Trouble Thinking

August 2, 2012

How I Feel About: “Might and Magic: Clash of Heroes”

Good! Generally Good. So, if you’ve got like $15 to burn and you were dumb and missed it on deep discount during the Steam sale, grab it in penance.

Might and Magic: Clash of Heroes is a game developed by Capybara games and published by Ubisoft, and is another in the long line of games that are all vaguely related to the original Might and Magic that everyone has forgotten because the like 40 spin-offs are all more popular.

Remember this? No, no you do not remember this.

So I’m assuming that all the random fantasy names and general plotline somehow tie into the larger universe, but I’ll be damned if I can tell you how. Suffice to say: demons are breaking out of Not Quite Hell, called Sheogh, and they kill the parents of a group of five children right in front of them with fire. The game’s sort of dark for a cartoony kid’s game! Like, I’m gonna say it straight up: there was more immolation and murder than I really expected. Like a bunch more. And yet, the bar you go to in one portion of the game serves milk and tea. Oh and it also has

The most amazing dude. This is a guy who knows exactly what needs to be done during a demon invasion.

But anyway the kids go on their own quests to become Heroes of Might and Magic and they each get a short chapter where you overcome some aspect of the ongoing war and treachery and ultimately foil the evil villain as expected. So how do they accomplish these mighty tasks? Why, PUZZLING of course! Similar to Puzzle Quest and a few other puzzle-based RPGs, your prowess in combat is represented by your ability to maneuver little arrangements of shapes properly except in this case rather than gems they’re beautifully animated archers and knights and whatnot.

In each battle, you have columns of random assortments of these units, in 3 colors. You can only move the bottom-most layer of each column, but you can spend a move to eliminate a unit at any level of a column. Align 3 units of the same color vertically, and you start charging an attack, and when it goes off your units shoot up and try to make it to the top of the gameboard. If they do, they deal damage to your opponent, minus any that’s been absorbed by their defenses. Align 3 units of the same color horizontally and you get a 3-column wide wall that will block damage from enemy attacks. There are also twists like larger champion units that deal more damage, your core units having different charge times and effect, and fusing or linking attacks to make them deal more damage. There’s room for some strategy, it’s very moreish to call in random selections of reinforcements and see if this is the turn you can cascade 3 walls out and then like 5 attacks or get one of your champions charged. It’s an engaging system! And it had fucking better be because it’s all you’re doing for like, 15 hours.

Not gonna lie here, I will probably win.

Which brings me to my major gripes. This game doesn’t wear nearly as quickly as Puzzle Quest, where I found myself dreading battles which was basically the entire game. You pick all of your fights, and you can always back out. For most of the chapters, most of the fights can be attacked in a lot of different orders thanks to things like Bounties and random grinding if you don’t feel prepared for a fight. But the thing is, the average fight is about 10-15 minutes if you know you’re going to win. The randomness inherent in the system and the fact that heavy attacks take a while to charge mean that you can be at 100 health to your opponents 50 and still have a 10-20 minute fight just waiting for things to line up right. Too much of the battle system depends on this random dropping in of new units, and too little depends on actually figuring out clever move combinations. Almost every fight can be won by making every available move that grants you one extra move, then lining up as many attacks as possible. It’s not necessarily the fastest method, but the game doesn’t really give you many clever ways to deliver a coup de grace. Eventually it can become pretty rote. Speaking of rote! They end the game with just the worst idea. Throughout the game, you take on the role of a hero, slowly build their army and take them from wimpy level 1 to godlike level 10. Except at the end. You start with all units, you start at level 7 which is just high enough for leveling to feel like it takes forever, and you have just the least fun to play army with the least ability to end a fight fast. So the last section of the game ends up suddenly ramping every tiny issue you’ve had thus far way up and isn’t the best note to go out on. There are 10 Battle Puzzles sprinkled through the game, and I feel like expanding the concept further would have helped. Having something to break up the relentless match-3 that requires some time and thought and comprehension of the rules was super fun.

I haven’t tried multiplayer yet, but the fact that it has hotseat gets it high marks in my book. Too few games of this sort recognize that turn-based means I can play on one dang controller.

Anyway! I highly recommend grabbing this, it’s a bunch of fun. Just don’t make the mistake I did and bomb through the whole thing in like 3 days. Spread it out a few hours at a time and have fun watching little cartoon archers impale adorable cartoon demons.


