It's probably hard for anyone to tell a really convincing story about a small lion pride stalking an innocent man through the suburbs one evening at the behest of a psychopath, but this is the subject matter of Cattus Atrox. Some of Cattus is pulse quickening, much of it is inexplicable, and a lot of it is very funny. Some folks would say that hilarity (either intentional or unintentional) has no place in a horror game, but I think horror and humour are weird emotional cousins, and there is something about this game that I found both intense (sometimes) and hysterical.
For half Cattus's length, I fled cleverly through the foggy night streets while killer lions and 'Karl' harassed me. Then I typed 'wait' about ten times while a beautiful lady conveyed me to safety, or at least to another location. (This is one of those games where you have to type 'wait' an awful lot.) During this gust of confidence, I found myself thinking, "The reviews of this game are wrong. It's totally playable and solveable." Then I found myself dying repeatedly in a drug induced (in the game!) stupor, which seemed inescapable. Then I turned to the walk-through, and then I realised that the other reviews were right. I don't think anyone could divine the series of actions leading to the solution of this game. Some crucial objects aren't mentioned in the room descriptions and tons of objects which would seem to be of help to you are just never implemented. The playing area may be large, but it's also samey and mostly painted-on.
I also discovered I was about 50 moves too late to even be trying to get off my fatal path. I don't mind learning from being killed, in fact sometimes I quite enjoy it, but it was galling in Cattus because of everything about the game that was revealed in one fell swoop when I had to turn to the walk-through -- at which point I just typed in the walk-through.
Still, there are a lot of weird little delights in Cattus. I don't think anyone expects a threatening stranger to suddenly reveal that he has a car full of lions. There's preposterous dialogue, leonine gore, crazy plot twists, and silly episodes of violence which animal-loving players will find completely objectionable. Some of these elements seem to belong in the world of the game, others have been added without care. This makes the whole a bit of a mess, and while Cattus is not a good game by conventional standards, the particular concoction which is Cattus Atrox is certainly that – particular. In terms of its playability, though, I'd say it's guaranteed to aggravate any player cocky enough to persist with it in the belief they can solve it off their own back.
The Zuni Doll is a short horror adventure in which you have to fend off the eponymous and cursed African doll when it starts trying to kill you. Your goal in purchasing the thing was to add it to your collection of curios, but one stupid action by your pet cat has reactivated the doll's evil.
The game is set in the few rooms of your house and doesn't beat around the bush, quickly getting you into the business of finding a succession of methods to stave off the doll's attacks. It has some exciting moments, but the programming is entirely bare bones. The included background information says that The Zuni Doll was written in four days as a programming demonstration, and this shows. There are no synonyms, no alternate ways of doing things, and Undo isn't even mentioned in the game over menu, though it's the most common command you'll need in response to the frequent snuffing out of your life that occurs. There are also random typos, and objects aren't necessarily described through the filter of the life and death events which frame the action.
In spite of these weaknesses, the game is so short and linear that you won't feel like you've wrecked your experience by consulting the equally short walk through, which you'll probably have to do. There's also a bit of humour in the writing (and the whole idea), and some interesting gore. Overall, the game offers brief fun with a good idea, but scattershot delivery. It's certainly a candidate for a tune up which it will probably never get.
If certain scenes from the novel The Hitchhiker's Guide to the Galaxy were more serious in their theology, and were also molested by Philip K Dick, Ray Bradbury and some poet, the result might be one of those awful what-if mixed metaphor things of the kind you have just read in this sentence. But the result might also be something like the short game called The Wheels Must Turn.
The game opens with a quote about misery from a fatalistic tome called The Book of Servos, and the first location is 'Walking in the Hamster Wheel', the latter fact a sure sign that the player's lot is not going to be a splendid one. You do actually play a hamster in this game, albeit one with great sentience and the power to communicate.
The setting is something like purgatory or machinery hell, where you and other hamster slaves manipulate wheels in a Big Brother like environment. You can't do much, nor does the voice of your consciousness urge you to do much. The clotted cream poetry of the game's prose could irk in a longer game, but to me, this is about the right duration of game to make such a delivery work.
Wheel's strongest quality is that it will inevitably prompt thoughts along the line of 'What was that all about?' when it's over. It's not very long, and your interactions mostly move the happenings of the game forward, rather than making them turn in any directions. There is one puzzle (in a sense, it's almost overkill to call it a puzzle, but it is a moment where there's only one thing you can type to make the game conclude) and if you can't pull the answer out of your brain, the good news is that nothing is spoiled by pulling it out of the walk-through.
On paper, the idea of this game wouldn't have appealed to me in that I like gamey games - gamey defined by me as being able to offer tons of different states, based on the number of moving parts. Wheels is a line from A to C with very few states, but the writing and the ideas are interesting, and it's short and idiosyncratic, so in playing it I demonstrated to myself again that you should keep on trying different things. It's a game probably best talked about with other people who have played it. It's difficult to describe more than I have without spoiling it or indeed dumping the game's contents. Ultimately I think it's a good sign that something this small can promote this much mind activity.
This comic horror mini-adventure was written in three hours for Ectocomp 2010, and fits a clever central conceit and a great 'Aha!' moment into a handful of locations.
The game begins with your head being sawed off by an evil bad guy and placed on a table. To speak more explicitly on the content in this review would, unfortunately, amount to game-wrecking, given the petite size of Headless, but what I do particularly like about this game is that it doesn't fall down that speed IF hole of being overreaching and underimplemented. Headless's design is totally amenable to the format's logistical restrictions, and the game has a good trick that's fun to work out. This is one "they done sawed my head off" game I am not shy about recommending to the non-squeamish and sundry.