Wednesday, June 24, 2026

Lacrimosa Moves In - Peace And Quiet Move Out

If there's one thing that might finally force me to keep a post short (Speaking of posts, if you want to skip right to the actual content, please click  [1] . Otherwise, please carry on!) it's having to type it on my laptop. No laptop keyboard is ever going to feel as natural and comfortable as my mechanical. 

Today, though, it's 35c out, which "feels like " 38 according to the ever-reliable Weather Underground. And it certainly feels all of that, at least upstairs where the heat rises, at the front of the house where the sun hits, which is where my study, if that's what we're calling it, is.

So here I am, downstairs at the back of the house, in the room we'll call the lounge for the sake of having something to call it, which is the coolest room in the house and likely to remain so until the sun comes round to shine directly through the windows around six in the evening. Typing on my lap may not be comfortable but at least I can see the keyboard without sweat dripping into my eyes. 

And because I'm down here, Beryl is too, which is good for her. You can tell it's hot. She stayed down here for a couple of hours on her own earlier on today, which is something she never likes to do. One more day of this, with tomorrow possibly being a degree or so hotter and then a gradual slip back to more normal summer temperatures over the weekend, at which point I will be at work anyway, where we have do have some sort of (Not very efficient.) air conditioning.

I like hot weather generally. I don't even mind it as hot and humid as this, these days. Humidity used to make my brain stop working but age seems to have tempered that. It's not good for Beryl, though, so I'll be glad when it drops a few degrees. I just hope we don't get any more thunderstorms in the transition. 

On Monday we had the biggest storm we've seen in thirty years, living here. It was like those news clips you see of tropical rainstorms or the tail-end of a hurricane. The drain at the back of the house was completely overwhelmed and we had three inches of water in the so-called conservatory, which is the first time that's ever happened. The conservatory roof leaked, too, although that's nothing new.

I had to stand ankle-deep in water, soaked to the skin from the torrential rain, constantly pulling the debris that was sweeping in out of the drain-grill to keep it clear for about fifteen minutes and then we spent an hour going through all the stuff that had gotten soaked to see what could be salvaged, which was most of it although some of that is never going to be the same again. 


 

Fortunately, water would need to rise more like six inches to get in the house itself. We got off lightly. Down the hill from us there was some more serious flash flooding with some damage to the streets that caused them to be closed to traffic next day. Never live at the bottom of a hill is my advice.

As well as the influx at the back, the storm brought down our giant rosebush at the front, blocking the path, so after I was done bailing out, I was out there, cutting it up and tying it back, still in the rain. And just to put the cap on the day, before any of that happened, while it was still hot and sunny and we had no idea what was coming (Absolutely no thunderstorms were forecast - they were supposed to miss us by twenty miles...), I managed to break the fridge, trying to force-defrost it. 

Never do that. It's the second time I've broken a fridge by removing ice build up too vigorously.

So that was Monday. But by Tuesday afternoon we had a new, improved fridge (This is why people still use Amazon despite complaining about them all the time.) and the conservatory was clean, dry and in better order than before. And of course, with it being so hot, everything that was wet is now dry and you might never know it happened. Although I bloody know, I can tell you!

Hmm. That's one long-ass intro to what I said was going to be a short post. I do like talking about weather. We just don't often get any weather worth talking about here, which I'm now seeing is a bit of a blessing. I suspect we might get more anecdote-worthy weather as climate change tightens its apocalyptic grip. Something to look forward to...

What I thought I was going to talk about was Neverness To Everness. I might have to go back to the top and put in a warning so people who might be interested in that sort of thing don't tab out before they even get there. Like this...


[1] Readers with no interest in my home life but who would still like to read about the home life of my imaginary friends, please carry on from here! Everyone else who just clicked out of curiosity to see what would happen  ^ back to top

Last time I posted about NTE I was saying how Flora wanted to get a bigger apartment and maybe ask Lacrimosa to move in with her. Both of those things happened. Flora's delighted with her new flat. Her new flatmate, though...

I love Lacrimosa. She's sweet and funny and charming and honestly you couldn't ask for a more co-operative housemate. If you remember, though, two of the reasons Flora was finding life with Mint a little trying were all the little sighs and strange noises she makes and how she keeps sleeping in Flora's bed. Or, rather, on it.

Sometimes you just don't know when you're well-off, do you? Lacrimosa makes a lot of strange noises, too, and she also talks in her sleep, which means she's making some kind of noise pretty much 24/7. And even though Flora's new apartment at Skyview Halls is enormous, somehow you can hear Lacrimosa all-too-easily, no matter where she is. 

Guess where she mostly is, though? Yep. In Flora's bed. Lacrimosa's favorite thing in the world to do is sleep so she's there a lot. Talking to herself. OK, fair enough, it's a big bed. There's plenty of room for both of them. But it's a big apartment! There's plenty of space for them to have a room each. Plus, I thought she slept in a coffin. Maybe she forgot to bring it with her in the rush...

So, having Lacrimosa move in was a bit of a mixed bag. Also, have I now effectively sublet my old apartment to Mint? She's still living there as far as  know, even though I'm not. Should she be paying rent? 

The really weird part was the way inviting Lacrimosa exactly coincided with a bond quest Flora got at the same time. You need Bond Level 4 to invite someone to live with you, which is also when you get a little bonding quest so you can get to know each other better.

Lacrimosa's quest involves helping her choose a suitable gift for her "Grandpa", who's had to go into hospital. I could write a dissertation on the subtext of this short quest but I'm going to restrict myself to a third of a blog post because it's important to retain a sense of proportion. 

Lacrimosa's "Grandpa" is no blood relation although he is a kind of tomato relative, since he lets Lacrimosa grow the plants in his garden, which is probably the same thing as far as Lacrimosa's concerned. Skia arranged for Lacrimosa to move out of dorm accommodation at BAC and into an apartment he found for her, in a block managed by an elderly couple, who he also asked to keep an eye on her. 

Lacrimosa calls the couple Grandma and Grandpa but as it transpires from conversations with her, she doesn't know them well. Grandpa has gotten ill suddenly with some unspecified ailment and Grandma is mostly absent, visiting him in hospital. Lacrimosa wants to visit too and she knows it's expected that a visitor brings fruit to a patient's bedside but the only fruit she knows anything about is the tomato.

Which is where you, the Appraiser, come in. Lacrimosa, like everyone you meet, seems to value your advice so she asks you to come help her choose a fruit for grandpa. And yes, there is discussion of whether a tomato is a fruit or a vegetable. Whichever it is, it's deemed inappropriate for the purpose.  


 

Flora ended up having to choose between I think it was apples, oranges and strawberries. She went for strawberries and Lacrimosa was happy with that although I got the impression she'd have been happy with a house-brick if that's what flora has suggested. Lacrimosa toddled off to catch Grandpa before visiting hours ended and that was the end of it.