July 20, 2011

Dungeons of Dredmor: A Roguelike For People Who Aren’t Horrible

Filed under: Game News — Tags: , , , , , , — Durandal @ 8:57 am

Dungeons of Dredmor, a new PC game released by the indie studio Gaslamp Games, is a Roguelike.

Okay! So what is a Roguelike? A Roguelike is a sort of game that makes people who can only grow a beard on their neck wax poetically about how gaming has devolved since the 80’s and they remember when things were complex and interesting and not all consolified like absolutely all games are now which is why they suck. More specifically, it’s a form of turn-based adventure/RPG. You walk around a map, you thwack monsters with things, you get items, and you gain power as you go via experience points doled out for a variety of reasons.

More importantly, though: you die. You die so often that it quickly becomes a game not about vanquishing monsters, but about considering exactly how paranoid you should be and whether you can make it to the second floor this time without stepping on a trap (stupid stupid I’ll never make that mistake again) or forgetting that your own flame spells can hurt you (just need to be patient next time) or wandering into a new room that is chock full of monsters with your HP at half and your Mana at bupkis (I can’t keep betting that the next room will be empty!). I have made 12 characters so far. None have lived to see the second level of the dungeon.

A good Roguelike will put you through your paces without mercy, and Dungeons of Dredmor is a good Roguelike. So why is it any better than the next Roguelike, most of which are free?

Well, this is what the extremely popular Nethack looks like:

Oh well that is an interesting series of what I can assume are game... things?

Here is what Dungeons of Dredmor looks like:

I can make out shapes, even things!

It isn’t exactly pretty, but for goodness sake it is at least making a goddamn effort. That says to me that the developer is actually attempting to create an entertaining game to be enjoyed by others rather than shoving more and more statistics into an already bloated pile of ASCII characters.  Dredmor retains the gleefully horrific difficulty and unnecessarily deep skill/crafting/etc systems that endear people to Roguelikes, while being accessible to a wider audience.  If you are at all into adventuring, RPGs, or puzzles, you owe it to yourself to give this a shot.

June 27, 2011

Trenched! It’s a Good Time

Filed under: Uncategorized — Tags: , , , , , , , — Durandal @ 11:18 am

Trenched,a new game released on X-Box Live Arcade last Wednesday and retailing at $15, is great.

First of all, the writing is effective and funny in a manner games tend to ignore. It’s a lightweight game for certain, but it takes being lightweight seriously. There are jokes scattered about the mission briefing and in-game dialogue that pretty much always hit the mark. Not to mention Trenched has an amazing premise.

The story follows the adventures of the Mobile Trench Brigade in the 1920’s. They wage war on the evil Tubes, which are televisions. Like, actual living collections of television sets that form monstrous animal-like glowing abominations. See, in the world of Trenched, a mysterious Broadcast heard by two radio operators during the first World War allowed affected each of their minds. One, Dr. Farnsworth, was struck with the concept of Television, while the commander of the Mobile Trench Brigade was granted the idea for gigantic robot legs. But television has come too early! Humanity is unprepared for the information onslaught, particularly when it becomes an actual onslaught, with the now evil Dr. Farnsworth trying to bring people the “Wisdom of the Broadcast” by force.

Trenched is a “Mech” game. That is, it’s a game where you play as a gigantic walking robot, rather than a person. On the one hand, that’s kind of just a visual choice. After all, most protagonists in games have the constitution of a40 ton steel monstrosity anyway. But what makes mech games unique is the ability to customize your avatar of destruction in an engaging manner. Rather than deciding to be Marine #239948 with Assault Rifle and Sniper Rifle, you get to be one of dozens of possible combinations of Chassis, Legs, Emplacements,  and Weapons. And with a possible 6 weapon slots and 4 Emplacement slots, you can wind up with a very unique build. Ultimately, that build is a man standing in a chunk of WW1 trench on giant robot legs, calling down Emplacements that are then fired from a battleship offshore and set up by drilling into the ground on giant bits.

