืš ื›ืœ ื–ื” ืžืฉืชื ื” ื›ืฉื”ื•ื ืคื•ื’ืฉ ืืช ืžืจื™-ืืœ, ื˜ื™ืจื•ื ื™ืช ื ื—ื•ืฉื” ืฉืจื•ืฆื” ืœื”ื•ื›ื™ื— ืืช ืขืฆืžื” ื‘ืฉื“ื” ื”ืงืจื‘, ืื•ืชื” ื ื—ืฉ ืžื–ื”ื” ืœืคื™ ืชื ื•ืขื•ืช ื”ื™ืฉื‘ืŸ ืฉืœื” (ืื ื™ ืจืฆื™ื ื™ ืœื’ืžืจื™). ื’ืœื• ืื ื™ืฉ ืœื›ื ืืช ื”ื›ื•ื— ืœื”ืฆื™ืœ ืืช ื ืคืฉื›ื ื”ืชืื•ืžื” ืขืœ-ื™ื“ื™ ื–ื” ืฉืชืœื—ืฆื• ืขืœ ืื™ืงืก ืžืžืฉ ืžื”ืจ, ืื ืื”ื‘ื” ื™ื›ื•ืœื” ืœืคืจื•ื— ื‘ืฉื“ื” ื”ืงืจื‘, ื•ืื ื™ืฉ ืืกื˜ืจื˜ื’ื™ื” ืืžื™ืชื™ืช ื‘ืฉื‘ื™ืœ ืœื ืฆื— ืืช ื•ื•ืœืงืŸ ืจื™ื™ื‘ืŸ ื”ื—ืจื ืฉื™ืžื•ืช ืืœืฃ ืคืขื ื‘ื™ื™ืกื•ืจื™ื ืืžืŸ.

2) ื”ืœืš ื”ื‘ื™ืช


ื”ืœืš ื”ื‘ื™ืช ื”ื•ื ืžืฉื—ืง ืฉื‘ื• ืœื ืžืžืฉ ืขื•ืฉื™ื ืžืฉื”ื•, ืื• ืืคื™ืœื• ืจื•ืื™ื ืžืฉื”ื•. ื™ืฉ "ืขืœื™ืœื”" ืฉืืคืฉืจ ืœื’ืœื•ืช ืœืงืจื•ื, ืื‘ืœ ืกื™ืคื•ืจ ื”ืื”ื‘ื” ื”ืืžื™ืชื™ ื›ืืŸ ื”ื•ื ื”ืื”ื‘ื” ืฉืœื ื• - ืงื”ื™ืœืช ื”ื’ื™ื™ืžื™ื ื’ - ืœืขืฆืžื ื•. ื”ื ื” ืžืฉื—ืง ืฉืžื“ื‘ืจ ืขืœ ื“ืžื•ื™ื•ืช ืœื”ื˜"ื‘, ื•ื‘ื›ืœ ื–ืืช ืื ื—ื ื• ืžืžืฉ, ืžืžืฉ ืื•ื”ื‘ื™ื ืื•ืชื•. ื–ื” ืœื ืžืฉื ื” ืื ื”ื•ื ื‘ืืžืช ืžื”ื•ื•ื” ื“ื•ื’ืžื” ื˜ื•ื‘ื” ืœืกื•ื’ ื”ื™ื™ืฆื•ื’ ืฉืงื”ื™ืœืช ื”ืœื”ื˜"ื‘ ืจืื•ื™ื” ืœืงื‘ืœ - ืžื” ืฉื—ืฉื•ื‘ ื”ื•ื ืฉืื ื—ื ื• ืžืจื•ืฆื™ื ืžื”ื™ื™ืฆื•ื’ ื”ื–ื”. ื•ื–ื” ื‘ื“ื™ื•ืง ื”ืžืกืจ ืฉื”ืžื‘ืงืจื™ื ืฉื”ื™ืœืœื• ืืช ื”ืžืฉื—ืง ืฉืœื—ื• ืœืงื”ื™ืœืช ื”ืœื”ื˜"ื‘: ื–ื” ื”ื›ื™ ื˜ื•ื‘ ืฉืžื’ื™ืข ืœื›ื. ื›ืœ ื”ื›ื‘ื•ื“ ืœื ื•!