Except, since I'd just asked Lacrimosa if she'd like to move into my new apartment, the timing seemed very much to suggest she was moving in with me because her current carers weren't able to give her the attention she needed and I was stepping in to help. That's absolutely how it went in my head canon but I can't help wondering if it isn't there in the writing as well.

It's quite firmly established that Lacrimosa isn't entirely capable of looking after herself and probably shouldn't be left on her own for too long. She's unworldly, to say the least. She knows very little about life outside the strict confines of her job and her extremely limited interests. 

She also talks about herself in the third person, always a sign of concern. And I just noticed that the Appraiser follows suit, always saying "Lacrimosa" where it would be more natural to say "you". I'm reading that as empathy or at least compassion on Floras' part. 

The Appraiser is of exemplary character, highly emotionally literate, or she is if you choose those responses. You could, if you were one yourself, play her as an insensitive jerk, but who'd do that? Not me. I'm pretty sure she has Lacrimosa living with her because that's what Lacrimosa needs right now.  


 

Whether there'll ever be a good moment for her to move back into her own place depends, I guess, on how Grandpa does. I suspect he might be in the hospital for a while. I imagine Flora's going to have to buy yet another bed.

And that, I think, is where I'm going to leave it for now. I've had about enough of typing on this laptop. I was going to do a whole thing about the Ghost Train Ticket quest but that's just going to have to wait. Good quest, though...

 

Notes about AI used in this post

I asked Gemini to do me some html code for the footnote. I've done footnotes before. I could have looked it up old school but why bother? Gemini did the basics, I did the rest. I'd have had to. If Gemini ever had a sense of humor, it seems to have lost it. I remember being mildly irritated by how chatty the AIs used to be. I kinda miss it now.

Tuesday, June 23, 2026

WILD! Go WILD! Go WILD In The City!

And so we come to the end, which is just as well for my page view stats. Here's my advice for anyone who wants to keep their traffic to a minimum without actually making their blog private: review game demos. Still, for the handful of people with literally nothing better to do than read a verbose description of a small part of a game that isn't available yet and which they almost certainly won't want to play when it is, here we go!

WILD Tactics   33 minutes - Not wishlisted...yet. Oh, wait... now it is!

Of all the demos this time around, Wild Tactics gave me the closest match between expectation and execution. I thought I was going to get an XCom clone with funny animals and that's what I got. I could leave it at that but then I'd have to think of something else to post about today so I'll go into a little more detail.

First off, all the indicators are firmly in the green. Wild Tactics looks great, as you can see from the screenshots. The characters are all very characterful, the backgrounds are as stylized as the flats in a professional production of Guys and Dolls, the dialog is snappy and sharp, the voice acting is energetic and engaging, the UI is clean, the gameplay is crisp and everything works like clockwork. 

If you're looking for a tactical, turn-based strategy game featuring anthropomorphic animals and you've already finished Mutant Year Zero, relax. You've found what you're after. Speaking of which, excuse me while I just go wishlist that one. I said I'd get it if it ever went on sale but then I forgot all about it.

And while I'm at it, I guess I might as well wishlist WILD Tactics, too. Wishlisting isn't a commitment after all. If something strikes you as decent when you play the demo, it's only polite to give it the nod. It's like leaving a tip. 

It's also worth adding games to the list just so I don't forget abnout them altogether, like I did with Mutant Year Zero. I know I won't want to play that or Wild Tactics at the moment, partly because, as I keep saying, summer isn't really my favorite time to play video games but also because I have an innate sense that certain genres are better enjoyed on long, dark evenings. 

For me, Winter games tend to come in three sizes: Long, Medium and Short. Big RPGs like Baldur's Gate 3 take me away from the miserable, cold, wet world outside for weeks or even months on end. Point and click adventures with strong narratives and compelling plots take up all my attention for a week or two. Tactical strategy games work well in short, discrete sessions, where I finish a battle or two each evening, often as a palette-cleanser from the more story-driven games, when you just wish they'd all stop talking and kill something already!

I am quite fussy about tactical titles, though. They all play much the same on the surface but something as simple as one awkward key-binding or a clumsy camera can put me off completely. I also don't much go for being yelled at by the game, which was one of the main reasons I couldn't get on with XCom itself.

And I do prefer some humor with my massacres. All these games, or at least all the ones I've played, involve pro-actively murdering everyone who gets in your way. Generally, the writers try to set things up so it seems like a reasonable response:  the world is under attack by aliens and they don't subscribe to the Geneva Convention or you're a persecuted minority the authorities are trying to exterminate. Still, it can get a bit uncomfortable, the "shoot first, ask questions never" routine.

Wild Tactics is moderately light-hearted, if not actually a comedy. The demo gets the set-up out of the way very quickly, letting you know there's a crisis happening and the rule of law has to be put to one side for the moment just to stop everything descending into anarchy. Yeah, That's what all the fascists say, isn't it?

The nature of the crisis intrigued me a little, not least because it seems to be more than a little reminiscent of the basic premise of Beastars, a show I really ought to finish watching. The gist is, all the animals of Clawville live together in harmony except that carnivores aren't allowed to eat meat. It's illegal. But they wants it! THEY WANTS IT!!

Beastars is about a dozen orders of magnitude more subtle and nuanced about it. In Wild Tactics, it's basically Prohibition only meat not booze and supposedly with a " '50s aesthetic" although it looks pretty goddam '20s to me. And instead of Eliot Ness and the Untouchables you have the WILD squad (Is it an acronym? If it is, I missed the explanation of what it stands for.), which is pretty much DC's Suicide Squad only without the superpowers. 

OK, they're not all sociopathic criminals pulled out of prison and given a chance to be useful for a change. Only some of them. Some of them are brutal ex-cops or cynical ex-spies. The usual suspects in other words. And they all have personality defects and catchphrases and attitude problems and some of them can't stand each other and like that. 

The banter keeps things tripping along so you forget just what you're doing. Not that it hasn't been explained to you. Your handler back at HQ specifically tells you to shoot first and forget the body count. Which is exactly what I did.

Not that I had any option. Do any of these games ever let you take prisoners? Maybe once or twice, if it's for the plot...

In the demo at least, WILD Tactics has just about the shortest tutorial I can remember. You have to move your three-animal squad across a car park to a highlighted area. It takes two or three turns, during which you have to defeat precisely one enemy. He got clubbed to death with a baseball bat in one turn by my tank and that was that.

After that, there's a full mission in which you have to go into a night club, where The Golden Fang Clan is stashing... erm... something bad... maybe meat? I wasn't paying attention. You have to find the storage area, destroy whatever it is they're storing there and get out in one piece. Bonus points if you kill everyone in the club!