It’s an intensely silly idea, and one that makes a clear case for setting in games. The thing is, almost every Mech game decides that it has to be set in the future. See, the future will for some reason have walking robot tanks because I guess they’ll lose the technology of “wheels” and “tank treads” and choose the least sensible alternative outside of skis. Trenched was created by people smart enough to realize that it’s silly to bother with a “realistic” depiction when you can have an awesome one. Double Fine has been a staunch supporter of the idea of using unusual settings for a while now, to excellent effect. The past three games before Trenched took place in a turn of the century world of stacking dolls, a suburban neighborhood on Halloween, and a heavy metal album cover. I wish more developers would try some new things with setting. I can understand being conservative with gameplay, it’s hard to QA and a big gamble. But I refuse to believe it’s that big a risk to set games someplace other than Fantasy War, Future War, or Modern War.

If all Trenched had going for it was an interesting setting, I wouldn’t be telling you to buy it. The gameplay is a solid mix of shooter and Tower Defense. Each level, you’re tasked with defending one or more static object, usually buildings. Every few minutes, a new wave of evil Tubes arrives and begins their advance on said structure via a set path. That’s where you come in! Using your Trench guns you can take on the Tubes yourself, or you can call down a variety of stationary defensive Emplacements. Usually, you choose between having the emphasis be on your Trench or on the Emplacements before going into a mission. Smaller, weaker Trenches have more Emplacement slots and require less “scrap” material (gained by killing Tubes) to place them. Larger trenches can carry unique gigantic guns. There’s something incredibly satisfying about putting together a Trench that can totally lock down a given level using whichever method you find coolest.

The multiplayer is where the game really shines, though. With up to 4 people playing a single level together, you get the opportunity to take on a unique role within the team. For instance, when I played through several missions with some people online, I chose to be an Engineering mech with some AA capacity and useful support Emplacements. It took me a while to get going compared to my more hefty friends who could wade in from the word go, but once my Emplacements were up and I’d upgraded the ones my allies placed, I wound up being able to keep some lanes completely locked down. The fun part about online is that you can specialize in ways that would be suicide in the single-player. One of you can have two gigantic artillery emplacements and legs that allow you to dig in and reload faster to pound the enemy from afar. One can have nothing but 6 machine guns, able to tear small targets to bits. It multiplies the entertainment value of creating a custom mech by allowing you to define your place within a team as well as your playstyle.

There’s also a quite fun progression scheme, with your kills occasionally dropping “loot boxes” with different parts inside of them, and each kill getting you closer to a level-up that allows you to use new and interesting parts that are either useful or silly cosmetic upgrades for your Trench Marine. In a brilliant idea, every single person you play online with is included in your “regiment”, and the more any of you play, the more rewards are unlocked for all of you.

The only complaints I have with the game are the best sort: I want more! The game suffers from the fact that once you’ve progressed to the top levels, many of your parts simply cease being useful. There’s no real reason to use a Standard Artillery Cannon once you’ve unlocked “The Prince”, for instance. Either a wider variety of weapons or a system that was less about linear upgrades and more about different effects for different weapons would be useful in preventing this. The game is also a bit too easy in my opinion. Levels are designed to be tackled by almost any Trench build, which makes sense. Unfortunately, it means that when you build a particularly effective Trench, you can sleepwalk through many of the stages, particularly the earlier ones. The increase in difficulty that comes with multiplayer does a bit to alleviate this, but I wouldn’t mind an option to choose higher difficulties to really test my… metal. It also has a scoring system that’s simply Bronze/Silver/Gold. A more nuanced system that took into account the Trench you fought with could make for a lot of longevity. This is a game that could become a very fun exercise in Score Attack if they changed just a few elements, and I feel like that would carry it further than simply creating new pre-determined levels. Finally, the game is a tad short. It’s not unsatisfying, and I’ve already gone back to have fun with different builds, but my goodness would I kill for an Endless mode, or simply more missions.

If you’re a smart person, you’ll buy Trenched on XBLA today! Seriously, buy it. Double Fine needs your money more than you do.

June 7, 2011

Desktop Dungeons Gets Revamp, Free to Play Until Thursday!

Filed under: Game News — Tags: , , , , , , — Durandal @ 10:25 am

Desktop dungeons is a very clever little puzzle game/RPG. Basically, it’s about trying to guide your adventurer through a randomly generated dungeon, killing monsters and exploring in a sequence that will allow them to level up. Attack high level monsters and you’ll die, only go for easy fights and you’ll never make it high enough to kill the dungeon boss. It’s a very solid mechanic. I had a lot of fun with the free version,  and I’m looking forward to seeing what the new not-as-free version has to offer, they seem to think it will be worth it! I highly recommend checking this out if you’re interested. You can play free until Thursday and see what all the fuss is about!