1) ื’ื‘ืขืช ื”ַืก 2


ื’ื‘ืขืช ื”ืก 2 ื”ื•ื ืกื™ืคื•ืจื• ืฉืœ ื“ื•ื ืœื“ ืกืืช'ืจืœื ื“, ืื“ื ืฉืงื™ื‘ืœ ืžื›ืชื‘ ืžืืฉืชื• ื”ืžืชื” ื”ืžืคืฆื™ืจ ื‘ื• ืœื”ื’ื™ืข ืœืขื™ื™ืจื” ื’ื‘ืขืช ื”ืก, ื‘ื” ื‘ื™ืœื• ืืช ื™ืจื— ื”ื“ื‘ืฉ ืฉืœื”ื. ื‘ืžื”ืœืš ื”ื‘ื™ืงื•ืจ ื‘ืขื™ื™ืจื”, ื”ื•ื ืคื•ื’ืฉ ื‘ืื™ืฉื” ื‘ืฉื ืžืจื™ื ืฉื ืจืื™ืช ื‘ื“ื™ื•ืง ื›ืžื• ืืฉืชื•, ืื‘ืœ ืขื ื™ื•ืชืจ ืื™ืคื•ืจ, ื•ืขืœื™ื• ืœื”ื—ืœื™ื˜ ืื ืœื”ืชืขืœื ืžืžื ื” ืœื’ืžืจื™ ื•ืœื”ืฉืื™ืจ ืื•ืชื” ืœืžื•ืช ืื• ืœืฉื›ื•ื— ืืช ืืฉืชื• ืœื’ืžืจื™ ื•ืœื”ื‘ื™ืข ืขื ื™ื™ืŸ ืจืง ื‘ืžืจื™ื, ื‘ืœื™ ืฉื•ื ืืคืฉืจื•ืช ื‘ืืžืฆืข ื›ื™ ืžืฉื—ืงื™ ื•ื™ื“ืื• ืœื ื™ื•ื“ืขื™ื ืžื” ื–ื” ืžืชื™ื ื•ืช. ื‘ื™ืŸ ืœื‘ื™ืŸ, ืขืœื™ื• ืœื”ืชืžื•ื“ื“ ื’ื ืขื ืจืืฉ ืžืฉื•ืœืฉ, ื”ื—ืชื™ืš ืฉืžืฉื™ื’ ืืช ื›ืœ ื”ื‘ื ื•ืช ื•ืœื ืžืคืกื™ืง ืœื”ืฆื™ืง ืœื•. ื’ื‘ืขืก ื”ืก 2 ื™ืœืžื“ ืืชื›ื ืขืœ ื™ื—ืกื™ื ืฉื‘ื™ื ื• ื•ื‘ื™ื ื”, ืขืœ ื™ื—ืกื™ ื”ื•ืจื™ื ื•ื™ืœื“ื™ื, ืขืœ ืžื™ื ื™ื•ืช, ื•ืžืขืœ ื”ื›ืœ - ืขืœ ืขืฆืžื›ื. 

ืžืงื•ื•ื” ืฉื–ื” ืขื–ืจ! ืขื›ืฉื™ื• ืื ืชืกืœื—ื•, ืื ื™ ื”ื•ืœืš ืœื‘ืœื•ืช ืืช ืฉืืจ ื”ืขืจื‘ ืขื ื”ื’ื‘ืจ ืฉืื ื™ ืื•ื”ื‘.

ื”ื ื”, Dark Souls ื—ื•ืฉื‘ ืฉืื ื™ ื‘ื—ื•ืจ ื˜ื•ื‘.