It was fun. Also easy, which might be why it was fun. It wasn't a walkover, though. The difficulty felt just right. No-one died but I had to use use several of the various healing options available. My tank, doing his job, took a lot of damage and everyone caught a bullet or got stomped. Most of the baddies were rhinos and they like to charge.

Crucially, I found both movement and combat to be intuitive and straightforward, something that's very much not always the case in games of this kind. Cover was clearly marked and easy to understand, targeting wasn't at all fiddly and everything felt logical. There's clear on-screen instruction when anything new comes up -  missions are a form of ongoing tutorial as they often are in these games, so you're coming across new tactics all the time - but I rarely needed the help. It was usually quite clear what was happening.

After the first mission you get to choose what you do next, as again is typical of the genre. You can also buy consumables or upgrades from the store at HQ and send injured team-mates to the medical center, although all my team were extremely unimpressed with the medical facilities and didn't hesitate to say so. I'm guessing upgrading those might be an option at some point.

About the only thing in WILD Tactics I can't remember having seen in a game like this before is the relationship element between the characters. When you select your team there's a diagram that tells you who's friends with whom and which of them can't stand each other. I did notice a little tension in the chatter between my crew as they fought but it seemed like it was there for color. Maybe it has some gameplay implications further in.

All told, I really liked the WILD Tactics demo. If it hadn't been so freakishly hot, I'd have played for longer than half an a hour. (We're in the middle of a another heatwave, a proper one this time, with all-time heat records set to fall over the next few days and a red warning issued for temperatures likely to pose "a risk to life for even the healthy population".)

I've wishlisted it but there's no release date yet. With luck it'll come out just in time for winter.

Monday, June 22, 2026

Job Vacancies Available - Strictly NO Humans!

And so we come to the end. The end of the half dozen demos I picked for this Summer's Steam Next Fest, that is. Do either of the final couple deserve top billing?

Let's find out.

Monstopia (69 Minutes - Wishlisted But Only After Some Thought)

This one racked up the longest playing time of the six, which has to go in its favor. I didn't finish it, though. I haven't finished any of the demos this time around which is very unusual for me. I think it's just too hot and summery for me to want to spend a long time in front of the screen just now.

Based on the description on its Steam Store page, Monstopia looked like it was going to be a fairly familiar sort of game. I was expecting some kind of crime story, most likely a murder, because it's nearly always a murder, isn't it? Something with clues and suspects and a plot, anyway. 

This is what it says in the developer's description. See what you make of it:

"This is a casual detective game featuring interview simulation and "find the differences" gameplay. You will play as an ambitious young demon, determined to transform the dilapidated park into the most thrilling horror-themed attraction."

"A casual detective game" is what made me jump to the conclusion there'd be something to detect. Like, y'know, a crime, maybe? I assumed the ""find the differences" gameplay" " and the "interview simulation" were just descriptions of how you'd gather evidence and prove your solutions. And I took it the rest was just the set-up. 

Well that was mistake. Monstopia is nothing like any of that at all.

What it actually turns out to be is a management sim. I do not play management sims so I have no comparative experience by which to judge it but I thought it was pretty good. People who play these things regularly may disagree.

Here's how it really works. There's a short scene-setting introduction where a few basics are explained, including the backstory. You're reviving an old theme park, which you  and then a series of applicants for jobs appear in front of you, as a demon yourself, hope to bring back into service as a place where monsters can legally enjoy scaring humans and get paid for it. 

Your job is to interview applicants for various posts in the park and assign the right monster to the right job. Most importantly, you need to weed out any horrible humans trying to pass themselves off as monsters so they can sneak into the park and put a lovely monster out of a job. Humans! Euughh! Ptui!

The game has a fairly unsubtle subtext about outsiders and conformity and acceptance that I initially found uncomfortable in its enthusiastic advocacy for exclusionism. Fortunately, that drifts out of focus quite quickly and after the first few applicants I'd mostly forgotten about it. I was enjoying weeding out those pesky humans every bit as much as a good demon ought.

To begin with, I found doing that a little harder than I might have done had I paid more attention to the pictures. I hadn't realized just how much is explained visually rather than verbally. You get a guidebook telling you the salient differences between the various monster species and I read it pretty thoroughly but I didn't immediately notice there are also some very helpful illustrations. 

I couldn't figure out why I kept making the wrong decisions over some applicants because I thought they either did or didn't have the appropriate "Special Body Patterns". It turned out I was taking things like stripes or spots to be patterns when in fact what I should have been looking for were some very specific, small colored blotches, as shown in the diagrams I'd been ignoring.

Once I'd figured out the specifics of what I was meant to be looking for, I made far fewer mistakes but I still had to pay attention because as the game goes along, the difficulty increases. As word of the park's success spreads, new types of monsters start to apply for jobs. At the beginning there were only three - Demons, Werewolves (aka Furs) and Vampires (aka Bloodnights) - but by the time I finished Undead and Dolls were applying as well.

As well as a wider variety of monsters, more posts open up, too, and it becomes important that you fit the right applicant to the exactly appropriate role. Then human customers start complaining some monsters smell bad so you have to test for personal hygiene before deciding who can work in public areas and who's best kept safely behind the scenes. Similarly, some monsters can't work in certain environments, so you have to check for that, too. 

You also supposedly have to take the applicants' preferrences into consideration, while also making sure the job you're about to offer them doesn't have some proviso such as no Undead to be offered work in food preparation. That didn't seem to work as described, though, because I found if I tried to employ a Monster to do anything other than their preference, they'd have a hissy fit and storm out, telling me I didn't know how to manage a business whereas, if I just plonked them down where they wanted be, regardless of any proscriptions against it, everything was fine. 

I found all of this quite enjoyable. It feeds the innate faculty all humans have for pattern-matching - ironically, considering it's a demon doing choosing. You also get scored after every round based on how well the park is doing financially, how satisfied your employees are and how much the public are enjoying it. I like getting scored for things I've done so that was nice, too.

Periodically the interviewing stops for a little cut scene or a news broadcast about the park and how it's doing, a topic of abiding interest for the local TV station. When this happens, you also get a little mini-game where you have to make a decision on how to deal with some management issue or other that's arisen, which serves to break things up a little.

Mostly, though, it's interview after interview. You'd think that might get repetitive but every applicant is different enough that I never felt bored. The visuals are excellent throughout, stylish and attractive. The differences that dictate who's a real monster and who's a pesky human trying to pass are always clear and easy to spot, or they are once you understand what you're looking for, at least. 

The writing is quite entertaining. Every applicant gets a couple of lines telling, you a little about themselves and what they think they'd be good at doing. Occasionally one will have a lot more to say although I was never sure if that had any gameplay significance or was just added color. 

