Book Review – Elevation by Stephen King

This post will be full of spoilers, at least to an extent, because discussing this book without discussing spoilers would kinda defeat the point for me.

If you might want to read the book on your own, or like Stephen King, or have been press ganged into reading these posts to review the grammar and style of them, so as to make your friend’s blog appear more professional, this would be a good time to stop. Close the web browser, go buy a copy of Elevation from your local book store, and read it. It’s less then 150 pages total. It won’t take long.

Did you read it? Yes? No? Did you like it? Don’t answer, you can’t. The internet doesn’t really work like that.

I don’t consider myself a particularly good writer, or a particularly good reader. I like to tell stories, but they’re quite simple and crude.

In addition, I think trying to define art is also kinda pointless. I suppose the closest I could get to it would be that good art makes you feel something.

Both books I’ve read by Stephen King have made feel something. One was The Shining, a book which made me feel real terror, to the extent that as someone who has absolutely zero belief in the afterlife, I thought I saw ghosts afterward.

Elevation made me bawl my eyes out.

It’s the story of man who discovers that gravity seems to be slowly losing its effect on him. Bit by bit, his weight approaches zero, and he recognizes that when it does, to an extent his life will be over. While this is interesting, and supernatural, it’s not really what the story of Elevation is about.

Elevation is the story of a man who knows he is going to die. Specifically, it’s a story of what he chooses to do with the time that’s left to him. And what he chooses to do is simple enough. Eat candy. Patch things up with his neighbors. Finish one last big project. Find someone to take care of his cat. Go running. Enjoy what it means to be alive.

It’s also notable what he decides to not do with his time. He doesn’t try to patch things up with his estranged wife. He doesn’t really bother with selling his house, or getting his affairs in order, or anything. He doesn’t let himself end up in some sort of experiment, or as a medical case study. Perhaps finally, he recognizes that he doesn’t want to live his life without being able to pet his cat, or while trapped in his own house. He sees the end that’s coming, and he chooses how he wants his life to finish.

If you go into Elevation expecting a story about some mysterious sci-fi weightlessness in a small town in Maine, you will be disappointed. That isn’t what it is. It’s story about being human, and accepting the end that sooner or later comes for us all, and doing the best we can with the time we have left.

Reventure – Video Game Review

Reventure is not worth it. Now let’s spend too much time talking about why.

The Stanley Parable came out just about nine years ago, and so I don’t feel like I’m really spoiling anything by talking about it… but yeah. If you don’t want The Stanley Parable spoilers leave now, because in order to talk about Reventure, I want to talk about The Stanley Parable.

If you were to look at screenshots of the two, it would be hard to think they’re related. Reventure is a 2D pixel art side scroller, and The Stanley Parable started as a source mod, and as such, it’s fully 3D modeled in a nice 3D environment. However, I’d consider the intention of the two to be very similar: to subvert the players expectations of how stories are told.

Video games are on the whole, fairly linear. Unless you’re playing a game where the “Story” is created by interlocking systems, such as Dwarf Fortress or Rimworld, the narrative arc of the game is pre-created. In some cases, you might have games with a good or bad ending, or even something like Undertale where you have two massively divergent stories that are told in the same game. Even something like Mass Effect, while allowing the player a great deal of choice, doesn’t necessarily allow the players to change where the story goes. You can choose how to climb the mountain, but as long as you keep going up, you’ll end up at the top.

The reason I mention this is because both The Stanley Parable and Reventure feel like they’re trying to subvert and exploit this fact by creating endings for every single thing the player can possibly do. In the case of The Stanley Parable, part of this is played out via confrontation with the narrator, who grows increasingly frustrated with Stanley, and also the player, based on if they choose to ignore his instructions or advice. While the actual gameplay of the The Stanley Parable is very linear, it works because of the narrator, and the narrator’s response to everything you do, while at the same time having a very weird set of meta-narratives going on.

The one specific ending I want to talk about in the The Stanley Parable in relation to Reventure is the Countdown Ending. The Countdown ending is the most grim, as it ends with the player being put in a room, a countdown to a nuclear explosion ticking down, as the narrator mocks the player for thinking they have the ability to escape, while the room is full of buttons, levers, and doors, and all sorts of other things to interact with. The interesting thing to me is that the mockery and derision isn’t directed at Stanley so much as it is at the player of the game themself, and mocking them for thinking there is still a way out of the situation. I’d be lying if I said I didn’t replay the area multiple times, finally trying to use cheats to figure out how to win.