July 9, 2016

Back In 1995 - Review In Pictures

It's Silent Hill, only terrible!



Some things have to be seen to be believed, and Back In 1995, the latest game to try and exploit nostalgia to sell a shoddy piece of shit recapture the atmosphere of old-school horror games - most notably, Silent Hill - is one of those things. I could go on and on about everything that the game does wrong and everything the developers misunderstand about the appeal of the games they're trying to ape, and to some extent I will, but trying to offer a reasoned analysis of Back In 1995 seems like trying to do an autopsy on a Lovecraftian being: a sure recipe for insanity and mad ramblings.


So this time around, I decided to go for something a little different and just show you some of the highlights from the game. As such, be wary that unlike most reviews, this one is very spoiler heavy. And while this game is certainly in running for worst game I've played all year, I... kinda recommend it, actually. It's not cheap, especially for what it is, but if you have 12$ and two hours of your life to burn, it is one of the most uniquely bad gaming experiences you'll have in life. Ideally, I'd picture people playing this and then coming back to this review so we could all laugh about it together, like you would do with The Room or any other movie of that caliber. If you just want a sample of the wrongness that is Back In 1995, though - please proceed.

Also, since I feel like this might come off as nit-picking, I would like to stress that this is all I'm giving you here - a sample. The entire game is nothing short of a disaster, and it had me with my jaw open the entire time barely managing to wrap my head around the last stupid thing that happened just as another stupid thing came to take its place. I was honestly holding back, and I still had my finger on the screenshot key for almost my entire playthrough.

Having said all that, let's get right into this shit. Literally.


The turd monsters were the first thing people noticed about Back In 1995's trailer, and the most obvious sign that there was no hope for this game. Of course, a good horror game relies mostly on atmosphere and a feeling of uncertainty to inspire dread in the player, but it's rare for survival-horror to work without a tangible threat that could be lurking around every corner. Once you realize your main baddie in the game is the most laughable thing you could possibly be fighting, it's hard to maintain any fear or suspense. Especially when you realize said baddie can be stun locked and killed in three melee strikes, and that, incredibly, you can sometimes kill it by hitting it through the goddamn wall.


Brilliant.

To say the game is badly written is a massive understatement. As you will see below, it's not a language issue, because the developer is capable of expressing himself in English quite competently. It just seems like everything about the game and the setting has been an afterthought.


Yes, I'd imagine having a key to a door would help you open it.


I communicate with my co-workers this way all the time. But hey, at least it's better than the puzzle where you have a 3-digit padlock and you need to figure out the combination and uh... oh.


That's not the only time the game treats like an idiot, either.


An item in a video game that needs to be... used? You have to use it... somewhere? 

Mind. Blown.

Very often, it seems like the developer didn't even bother to make sure that the text actually describes what is shown on screen. Quality assurance? What's that?


Actually, that's... on the chair.


Nope, that's just a hole in the floor. Pretty sure you could jump right past it, too.


I have no words.

After going through a few rooms, you find the other main enemy in the game - a weird pink bird-looking monster. 


This one takes all of four melee hits to go down, and is stun-locked just as easily. In fact, the only monster that can't be stun-locked with melee is the third and final monster, which serves as a boss of sorts, and which - embarrassingly - actually managed to startle me, mostly due to having a semi-competent reveal in the midst of a lot of dumb shit. 


However, that effective moment is wasted as soon as the cutscene ends and the monster starts... walking in the opposite direction from you.


This thing has absolutely no interest in me.

Almost every narrative-based game has to force you to visit specific locations in a certain order to get the effect the developer was aiming for, but few games are as transparent about it as Back In 1995. At one point in the game, a character called GP sends you to retrieve some documents for him, at which point you get the following dialogue:


What... you gave me back the documents? Why didn't you just tell me to take the documents to the other building in the first place, you ass? 