Monsters are suitably outraged if you mistake them for human but humans accept discovery calmly in a kind of "It's a fair cop, Guv!" fashion. I felt bad for a couple of the humans, who'd clearly put a lot of work into their costumes and seemed like they might be decent employees but there were others who were just taking the piss. I was glad to see the back of them!

Technically the demo played flawlessly for me. No bugs or glitches. As the opening card reveals, before you find the button to select English as your language of choice, the game is translated and there is the occasional spelling or grammatical error but mostly it's a very good translation, idiomatic and with natural flow.

Apparently I was quite close to the end of the demo when I stopped. The developers estimate it should take around 90 minutes (An extremely generous 30% of the full game.) but by the time I'd played for a little over an hour, I'd had enough. I might go back and finish it if the demo stays active after Next Fest ends though. 

I'd have no hesitation in recommending this game to anyone who likes management sims.  Not so much if it's a detective game you're after. If I was in the market for a game of this type, I'd have definitely added it to my Wishlist.  I wasn't, though, so I didn't. 

Except now I've written all of this, I feel like maybe I would like to play it through to the end after all. So onto the Wishlist it goes!

Really, the only negative thing I have to say about Monstopia is that I do think the developers might make it a bit clearer in the description what sort of game it is. Call me difficult if you like but I do like at least a little actual detection in my detective games...

And once again, I've run on long enough I feel I ought to make this a single-demo post. That three-gamer I did at the start is looking like a real outlier now, isn't it? 

Saturday, June 20, 2026

The Fifth Bell Tolls But Not For Me


Two more demos down. One still to go. I have to say I've been impressed with my picking skills this time. No complete duffers yet. 

On the other hand, there's only one out of the five I've tired so far that I might buy when it comes out, that being Hawthorn. Not every game can be for everyone, even the good ones.

I was going to write up both demos in the one post but to no-one's surprise, I'm sure, I've ended up saying so much about the first there's no room for the second. It was pretty amazing I managed to cram the first three into one post on Thursday. I'll try and get the final pair into one more post next week.

The Fifth Bell  (38 minutes - Not Wishlisted)

Playing this was an interesting experience but precious little of that interest came from the story or the characters, which is a bit of a problem for a game that so obviously styles itself on the great narrative-led, character-driven point and clicks of the past, particularly a certain very well-remembered series from the 1990s. 

I'll start there. I'm used to adventure games wearing their influences proudly, as badges of respect and honor. There's nothing wrong with that at all. In the case of The Fifth Bell, though, it sometimes felt as if the primary influence might be  The Da Vinci Code, not Broken Sword

The demo begins where, I assume, where the full game will too, with the player character talking to himself as he rides his motorcycle down the hill into Strasbourg in a beautifully animated scene that really didn't work at all for me, for a couple of reasons. 

For a start, it's so lovely to look at and such a surprise at the very beginning of the demo that I didn't really take in anything I was being told. Consequently, when I arrived in the town square, I had no idea why my character was there or what he was supposed to do next.

Secondly, although I've never been to Strasbourg, I was under the impression it was a fairly large city. As you can see from the screenshot, the introduction makes it look like a small market town, as you approach it down an empty, country lane. It does look more like a city when you get there but it's still disconcerting.

All of which brings me naturally on to the graphics, which are by far the most striking and appealing thing about the game. That could also be a problem because this is one of nearly twenty per cent of all demos in the current Next Fest that come with an AI warning. In this case, AI was used "for the 2D background art, character sprites, and audio". All particularly problematic uses for many people.

I read an informative and revealing article on AI by Rob Fahey at GamesIndustry today. It makes a number of telling points about the dubious utility of AI, evidence against which is beginning to mount up now many companies, large and small, have had a year or two to try it. We're nearing the moment when the promises made for the technology are either going to be broken or fulfilled and it seems more likely to be the former than the latter. 

Fahey also observes that, even if the utility is there, it will come at a cost that might be more than most businesses will be willing to pay. Not only are the AI companies beginning to ramp up their charges in an attempt to claw back some of their vast investment but opposition from the end users, gamers, to any use of the technology at all seems to be both increasing and hardening. 

Those two factors combine to make the whole affair seem much less attractive than it did a year ago. Then, the worry would have been being left behind in the gold rush; now the safe option looks like sticking with the tried and true.

None of which necessarily impacts a game like The Fifth Bell, which looks to me as though it might be the work of a single developer. For someone making their own game, the attractions of automatically generated art and sound must seem extremely enticing. 

And the results are mildly encouraging, in a way. As I said above, the visuals are the best part of this game. The scenes are pretty to look at; well-composed and coherent. I suspect they're also mostly AI-generated, even in their final form.

The Steam AI proviso says they were "extensively edited, cropped, and manually integrated by hand", which initially makes it sound as though the end result was mostly the work of a human, until you realize what it actually means is that someone took the AI-generated output, tidied it up a bit, trimmed it to size and added it to the game. 

I'm not sure how rigorous the editing can have been, either. I spotted one error that certainly should have been caught in that editing process but wasn't. The game is set in 1994, when the currency in France would have been the Franc. The text of one puzzle correctly asks you to get hold of a one-Franc piece to make a call from a payphone but the menu boards inside and outside the cafes show all the prices in Euros, a currency not in use until almost a decade later. 

In fact, if I was going to be really picky, they also show what look very much like 2026 prices, not even the correct prices for the earliest date the Euro would have been use, namely 2002. It just shows how careful you have to be if you use generative AI and how much clean-up work you could end up doing.

Perhaps the most obvious warning sign, though, is that, as I suggested in a previous post, I could somehow sense the AI in the screenshots on the game's Steam page even before I read the disclaimer. Once I got into the game itself, that sense that something was subtly off intensified.

Would it have put me off playing, had the story grabbed me more firmly than it did? No, I can't say it would. The pictures might feel a bit bland but they're not unattractive. Plenty of hand-drawn games have art that looks a bit wonky to me so it's not an aesthetic deal-breaker. If anything, found the odd, sidling, diagonal movement of the main character, presumably not the result of AI, more disturbing than the slightly flat backgrounds.

  

Leaving the visuals for a moment, what about the sound, for which AI was also at least partly responsible? Here I found the artificiality harder to ignore and less worthy of a pass. 

One of the core requirements of an adventure game of this stripe is convincing, engaging voice work. The Broken Sword titles are the gold standard. I can hear George and Nico's voices in my head even now and Mrs Bhagpuss, who hasn't heard them since the 90s, still occasionally imitates them in conversation for comic effect. The voice acting in that series, and in several other adventure games I've played, often does as much of the heavy lifting as the plot or the puzzles.

In The Fifth Bell, the dialog isn't all that inspiring to begin with but the vocal interpretation sometimes drags it down a little further. It's not bad, as some human voice acting I've heard in games has been. It's mostly just a bit flat and unconvincing.