It's also moderately adorable.


May 9, 2011

SpaceChem is Half-Off on Steam!

Filed under: Game News — Tags: , , , , — Durandal @ 7:07 pm

SpaceChem is half off on Steam.

I cannot overstate the importance of this fact. SpaceChem is currently the number-one best regarded puzzle game in the world according to “Durandal Is Correct Weekly” which is a self-published magazine companion to this blog that I force into the hands of my co-contributors each and every day.

In all seriousness: SpaceChem is great, and it now costs less than what you paid for your lunch today. And let’s be honest: your lunch wasn’t that great. It was pretty shit, actually. You only go there because it’s near work and you’re only given a half-hour for lunch because this is fucking bullshit. My lunch today was awesome, though.

You could go back and read my post on SpaceChem to see why it’s great, but let’s both just be honest for a minute and admit that you’re far too flawed a person to actually do that. I’m going to repeat a short version of the wonders of this game here instead!

-Unique solutions to every puzzle: you don’t just stumble around looking for the one right way to do things like you do in shitty puzzle games like Portal 2 or … another game everyone likes! Edgy.

-A cute little story: Okay it’s not the greatest thing in the entire world, but it’s fun to read!

-Awesome, awesome puzzle mechanics: Creating a working manufacturing facility in miniature is brain-teasing, fun, and you can actually feel it making you smarter!

-It’s just great: just great! Seriously, guys.

So, go buy it. Zachotronics deserves your money.
While you’re downloading it, watch this man talk about it! He talks for 8 minutes and you can depend on that.

December 13, 2010

Minecraft to Enter Beta Stage December 20th

Filed under: Game News — Tags: , , — Durandal @ 2:34 pm

Man, by the time Minecraft is actually a release game, I think everyone will already have a copy.

For those of you unaware of the whole development schedule games tend to run on, “Alpha” means “really shit version that we use to just basically make sure things are up and running”. It’s the earliest playable build of a game, and it usually ends up being used exclusively by Quality Assurance drones running it ten thousand times to check for bugs. Minecraft was released in the Alpha stage a little while ago because while it was kind of sparse in terms of content, the actual underpinnings were already pretty bug-free by that point. Plus, it’s a super easy way to drum up interest and get an idea of the potential audience. Also, a good way to make a cool couple million.

But now, the developer has stated that they’re boldly stepping into Phase 2 of Operation Everyone Check Out This Sweet Game: the beta! The beta should have far more of the features that are supposed to be in the final release of the game, both in terms of content and features. Hopefully it will remain reasonably bug-free.

With Beta comes a larger focus on polish and content, and we’ll start early on with adding proper modding support with a stable API, and we’d love all input we can get on this from the modders out there. We’ll also add some kind of non-intrusive narrative to the game to help drive the game experience early on, and to provide some kind of late game goal. There will be a bigger focus on testing and stability as well, with more time between updates.

When the game enters beta, the price will rise to 14.95 Euro.

It’s going to cost a bit more, but you’ll get access to all versions up to the release if you buy after December 20th. Although, if you’re smart, you’ll just buy a copy right now for the lower price, because you’ll be granted access to every future version of the game, which at this point seems like it may be a lot!

December 2, 2010

Winter Uprising Review: Epic Dungeon

Epic Dungeon is a fun game for fun people.

It’s an incredibly simple game, even for a roguelike. There are four classes with minor differences (Gambler, Tinker, Berserker, Shaman). You move and attack with the left stick, and you use your skills with the face buttons (A B X and Y). It lends a strange air to the experience, as you get used to the idea that you don’t need to frantically click anything to make those monsters explode in viscera. It feels more like driving than fighting, pushing your little character around until he runs into a monster and then ramming it to death. It works surprisingly well, emphasizing momentum and eliminating some of the sensation of grind that comes with being forced to clickclickclick.

The dungeon levels are small enough that at maximum zoom you should be able to see the whole area most of the time, but they hide little secrets, shops, treasure, and random encounters enough to make each one a fun bit of exploration. They also switch up a surprising amount. Though I wasn’t keeping exact track, in the course of 27 levels (the deepest I managed to get), I saw wide-open caves and claustrophobic corridors, evil spiders and goblin grandpas.