When you do get to the next building, you're supposed to be startled by a guy calling out to you, which would have been far more effective if you couldn't just... see him on the roof right there well before it happens.


Of course, if you try to take the documents to the next building without going back to GP, you get this message:


Whoa whoa, relax, player. This isn't a world we've built for you to explore and interact with. You do what we tell you, when we tell you. This is a game where a door you need to go through remains locked until you read all the data logs lying around - which are, as we all know, the best story-telling device you can have in a video game.


Insultingly, this game actually forces you to wait a few seconds before you can skip a page of text, as if it's really important that you read through its sad attempt at a story.

It's become all too common for developers to have this strange pride in their work that is in no way reflected in actual game design or technical attention to detail. I don't expect ground-breaking visuals from indie games, but you can often see the love and effort poured into the better ones. Then there's Back In 1995, which takes forever to change camera angels even when you move through an entire area where you can't see your character:


Or this actual camera angle from the game:


Or this door that you can only open if you're not right next to it:


But hey, at least there aren't really obvious bugs, like clipping through large objects in a very limited space, right?


Awesome.

But is there any merit to that story that the game is so desperate to tell you? You may be surprised to find out that no, not really. It's extremely predictable, and it doesn't help that very early on, you come across this painting marked as being from 2013:


Gee I wonder if there will be a twist where we find out it's not 1995


Well who could see that coming? But it's all building to a really important point, people:


SYMBOLISM!!!11

After a fake ending, the game returns you to the first area, where you find a flashlight that, once turned on, causes all the lights in the game to go out. It's another surprisingly powerful moment, threatened and scared than anything in the game leading up to it.


At least it would be, if the game didn't crash after the fake ending, and if a bug didn't prevent the lights from going out at the right moment. Again, the game wants to ape the great survival-horror titles of the 90s, but without the willingness to put in the hard work they did to make their brilliance shine through despite their technical limitations. 

As a result, nothing about Back In 1995 feels genuine. As the developer himself says in the post-ending commentary that ensues:


And that could be said about practically anything in Back In 1995: it's all a gimmick. Resident Evil had turret controls because the first PlayStation didn't have dual analog sticks. Silent Hill had fog because the PlayStation wasn't powerful enough to render the large environments Team Silent wanted to use. Why does Back In 1995 do anything that it does? Just because. Just to make you think of the old horror games you liked, in the hopes that maybe you'd like it by-proxy.

In fact, this seems almost conscious:


As far as the developer is concerned, Back In 1995 isn't supposed to be a piece of art or even entertainment. It's pure escapism, without merit in and of itself. But that's not what its inspirations were. People are still playing RE and SH to this day, but the vapid power fantasies of yesteryear have long been forgotten by all but the very nostalgic, just like the vapid power fantasies churned out today by the likes of Ubisoft and modern Square-Enix are destined to be. Escapism is shallow; media that invokes something genuine in the audience is timeless.

The developer goes on to express concern about the way games today are made and consumed. To me, this is the most troubling part of the commentary. Yes, there's a lot of garbage coming out nowadays. But as far as I'm concerned, we're living in a golden age of gaming - a time where there are more games appealing to more people than ever before. The gatekeeping, privileged attitude that games are being destroyed because they are not exactly like what they were in the 1990s has led to some pretty terrible stuff over the last few years, and Back In 1995 has hardly earned the right to claim to represent a superior attitude to gaming.

But the developer still seems satisfied:


Fair enough. If the developer's job was to make me thing about games old and new, he certainly succeeded.

I'd think that a game developer's job is to make good games.

But what do I know, right?


Ugh, I should've known DarkSydePhil had something to do with this.

Score Calculation: Well, it has two good moments, so that's a

Final Score: 2/10

Verdict: Turret controls, polygon graphics, clunky melee - I already left you, and you're better off left behind. I mean, If we're already doing out-of-context 90s references...