The thing is... the voice-work here isn't very good AI. There were a handful of minor line misreadings that I would say were typical of AI, which I would have thought, once again, should have been dealt with in the edit. And it wouldn't have been hard. I've heard - and indeed created - more convincing speeches generated by free online resources. 

After I'd finished playing, I copy-pasted a chunk of my own prose into Suno and had it create a spoken-word version, just to see if I was being over-critical. Suno did a better job on the first attempt and a much better job once I'd tweaked it a bit.

That only took me about a quarter of an hour, most of which was spent listening to the output. I don't think it would be hard to produce some convincing voiceover for an adventure game using AI. On the other hand, I'm sure I could do a better job myself, just reading it aloud, and so could most people, I'd have thought. I'm not sure voice acting is a part of the creative process that really needs much automation.

The parts of the game that apparently don't have AI at the back of them are the story, the gameplay and the mechanics. The last of those is easy to dispose of: the mechanics are solid. Nothing much wrong with them at all. Everything works, nothing is more awkward than the average adventure game, which admittedly isn't saying a lot because the entire genre is generically fiddly. I didn't come across any bugs or glitches.

Gameplay is absolutely traditional for the genre. Walk around, inspect things, pick up anything that isn't nailed down, talk to anyone who'll talk to you, do whatever they want you to do, solve problems and remove obstacles by using Item A on Item B... We all know the drill. 

I found all the puzzles reasonably easy to solve without a walkthrough. Most of the solutions were at least semi-rational although I think it's fair to say no-one in any adventure game ever made has ever behaved entirely rationally. The characters were quite engaging for the most part. The builder was amusingly aggressive, the girl and her disturbingly photo-realistic dog were charming, the waitress was suitably harried and irritable...

The plot is mildly involving. During renovations, someone discovered a modern cassette tape, hidden impossibly in a medieval wall in Strasbourg cathedral. On the tape was some kind of dire warning about not allowing a fifth bell to ring. I was never very clear what would happen if it did or why the character I was playing, Evan Marek, an archivist, was involved in trying to find out but I was willing to go along with it.

The biggest problem is the sudden start I alluded to earlier. Most adventure games begin with a fairly lengthy, slow set-up, during which you get to know the characters as they're slowly drawn into some kind of mystery. The Fifth Bell, in contrast, begins with a short voice-over and then there you are in the cathedral square in Strasbourg with not much of a clue why. I didn't find it to be a start that engendered much commitment.

The writing itself is a bit of a mix. As I said, the character dialog can be entertaining but the item and location descriptions are workmanlike at best. In general, it all feels a little perfunctory except when people are talking, at which point it sometimes seems like the writer might be having too much of a good time.

All in all, I didn't think it was a bad demo or that it's likely to be a bad game but even as a fan of the genre, I wasn't motivated to add The Fifth Bell to my wishlist. I already have a few point and click adventures on there and a couple more in my Steam library that I haven't gotten around to playing yet. All would seem to have more going for them than this one.

That said, based on the demo, I'd say it will probably be perfectly fine. If you're an adventure gamer who can't get enough of the genre and you're sanguine about AI usage, I'm sure you could do worse. That's damning it with faint praise but the demo, which I haven't finished and most likely won't, makes it feel like that sort of game. 

Friday, June 19, 2026

How To Become A Tycoon In Neverness To Everness By Really Trying

It's been almost a week since I last posted anything about Neverness To Everness but rest assured I've been playing every day. Playing but not really getting anywhere...

I haven't been able to help noticing that everyone else, by which I mostly mean Malvaltar and Nimgimli but also literally every single person I ever see talking about the game when I google it or try to look something up, is way, way ahead of me. Everyone is Level 50. Or 60. The exact cap still seems a bit vaguely defined. 

Everyone has done a whole load of things I haven't done and quite a few of them seem to be things I haven't even heard of. I'm up to date with the main quest/story, which is a first for me in one of these games, but other than that I seem to be a long way behind.

Not that it matters. NTE isn't a competitive game. It isn't even an MMO and it makes absolutely no difference what pace anyone takes in a single-player game. There's no-one there to criticize or goad you along or wonder why you're so under-geared for your level and would you like some help?

So why was I bothered? Because my apartment is starting to feel a little cramped, what with that twelve-foot tall kewpie doll blocking the view and Mint wandering around in her nightie, sighing to herself, that's why. I already mentioned how I felt I had to buy her a bed of her own so she'd stop sleeping in mine and I wasn't exaggerating when I said there wasn't room for two beds on the upper deck. I can barely get to the stairs!

That's what started me wondering why I still only have the basic, starter apartment. Shouldn't I have the next one by now? So I began looking into it.

Access to housing, like most of the non-combat activities in the game, is controlled by your Tycoon level. That's a discrete progression system completely unconnected to you Hunter level. The two work independently and very differently.

Hunter is your basic MMO leveling path, a little bit more nuanced but still much the same process underneath. You quest, you kill stuff, you do dailies and you get xp which makes your level go up. For Tycoon, you have to meet specific criteria to complete each level. It's a literal tick-box exercise.

When I started playing NTE, I understood all that but somehow I'd mostly forgotten about it. I didn't particularly want my Hunter level to go up because all that seems to do is make the fights harder, which sends you scurrying around, trying to get the mats to upgrade your gear, just so you can get back to where you started. The traditional MMORPG gameplay loop, in other words. As for Tycoon level, that went up so naturally just through playing the game, I stopped paying any attention to it at all.

Which was why, after more than six weeks of regular play Flora was still only Tycoon Level 8. Enough get the next house, Eden Apartments, but having looked at the cost it seemed like it might be better to push through to Level 9 and buy the third,  Skyview Halls, instead. Eden costs 1m Fons but Skyview is only another 400k and Flora had more than 2.5m to burn.

(Of course it didn't occur to me until I started writing this that owning Eden Apartments might be a pre-requisite to buying Skyview. I probably should have thought of that. It's a common enough practice in games. Luckily, I just googled it and it seems skipping ahead is fine so long as you have the cash. Phew!)

Now I'd been encouraged to think about it at all, I was a bit puzzled why my Tycoon progress had stalled. It was very easy to find out. It's all laid out extremely clearly in game. I just hadn't bothered to look before.

It turned out I was being blocked by an incomplete Exploration Guide requirement. I'd barely noticed there were such things as Exploration Guides so it was hardly surprising I hadn't finished one. They're a sort of tick-list of stuff you can do in the game so I was one tick-list short of a tick-list.

The reason I hadn't already done everything necessary just by playing was mostly that a couple of the items on the list were so pointless I'd never thought they were worth wasting my time on. They were extremely easy, though, so knocking those off took not much longer than it took to find the location on the map and portal there.

As soon as that was done, I hit the big Level Up button and dinged Tycoon 9. Only the Level Up button was still glowing. I pressed it again and Ding! Tycoon Level 10!