While the stat system is easy to grasp and provides some interesting choice, it did strike me that the different classes had no real reason to desire different stats. The Gambler, for instance, doesn’t receive any sort of special bonus from Luck. That’s a moderate disappointment in that it makes different playthroughs less decision-oriented as you feel your way through to the best stat layout.

However, the equally simple skill system manages to produce a surprisingly different experience with each character. While each character has access to all four of the skills main skills -poison, frenzy, freeze, and orb- plus health regeneration, each has a “tagged” skill that they can grow twice as quickly. The Tag skills mean that you have a good reason to focus on one skill, but you’re not prevented from exploring others. In addition, each skill has a distinct timing component. Every time you use a skill, you need to wait for it to recharge, which takes a few seconds. But if you time it right, you can re-use the skill faster by tapping it again a few second or so later to “chain” the attack, with the interval varying by skill. The higher the level of the skill, the more times in a row you can repeat it.

In my hour and a half of playing the game, I died 4 times, and each time I switched classes. The most distinct difference was switching from a Berserker with most points in Frenzy to a Tinker with most points in Orb. The Berskerker never stopped moving forward, a combination of high damage and Frenzy’s quickly recharging and easily chained attack allowing him to cut swathes through the monsters. The Tinker, on the other hand was an exercise in positioning. So long as I managed to maneuver so that the Orb was blocking a door or hallway, all I needed to do was sit back and cackle.

During each playthrough at a certain point, you feel like you’ve basically seen what the game has to offer, and you’re just going through the motions because wow these are some simple monsters. About 10 seconds later, you die and vow to get deeper because that was just a stupid mistake and shouldn’t even count and dammit!

A nice touch is that every time you die, your character leaves a little grave behind that subsequent adventurers can loot for items and a feeling of shame.

For a game that cost less than a can of soda, this was a surprisingly engaging experience. I heartily recommend you buy it instead of soda!

November 1, 2010

Super Meat Boy!

Filed under: Game Reviews — Tags: , , , , , — Durandal @ 2:09 pm

Super Meat Boy is the best platformer that I have ever played. “Platformer”, in case you have never played a game besides Super Mario means, essentially “basically like Mario”. You hop, skip, and jump from point A to point B and everything gets harder and harder until it is just ridiculous. Super Meat Boy strips this game type down to the bare elements. You play a sentient chunk of meat, who tries to save a girl made of bandages from an evil doctor that is a fetus in a robot jar suit. Suffice to say, the story takes second place to the gameplay.

This is one of the easier levels.

The key to this game being extremely engaging is a combination of incredible difficulty and incredibly accurate control. I’ve died several thousand times in Super Meat Boy, and each one of those was my own fault. The control of the titular Meat Boy is so consistent and predictable that you almost never repeat a death. Instead, each death allows you to learn that oh you need to jump here and slide to there and then hop with the stick allll the way right…

You rarely, if ever, need to just bash your head into an annoying unfair set of challenges until you luck into a solution. Any level of the game will usually allow for a particularly observant or practiced player completing it sight unseen in a single go. Nor does it take a particularly long time to get good at, due to the tightness of the control of the main character. Jumping and movement are all in very predictable arcs, and momentum is conserved when you hit a wall, allowing you to slide up or down to adjust your jumping position. In addition, whenever Meat Boy steps on an area, he leaves behind a trail of blood, allowing you to see that oh you slid down halfway and then hit that buzz-saw so maybe sliding down two thirds of the way…

I cannot overstate how much the speed of your Meat Boy popping up at the beginning of a level when he dies helps drive the gameplay, either. In a game that involves dying this often, having it take less than a second to try again is what takes the game from frustrating to fun. Sure you won’t get it the first 5 or 10 or 100 times through, but because each try takes only a few seconds, and each level is maybe 30 seconds long at the most when you finally get all the way through, you rarely feel all that frustrated. There’s a palpable sensation of gaining mastery, as you perfect the first 5, then 10, then 20 seconds of the level over the course of your many re-tries. If there was even a few seconds between death and return, this sensation would likely have been lost completely as you were allowed to feel frustrated.