The truth of the area is the following, though: there is no way to stop the countdown, and no matter what you do, the game will end with the player dying. It’s an incredibly frustrating and aggravating sequence, and I wouldn’t necessarily call it fun.

I mention all of this, because there are a ton of moments in Reventure that feel like this, except I don’t think it’s intentional this time.

So, now that we’ve written way too much about The Stanley Parable, lets talk about Reventure. Reventure wants to do something similar, in that it wants there to be endings for everything. Kill the king? That’s an ending! Kill the guard? Another one! Kill the wise old man who gives you a sword? Yet another!

These are the gimmicky and slightly less than clever ones. Reventure also has one other really promising mechanic, so lets talk about that: scattered around the world are items. Because you are a hero, you want to pick them up. However, each item you pick up drops the maximum jump height on your character. If you pick up 5 at once, you get another ending where your character just gets squashed under the weight. So instead, you have to be clever. Do you really need the shield? Is there a way around without bombs? Is picking up the nuke (No, really) actually going to do anything for us this run?

For me, this was the most fun part of the game. Trying to solve this massive routing puzzle, to actually “beat” the game. I’d also say this is where Reventure starts to fall apart: as you start to learn and pick apart the systems at work in the game. The game has quite a few items, a grappling hook, a darkness stone, a time whistle, bombs, a sword, a shield, but very few of them actually get used if you’re trying to “beat” the game and save the princess.

So what does this mean? Well, it means a few things. One, unless you know what you’re going for with a run, runs start to feel very samey, and you can easily end up in what feels like an adventure game. What if I stab this guy? What if I wait here? What if I jump here? Etc, etc. And for many things, the answer is, “Actually, nothing special happens if you do this.”

I have one other big gripe with the whole game, and it has to do with the game failing at its core premise. What makes The Stanley Parable work is that it really does anticipate everything the player could do. Jump out a window? We have dialog, and a hidden area. Press a button several hundred times? Yeah, we made an achievement. Stand still at the start? We can see you. The whole premise of the game, that someone is really watching, that someone is really paying attention works because of that detail.

Reventure does not have that. I’m going to use a single encounter to illustrate this: the one with the dragon underground. There are several ways to interact with the dragon. You can kill it, love it, try to fight it, try to fight it with a flame proof charm or shield, or both.

Trying to do any of these things, though, ends the run, including, and this is important to me, killing the dragon. What happens if you do this? Well, the game tells you that “Oh, you starved to death since you didn’t have a way to get out.” Here’s the thing. It does this even if you bring the grappling hook. It does this EVEN THOUGH there is a secret passage that launches you right to surface almost immediately near the dragon. It ends if you try to fight the dragon, if you kill the dragon, and if you bring a bunch of gear and try to kill the dragon.

This is where the game fall apart for me, because it makes something very clear: the dragon is not an obstacle to overcome, it’s a end point to be reached and interacted with. And all of a sudden, all the clever thinking feels very pointless. Most items in the game are straight up useless or worthless, and the reduction in the player’s jump height is almost always a terrible trade for whatever benefit the item gives. It’s not about trying to find a clever way around puzzles, it’s about picking up a few random things and using them and seeing what happens.

This is the part where I stopped playing Reventure. Steam says I have about 66 of the 100 or so endings you can apparently get. After I stopped, I looked up a few more to see if I was missing something great. And honestly, I don’t think I am. (Many of the endings are just silly Easter eggs, like, “OMG, it’s the Fortnite Battle Bus,” and such.)

Now, you might be wondering, if I don’t like the game, why did I write so much about it? Here’s the thing: Reventure feels very promising at first. The whole idea of, “Hey, not all gear is good, try to figure out how to use it to solve the puzzles, and beat the game, with lots of variable routes” is fun. But when you realize that most of the items are more or less red herrings, finding new treasure becomes boring. Exploring starts to feel pointless, because you won’t find anything that will be interesting or help. And the game’s insistence on having so many stupid gimmicky endings means you end up playing the same sections of the game over and over.

Reventure felt like some sort of grand puzzle when I started playing, but looking at it now, it feels like some sort of old point and click adventure game where the solutions are obtuse and annoying.