Thanks to some very considerate game design, all the requirements for Tycoon are granted retrospectively. If you happen to have completed something on the Level 12 tick-list while you were still only level 6, you'll find it neatly crossed off the list when you get there. 

In that way I leapfrogged several levels on the way to Tycoon 16, which is where I had to stop for, as we'll see later, financial reasons. There were a few more Exploration Guide boxes to tick here and there along the way and I had to buy a motorbike to hit the "Own 3 Vehicles" qualification, a bike being by far the cheapest option just to get that box ticked. 

There were a number of requirements related to house decoration but of course I'd long since done all of those. I also had plenty of money which was fortunate because to be a Tycoon does demand a certain income.

The most interesting of all the asks was the Pink Paws Heist. Access to this is opens at Tycoon 10 and completing it at least once is a requirement for Tycoon 11.

Before I got the nod, I knew the event existed but I'd kind of decided I wasn't going to do it. Pink Paws is the bizarrely-named central bank in Hethereau and a Heist there sounded like a robbery, where you steal from the vaults. I didn't like the sound of that.

In a kind of throwback to my RPG days, I'd made up my mind Flora would not become a bank robber because it would be out of character, which is why I'd done nothing to find out more about the event after I knew it existed. Had I taken the trouble to investigate, I'd have learned the Pink Paws Heist isn't a robbery at all. It's perfectly legal. In fact it's sanctioned and run by the bank itself!

There's a whole backstory to it, albeit only sketched in outline by Chiz, who tells you all about it when you meet her in the bank lobby. It was apparently some media event run by a Streamer that went so well the Pink Paws board decided to stage regular reconstructions for publicity purposes. Or something. I wasn't taking notes.

It's fun, or it would be if there weren't sirens going off constantly. They're deafening! It's on a timer that gives you about nine minutes before something happens but what that might be I can't tell you because, since all I needed to do was complete the run to tick the box, I jumped into the ReRo Phone Box and teleported out at the earliest opportunity. 

I will be back, though. It's quite lucrative and I need the money. I finally hit the buffers at Tycoon Level 16 because the next level asks for more money than I've got. Or, I should say, than I've ever had. 

In another fine piece of game design, to level up as a Tycoon, you don't have to pay anyone any money, you just have to be able to prove you have it. Or have had it, at some point. The tick-box is for lifetime earnings and to reach the next level I need to have made another 450k or so. 

Looking ahead, it's pretty much all "Earn More Money" right the way to Tycoon 20. There are a few more Exploration ticks to get for Level 20 itself but otherwise Flora's already done everything that's going to be asked of her. 

The Tycoon ladder carries on past 20 but from there on it's locked for some reason. You can't even look at what you need to do until you ding 20 yourself. 

As for rewards or unlocks, there's Chiz herself at Level 18 and not a lot else. All five houses are unlocked already, although I can't afford the last two. 

Also unlocked is the Pawbes Rich List, a competitive table of who has the most money in the game. Uniquely in my experience, this includes both players and NPCs. I don't think it gets you anything other than bragging rights, a title and a fancy border round your name, which would seem to be of limited appeal in a single-player game.

I want Chiz, so that will motivate me to work on the next couple of levels. After that I guess I ought to make it to 20 to see what comes after. Yes, I could just look it up on the Wiki but I'm in no rush. 

What I really need to do is start thinking about which house I'm going to buy next and who I'm going to ask to come live in it with me. I'm thinking Lacrimosa would make a good flatmate. Or maybe Chiz, when she joins the team. 

I hear she's good at making money. That could come in handy. A tycoon always needs more money. 

Thursday, June 18, 2026

Three Down, Three To Go

No point hanging about. I ripped through two of the six, chosen Next Fest demos last night and knocked off a third this morning. My speed run was helped by the fact that my PC crashed after each of them, twice when I was just re-logging . That's an issue with the machine, not the games, but it gives me a great reason to stop where I'd normally have carried on until I'd finished the whole thing.

None of these demos require completion for judgment, anyway. It's very clear with all of them after just a few minutes what the game is trying to be and how successful it is at being it. And since none of the three is trying to do anything new, other than cross-breed a couple of genres that don't usually sit together, they're all a pretty easy read.

On with the micro-reviews.

Over The Hill (23 minutes - Not wishlisted)

I could just refer everyone to Nimgimli's comment on yesterday's post for this one and save myself the trouble. Here, I'll quote him so you don't even need to click through: "It is almost EXACTLY Snowrunner with worse graphics, right down to the controls for the Winch and stuff being exactly the same."

I haven't played the game Over The Hill is trying to emulate so I'll take Nimgimli's word for the similarities. What I can say, with confidence, from personal experience is that, while it looks quite a lot like the game I was comparing it to, Outbound, the way it plays is completely different.

In Outbound, you drive around some lovely scenery in a camper van, doing some extremely simple tasks and occasionally stopping to remove the odd obstacle, like a fallen tree, or to fix something, like a collapsed bridge. It's a relaxing, chill experience - too much so for many, judging from the reviews. In Over The Hill it's all obstacles and no roads. Getting from A to B is the gameplay.

Over The Hill is not, as I thought it would be, a driving game. It's a puzzler. The driving, such as it is, is incidental to the puzzle of getting your vehicle past an endless succession of obstructions - mud, water, rubble, loose sand - just so you can drive for fifty yards before you have to do it again. 

The inducement to keep moving seems to be to reach various marked points on the map and see what's there. It could be something you can add to your vehicle - I found an antenna - or a fast travel point. I imagine it could be all sorts of things but I'll never know because by the time I'd reached the end of the tutorial I'd had more than enough. 

At that point the demo tells you you've acquired the ability to choose where you'd like to start from the Main Menu but when I went back to do that the game crashed and I felt no inclination to try again. I'm still in the market for a relaxing, easy driving game with a lot of pretty scenery but this isn't it.

Spirit Vale (50 Minutes - Not wishlisted)

The one MMORPG on the list this time, Spirit Vale is less than a month away from an Early Access release on Steam. Is it ready? Hard to be sure after less than an hour but, yes, I'd say it probably is.

It's going to be a very familiar experience for anyone who's played any traditional MMORPG before, too. You're not going to need much instruction getting to grips with this one. The art style is about the only mild surprise. 

As I said yesterday, the humanoid characters look disturbingly like babies. Ok, toddlers. If they had the license for the IP, it could be Rugrats: The MMO

Character creation is pretty good. There are seven classes, all of which can specialize. It's the usual suspects - Ranger, Warrior, Mage and so on. I picked the Summoner, who can become a Necromancer when they grow up, mostly because they get a cat for a pet. (It turns out they also get a dog and an angel. I'm not complaining)

There are a lot of hairstyles, colors, eyebrow options, eye shapes and so on, laid out in a grid so you can click through them and immediately see what your character would look like. That was fun. 