It’s also a stroke of brilliance to reward the player with, essentially, a record of their progress. The “replay” feature in Super Meat Boy starts up whenever you complete a level. Each Replay shows you a horde of Meat Boys at the start, every instance of you attempting to complete the level. As you watch, they get whittled down more and more by the various traps and pitfalls before you see the final, victorious Meat Boy dash for Bandage Girl. It’s a great way of saying “Yes, yes this was quite hard. But look how good you got!”

I recommend this game wholeheartedly to absolutely anyone who has ever enjoyed a thing. It is expansive (340+ levels and counting as they add free content), well constructed, fun, funny, exciting, rewarding, and simple good times. It will make you nostalgic for old times while simultaneously outdoing those old times in every single way. Right now it is available on WiiWare and X-Box Live Arcade, and it will be released on PC this month with some additional content.

September 6, 2010

Amnesia: The Dark Descent

Filed under: Game News — Tags: , , , , — Durandal @ 2:09 pm

As a longtime and loyal reader of this informative publication, you no doubt remember my post about the Humble Indie Bundle, and in particular my short review of Penumbra.

I was sort of impressed by it. It was a very atmospheric game with some simple but effective puzzling and a nicely put together back-story that never got too boring. It also managed to be surprisingly scary with very little of the silly “Boo!” sort of scares.

Well, the same publisher has just put out a demo for their new game, Amnesia: The Dark Descent. It comes out on Wednesday for only $20 ($15 if you pre-order), which if the previous games are any indication is a pretty excellent deal.

I think it might be a horror game?

It’s probably best to play the demo if you want to get a feel for the game, but because you’re so completely awful and won’t bother I will lay down the basics for you:

Amnesia is a game about Amnesia, obviously. You wake to find yourself in a totally creepy old castle not knowing who you are. Cleverly, though, you pretty quickly find out that you purposefully made yourself an amnesiac. Apparently you did something so horrifying that the only way you could think of to fix it was to wipe your mind to keep from going mad, and set your newly blank slate self on the trail. Though the amnesiac hero is a trope so old it’s actually not that common any more, the presentation here is interesting, and it does the job of setting you up to become increasingly horrified as your prior actions become apparent.

Amnesia shares the cleverly engrossing interaction system that the Penumbra games had. In order to move objects, open and close doors, and solve most of the puzzles, you simply click on an object and move it as though you were grabbing onto it. So click on a door and pull back to open, click on a wheel and make circles with the mouse and so on. It sounds simple, and it is, but it’s also at the heart of what makes this game interesting. It keeps puzzles flowing smoothly because very rarely do they rely on anything but a grasp of simple physics and a keen eye for improvising. It also makes the horror more gripping, as you feel more closely tied to the world that’s trying to kill you when you have to actually bar the door with your hastily shoved together barricade. You never get that comfortable intermediary of a weapon to keep yourself distanced from the shambling horrors that lurk in the dark.

Speaking of dark, that’s a device I loved in Penumbra: darkness felt realistically pervasive and claustrophobic… at first. See, in Penumbra you could hide, and you hid better in the dark. That makes sense, really. But the thing is, that makes darkness into something of an ally. If all it does is hide you from view, you can just camp out in a dark corner any time something terrifying is going down. Amnesia inverts this by making your character teeter on the edge of insanity. Spend too long in the darkness and he tips off the edge and starts seeing and hearing things that aren’t there, and in general not being quite fit to deal with the dangers around him. So instead of being a welcome respite, darkness is a hard choice between staying safe physically by hiding or staying safe mentally by lighting a candle and possibly alerting something lurking in the darkness.

Hey! Hey I think well... I think I am going to eat your face!

Also welcome in Amnesia are the spectacularly improved graphics. It’s rare that I even notice them in a modern game, but when I do it’s usually an indie developer that just isn’t quite up to snuff. Frictional games more than avoids that with this outing. Textures can be turned up high enough that it seems like some kind of prank, and the full suite of modern graphical doohickeys that I have never cared about in other games are noticeably present and accounted for, adding some much needed modernity to the freaky atmosphere and making it a much more frightening experience.

Another lovely part of the higher budget is that the voice actors in Amnesia seem very much improved. It never really hurt Penumbra, but it is a welcome aspect of the new game.

So try out the demo, you lazy bums. It won’t take much time, and if you play it late at night with the lights off I can guarantee you’ll come away feeling more freaked out than you ever expected a game could make you.

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