I would not recommend Reventure. Go play The Stanley Parable instead.

Shapez.io Review

Here comes the sun (because you’ve been playing for several hours, and now it’s morning).

I’m not sure what genre Shapez.io is, and I’m not sure it’s super relevent. You can play it here. Don’t click on that link if you have other things you need to do today.

So what is Shapez.io? The easiest thing to compare it to is Factorio, at least mechanically, in that both are about processing and making things, and will eventually turn into some form of incredible clusterfuck.

You exist on a more or less infinite grid. On this grid there are 3 things: colors, either red, blue or green, shapes of various types, and a hub. You start with access to extractors and conveyor belts. You can use these to pull shapes off the shape spawns, and bring them to your hub to collect them.

Game progression is very simple, right up until it isn’t. Each “Level” asks you to collect large amount of shapes in the hub. Level one might be squares. Level 2 might be half a square. Level 3 might be half a blue square. As you go through the levels, you unlock painters, cutters, pathing splitters, etc.

And then it’s level 17, and the game is going, “Hey, I want you to make a Christmas ornament looking thing with a green star in the middle, on top of a circle that’s half white and half red, on top of a weird half square thingy spliced with a red spiky boy”.

And if you’re me, your response will be, “Oh, that’s not too bad, let me just re-route my white pigment production from a secondary holding dock into a route where I can use it to color the halves of the circle… but first I just need to create a way to get the circle, so if I look for a shape I can split into….”

And then it’s 11:00 PM. But you’re finally producing those precious, precious ornaments.

And then you realize that you don’t have enough quarter circles to keep your circle producers running, but when you add more, you find you’re getting blocked by the routing of the waste products on non-circles from your harvesters, so you add splitters and overflow that dumps into trash to prevent that from going wrong…

And now it’s 2:00 AM.

Fuck.

This is the Shapez.io experience. Is it fun? I’m not sure. I think I need to play a bit more first to be sure. Is it satisfying? Maybe. But I’m sure it will be even more satisfying just as soon as I can increase production speed on these ornaments.

Is it compelling? Well, for me, yes.

Siralim 3 – It Is Eh

After 8 hours, I don’t know the names of any of the monsters in a monster collecting game. I’d say that’s a bad sign.

I really want to like Siralim 3. But I don’t. I’m not sure why. Let’s talk about that.

Some of my most played games overall are Path of Exile, Pokemon, and Disgaea. On my Switch, Diablo clocks in at about 120 hours, and my Disgaea 4 save file has about 160 hours on it, and a few of the endings. We could talk about how much time I’ve got in PoE, but that would involve noting the questionable use of several thousand hours of my life. So let’s not instead, and say it’s my second most played game of all time.

So when I say Siralim sounds like the bastard child of those three genres, I feel like the end result should be, “Hey, I’m gonna play this forever.” And according to Steam, I have played about 8 hours.

I’m not sure why then that when asked how I feel about Sirilim, my answer is sorta just, “Yeah, it’s fine.” But the thing is, I’m not sure I’d actually recommend it.

Siralim 3 is a 6v6 RPG battler. You wander from randomly generated realm to realm, collecting monsters, leveling them up, and fighting forward. The game has extensive scripting and macro capabilities, letting you more or less just automate fights if you wish, and you can even make said scripts conditional. Of the monsters, I’ve seen about 30-40 of them, and they all seem to function pretty differently. Finally, the game has a weapon and spell gem system, and on top of that, you can craft and recraft those items with different modifiers.

So, we have a lot of systems with interesting tactical depth regarding equipment, (PoE/Disgaea), massive variety of characters (Disgaea/Pokemon), and a massive replayability and grind automation to just make the happy numbers go up (PoE/Diablo).

And yet the game still feels very meh. I think this is a two part problem, at least partly based on the artwork and the writing of the game. The artwork is… fine. But it’s not inspiring. I don’t really love any of the monsters in the game. None of the creatures feels like they’re part of “my team”. They all feel pretty interchangeable. In fact, I decided to see if I could name any of them, and uh, I can’t. Not off the top of my head. Despite playing for 8 hours.

The writing ranges from “Yes, this is writing” to “Bad”. It’s not gonna win any prizes, and I don’t think it’s trying to.