I can't remember if you get to choose gender or body type. If I did I don't remember it. I suspect the classes might be gender locked. It's a bit of a moot point anyway, given the character models. That was why grandmothers used to knit pink or blue booties, wasn't it? They'd need more colors of wool these days, of course.

Once you're through with character creation it's out into the world. You start in town and you get pretty much no instruction on what to do there. It's OK. You don't need any. It took  me about thirty seconds to figure out where the 1-5 starting zone was and thirty more to go there so I could start killing things. 

And that's where it gets really old school.  Oh boy, have they gone all-in on the dopamine hits! XP flies in, levels rack up, mobs drop clothes and weapons and runes and potions and everything has a ton of stats you can read and compare. If grinding mobs for xp and loot is your thing you'll be in murder hobo heaven!

If there are quests, I didn't get any. I didn't need any. I didn't want any. I got myself a sword and pair of pants, worked out how to sit to heal, spent some points on spells so I could summon all three pets and then I ran around killing anything that moved. 

Combat felt more like an ARPG than an MMORPG. Most of the time I was surrounded by hordes of mobs, me and my dog, killing as fast as we could go. The mobs were supposed to be "Neutral" but sometimes they attacked us anyway, which was fair because most of the time my dog attacked them without either being provoked or told to do it. 

Sometimes one or other of us got overwhelmed and died. If it was my dog, I just resummoned him. If it was me, I respawned in town and ran back. If there was a death penalty, I didn't notice it at my low level so it didn't seem to matter.

I did that for a while until I was too high for the first zone and then I moved to the second. There's a map that makes the place look huge but the zones are tiny. As for levels, they've got them marked as high as 135 on the map, although that would be a weird place to cap. 

I got to Level 10/Job Level 7 before I stopped, by which time I could easily kill Level 16 mobs. Job Level drives your points allocation for new spells and abilities. I spent lots of points on spells, not all of which I figured out how to use. I did work out that you can upgrade your pets. My dog started out as a puppy and ended up looking like a werewolf. I wasn't convinced it was an improvement. 

The whole thing was ridiculously enjoyable. It's like an MMORPG from the early 2000s on fast-forward. It reminded me particularly of one of the earlier imported titles I used to enjoy, Eden Eternal, which I'm amazed to see is available on Steam now. I might have to take a look.

And I might still be playing Spirit Vale now, if I hadn't somehow bugged the game taking a screenshot. I toggled the UI off and nothing I could do would get it to come back on, so I logged out to see if that would fix it, which caused my PC to crash because that's what it does with all games now, until I add the executable to Windows Defender's exclusion list, which I'm too lazy to do for demos.

That broke the spell and I have had the sense and self-discipline not to go back and start again. So far. I have also not wishlisted the game because the last thing I need is to start playing another addictive, old-school MMORPG. If you still want to play like it was 1999, only with prettier pictures, you could do a lot worse.


Hawthorn (44 Minutes - Wishlisted and signed up on website)

If you look this one up, you'll find it widely described as a cross between Stardew Valley and Skyrim. That probably tells most people everything they need to know. Unfortunately, those are two games I've never played so it doesn't do much for me.

The demo is what the developers, NEARstudios, describe as a "Proof of Concept" build. It's what they... but no, why paraphrase? Let them explain:

Considering the provenance, there's a lot here already. I only played for about three-quarters of an hour because I had to stop so we could go pick up Beryl from the dog-groomer but I was clearly nowhere near the end. Had I not needed to do something else, I'd happily have carried on. If this is Proof of Concept, I'd say the concept is very firmly proven.

The gameplay loop as as seen in the demo ought to be easy to describe but now I try to pin it down it feels a bit more slippery than that. It's a segment taken from somewhere in the middle of the game, apparently, and it certainly has that in media res feel to it. 

There's a big feast coming and you, playing an anthropomorphic but quite realistically envisioned woodland animal, seem to be the facilitator. Animals keep coming up to you and making suggestions, which you follow but only to set things up. You decide where things like the feast table and the chairs go, choose the menu and generally make sure all the basics are in place. Then the other animals do all the gathering and the building to pull whole the thing together.

Before any of this starts, there's some chatter about some animal who's about to leave town and all the time you're trying to get the feast organized, animals keep running up to you and offering suggestions or just wanting to "have a word". It's like Animal Crossing Pocket Camp only with somewhat more realistic graphics. 

Frequently, I found myself talking to a new animal before I'd had a chance to do whatever the last one wanted but none of them seemed to remember what they'd asked me for, anyway. They'd often come back before I'd even started with another idea they wanted to try out. 

The Owl wanted to take me fishing, which I'd have liked to try, since he said we'd do it with me riding on his back and him swooping low over the lake so I could grab the fish out of the water. That never happened but I did go to tea at his house. It was only after I'd accepted that it occurred to me an Owl inviting a Mouse for a meal might have unpleasant connotations but I needn't have worried. It's not that  sort of game. 

Oh, yes, I didn't mention I was playing a Mouse, did I? The options in the demo are Mouse, Owl or Otter. Each has a unique specialty - mice are tool-users, otters can swim and fish, owls can fly and be ridden by other characters as mounts - but you also get to choose Traits and Quirks at character creation to personalize your character. 

Traits are useful abilities like being fitter (More hit points) or being able to carry more (Larger inventory) and Quirks are disadvantages like being dainty (Fewer hit points) or being scared of mushrooms. (I took that one.) You get one Trait for free but if you want more you have to take a Quirk for each one as a counterbalance. 

There's housing, too. Really lovely, characterful, delightful housing. My Mouse must be pretty important. Her house is the biggest in the village. It's fricken huge! You can decorate but I didn't figure out how. 

The whole game looks gorgeous, especially for something at this early stage of development. It also played very smoothly for me. Character movement was fluid, the UI was intuitive and even with very little instruction, it was easy to figure out what to do and how to do it. 

The writing is good. All the animals have personalities that come across clearly in the way they express themselves as well as in what they want to talk to you about or what they tell you about themselves. They gossip about each other all the time, too. It feels very much like a village.

I'm guessing the presence of stats and particularly the way there are both hit points and a trait to increase them means there's some kind of combat in the game, although there was no hint of it in the parts of the demo I saw. I don't know how big the world is or what's out there, though there are hints in the conversations. One character talks about having lived in the city, for example, but whether that's somewhere you can visit I have no idea.

I'd love to find out. I have high hopes for this one. It's immediately enjoyable and it has a very obvious potential market. "What if Stardew Valley but Skyrim?" is an irresistible elevator pitch.

The problem would seem to be whether it will ever get the funding it needs. There was a successful Kickstarter last year, when the total came in at double the ask, but that's still only $400k. And according to an update in February, the team only includes five full-time devs. Is that enough money and/or enough people?