If I had to try to pinpoint why I don’t enjoy the game, it would come down to two main things: first of all, the general feel of the game itself is pretty bland. Despite being mathematically and mechanically interesting, it feels dull to look at. This makes it hard for me to ever really get invested, or push through the boring bits for the next cool thing. There’s nothing Siralim is going to show me that I’m excited to see, be it boss, dungeon, item, etc.

The second thing is that Siralim feels a bit overwhelming. I recognize that this might sound a bit rich from someone who claims to love PoE and Disgaea, but in both those games, I’m usually interested enough in continuing to play the game that I end up caring about whatever bullshit system they make me learn. I’m willing to learn how stacks, orbs, auras, etc. all function because I want to see more of the world and story. (Hello, all 10 other people who care about the lore in PoE, whats up?)

So, would I recommend Siralim? No. Would I buy it again? Also, probs no. I don’t think it’s bad. But the lack of compelling writing or interesting things to look at in terms of art means that I have zero desire to continue learning it’s system and mechanics. Siralim is clearly someone’s game, the newest version, Siralim Ultimate just raised $90,000 on Kickstarter. But it’s not my game.

The Ikai Demo

The Ikai Demo is fine, but currently it doesn’t do anything new. I’d like to see the full game do more with some of the potential it has regarding more interesting monsters.

God why did I download this.

Recently on Reddit, I saw a neat thread with a trailer for an Indie game called Ikai. It looked kinda neat, if a bit amateurish.

Then the devs linked to a demo that I downloaded and fucking god almighty, why did I do this.

If you want to play the demo in question, you can download it here. They also have a Steam page with a trailer and stuff on it here. (Side note: the designers don’t seem to speak English as a first language, and the Steam page and demo page have their wording a bit mangled. I didn’t see any evidence of this in the game itself; everything was well translated and clear.)

I do not like horror games. I do not play horror games. At one point in college while watching some friends play Alien: Isolation in the dark, the alien popped up, and freaked me out so much that I jumped up directly into the bed above, and smacked my head pretty hard.

I mention this because I’m not sure I’m the right person to review Ikai, even in this demo form. I do not want to seal the evil in this mask. I do not want to walk down the haunted hallway. I do not want to be in this temple whatsoever.

However, I feel obligated to play the demo, and try to finish it, because, a lot of effort clearly went into it.

So, having now finished the demo, here are my thoughts.

I really like the world that Ikai is trying to build, and I’m very curious about the story. If nothing else, it’s the sort of game I’d go read the wiki for, because I want know how things resolve.

Regarding the actual gameplay in the trailer, there’s not much here that hasn’t been done before. Open doors, search for things, draw some patterns, don’t get caught by the monster. This brings me to one of my biggest issues with the demo, the monster itself.

I’d call the monster in the demo “Fine” because there are a few things about it that are pretty great, and few things that are pretty “Meh.” For starters, this isn’t Alien: Isolation. The monster doesn’t seem super smart, and I had a hard time figuring out how it “Worked” mechanically, since as far as I could tell, it just strangled me to death if I got to close/if it saw me. The death animation was fine, if a little jump-scary, but I suspect since I had turned off audio at this point, if I’d been paying more attention I would have heard it. In another instance, the monster seemed to just spawn directly in front of me. I think this one was a bug.

Looking at the actual monster itself though, at least while it was standing still, kinda deflates it. Some of the animations are a bit janky. While in motion, or lurking from room to room, it radiates a sort of menace, but the second it stands still, or you get a good chance to look at it, the tension falls apart. In addition, while its design is really nice, its actual feel is pretty bland. It’s a large hulking thing that moves from room to room, looking for you, and kills you if it finds you. For how much the rest of the game plays into the setting, I would have liked to see the demo use some more interesting Yokai, rather then just having a “Big Scary Thing.” From a gameplay mechanics standpoint, I would have liked to have this thing be a bit more interesting, or have some sort of gimmick.

Overall, Ikai is fine, but I didn’t see anything in the demo outside of the setting and tone of the world that made it stand out from other similar sorts of games. Given the effort they’ve put into creating a non-standard world, I’d like to see them play with some of the gameplay mechanics they’ve set themselves up with. Creatures that can move from mirror to mirror, monsters that disguise themselves as objects, some more “fun” mechanics than what the demo has. Yokai are incredibly diverse, and if the game turns out to just be “Amnesia, but set in Japan”, I feel like they’ll have really squandered a lot of the potential design space to make some really interesting monsters.