I hope so but I guess we'll find out. 

Wednesday, June 17, 2026

Another Summer, Another Next Fest


Here we go again. Can't say I'm feeling as thrilled as I might be. Could it be they run these a tad too often? Maybe the whole idea of dumping a couple of thousand demos in a big heap on the floor and expecting everyone to pick through them to find everything worth trying, then finish playing it all before the end of the week is a bit much.

Or perhaps it's just that Next Fest is an event that fits more comfortably into the darker evenings and damper days of winter than the bright, light, warm summer months. But maybe that's just me. 

Whatever, I did manage to pick my half-dozen demos on Monday evening. I was working yesterday so I had no chance to play any of them but that's okay, I guess. Six demos, six days left. Should be able to get through them all, I'd hope.

First, though, why don't I list them all so we can see what we're looking at? Conscious of how predictable I am, I did make some slight attempt at variety although as usual I haven't even poked my head out of the foxhole of my comfort zone. 

I'd give notes on my methodology, if I had one but all I did was look at the Recommended For You banner first, then scroll down the Browse All Titles column until I lost the will to carry on, at which point I regressed to selecting some familiar genres and sub-genres from the drop-down menu. 

I think I'd only looked at Point and Click and Turn-Based Strategy titles before I'd filled my quota. Usually I throw in Visual Novel, RPG and a few others but I didn't need them this time. I did check out the eleven demos listed as MMORPGs but most of them didn't seem even remotely like anything I'd include under that heading. I did pick one from that pot and it was the obvious one. I'll start there.

Spiritvale - "A class-based action MMO inspired by classic RPGs. Explore a fractured world of monsters and ruins, build your own playstyle, and fight alongside friends in real-time, cooperative combat."

I'd seen an itemm or two about this one at MassivelyOP so I recognized the name but that was about all. Nothing they've written about it has caught my interest so far. 

I had the vague impression it might be some sort of cozy crafting and building game but reading the detailed description on the Store page it seems a lot more combat-focused than that. In fact, based on the screenshots and videos they're sharing there, it would  appear to be a game where babies fight monsters. Weird. I guess I'll find out more when I play it. Can't say I'm looking forward to it much.  

Over The Hill - "Explore the world in the golden age of offroading. Drive iconic vehicles from the 60s to 80s by yourself or with friends through challenging trails and beautiful scenery."

Remember Outbound from last time? Here it is again! Let's just hope they remembered to put a game in there this time.

Unfair, I guess, but I have bad feelings towards Outbound thanks to the way it majorly underperformed when I picked it for Wilhelm's Fantasy Critic League. Over The Hill looks slicker and more like a driving game. I like driving games, in theory, although I'm very, very bad at them. At least in this one you're meant to come off the road.

Hawthorn -  "Former developers from Bethesda, BioWare, and Naughty Dog bring you the sandbox RPG realm of anthropomorphic animals and fairy creatures. This early Proof-of-Concept Demo is an intentional look back at where Hawthorn's development journey began and an invitation to shape the future of Hawthorn!"

Now this one does look interesting. Made by people who might possibly know what they're doing for one thing. And right up my street with all the anthropomorphic animals and the heavy twee factor. 

The downside is that it's in super-early development. We're not even talking alpha here, just "proof of concept". That means if it's good it'll be a long wait but also it could change out of all recognition by the time it gets here. 

On the other hand, if it's bad, I guess it could get better. Acorn cup half-full and all that.

The Fifth Bell - "The Fifth Bell is a premium 2D point-and-click mystery adventure set in 1994 Europe. Investigate hidden mechanisms, decode historical clues, and stop a forbidden instrument before it is awakened."

This could not look more like a classic Point and Click from the '90s. It's even set in the fricken' '90s! Someone obviously looked at Broken Sword and thought "We could do that!" I hope they're right. 

This is also an interesting little test-case for AI use, judging by the AI statement at the end of the description. In the previous paragraph, I was about to type "and the graphics look fantastic" when it occurred to me to check if they were hand-drawn or if AI was involved. 

It's instructive that it even occurred to me to wonder. It's not a thing I normally think about so something must have triggered in my backbrain. It was the only demo on this list where it even occurred to me to check. And guess what?

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

"Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements."

Now isn't that interesting? Somehow I could just sense it. 

The results are excellent so does it matter? It will to some people but if the game is good, will Point and Click fans deprive themselves of the pleasure of playing because of the faint, lingering AI taint? Looking forward to finding out if makes any difference to my enjoyment or appreciation as I'm actually playing rather than just thinking about it.

Monstopia - "This is a casual detective game featuring interview simulation and "find the differences" gameplay. You will play as an ambitious young demon, determined to transform the dilapidated park into the most thrilling horror-themed attraction."

I deliberately didn't search for detective games this time. I've played enough demos now to be fairly sure I don't like them nearly as much in practice as I do in theory. I read plenty of detective novels and watch plenty of detective shows but I'm not one of those people who tries to figure out who did it before the reveal and it turns out that having to do all the investigating yourself doesn't feel so much like having fun as like having a really tedious, annoying job to do.

This one appealed to me for the setting more than the detection, anyway. The set-up reminds me of Dead End: Paranormal Park and I just happened to be wearing a T-shirt with a picture of Courtney on the front as I was picking my demos so it felt like a bit of an omen. (Omen might not be the best word to choose when you're talking about things demonic...) Courtney's my favorite demon, by the way. Who's yours?

The gameplay sounds unusual, too. Not sure I've ever conducted a job interview in a game before let alone a whole series of them. Got to be better than interviewing suspects although I wouldn't be surprised if there's some of that in there, too.

Wild Tactics - "A character-driven turn-based tactical strategy game where planning and positioning decide every fight. Lead a squad of wild agents with shady pasts through high-pressure missions, manage their relationships, and make hard calls that shape every operation in the crime-ridden city of Clawville."

I have to say, this one looks great. More anthropomorphic animals, a 50's neon noir sheen, strong visual design and allegedly a "killer soundtrack" although I'll withhold judgment until I hear it. Gameplay looks solidly X-Com, which is fine with me. I liked the combat in that game. It was everything else I couldn't stand.

And that's the six. I do still have a couple of other demos in hand that I downloaded a while ago and haven't gotten around to playing yet, so I might throw one or two of those in as well. Depends how much I have to say about these six and how much time I have to play.

I might, if I can bring myself to do it, try not to write two thousand world reviews of all of these as though I was reviewing the finished game. Really goes against the grain to keep it short but posts on demos are about the least-popular thing I ever publish here. Even music posts do better. And it does seem a bit like overkill, going into that much detail over a demo that takes maybe half an hour to play. I'd quite like to do what other people do and keep it down to a paragraph or two for each of them

 Yeah. We'll see if that happens...

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