Tag Archives: Video Games

The Horror in Brevity

Many moons ago, reddit users were asked to come up with horror stories that are only two sentences long.  Many of the tales spawned from this request are quite creepy and leave a lingering unease, in spite of their length.  The most effective of these stories play on universal human fears and utilize the reader’s ability to extrapolate the narrative even further.  Due to their nature, these two-sentence musings provide few details as to the setting or the characters involved.  There is no time to explain or to build the surmounting terror; the reader is thrust into a story in motion at the climax of a bad situation.  As I read through these very short stories, I wondered: could a video game scare players under similar constraints?

When gamers make a list of the best survival horror titles, the featured games often have one trait in common: an atmosphere of dread.  From small towns infested with monsters to remote space stations that may not be as empty as they seem, these settings are crafted to put the player on edge.  So much work goes into the ambient sound and visuals of each area, so the player does not need a bulky narrative to explain why he/she should be frightened.

Despite this effort, the developers of such titles take the time to build a complex story.  The best of these games make use of both setting and story to create an engaging game, while the worst of them clutter a potentially chilling experience with unnecessary areas and exposition.  Across the board, these games follow the traditional three-part mold of a feature-length film.  It’s almost as if a horror game has to contain certain story elements and have a lengthy playtime to be a success.

Sepulchre

Enter Sepulchre; a point-and-click PC game from Owl Cave.  From the developers’ website: “It’s a game featuring horror, trains, and huge bags.  It should take most people around half an hour to play through.”  A perfect example of truth in advertising, Sepulchre took roughly forty minutes to complete, during which time I took control of a passenger on a train, eager for a bite to eat.  Like the two-sentence short stories, this game does not require much set-up to cause a sense of dread.  The lack of information, along with striking visuals and sound, created a foreboding atmosphere that lingered long after completion.  It seems a video game can incite fear under heavy constraints.

If you are looking for a short jaunt into an ominous world not so unlike your own, please check out Sepulchre.  Your time together may be brief, but the horror will last a lifetime.

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Undertale – Spider Dance

There are certain songs and sounds that call to mind terrifying experiences.  Classic horror movie themes rely on specific melodies to conjure uncomfortable and haunting memories to the mind of the viewer.  In the case of video games, a repeated theme or visceral noise can be used to emphasize the power of a specific scene.

Very early in Undertale, the player may find a pair of spider webs surrounding a sign that reads, “Spider Bake Sale. All proceeds go to real spiders.”  The player is presented with an option to purchase a Spider Donut or a Spider Cider, payment made by leaving money stuck to one of the webs.

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As a devout arachnophobe, this little scene made my skin crawl.  I pictured the spindly legs of spiders stirring donut batter and pouring cups of cider for horrifying local bake sales. With limited funds (and a fear of eight-legged bakers), I decided not to leave any sort of monetary gains for these little monsters.  Little did I know that by supporting the efforts of the spider-kin of Undertale, I would avoid battling their leader, Muffet.

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Later in the game, as I made my way through a room filled with cobwebs, I was ensnared by the leader of the Spider Bake Sale.  For not supporting her efforts to liberate her arachnid comrades from the cold of the Ruins, Muffet lashes out at the player; attacking with unique spider-themed strikes.

The music for Muffet’s battle (appropriately called Spider Dance) calls to mind the spindly movements of a spider.  A frantic melody launches from the start of the song; calling to mind the feeling of first laying eyes on a spider that has invaded your space.  This gives way to a minimalist string sample, which simulates the actions of a spider spinning a web to capture their prey.  The whole song is intense, engaging, and appropriate for the frantic battle with Muffet.

As with so many of the themes in Undertale, composer Toby Fox uses leit motifs across tracks to emphasize a certain theme.  In the case of Spider Dance, this song shares its melody with equally haunting tracks like Ghost Fight, Pathetic House, and Dummy!  Each of these songs centers around otherworldly encounters; where the player is faced with haunting moments that could scare them into submission.

Of course, any frightening situation can be overcome with enough… DETERMINATION.

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Digital Draughts: Resident Evil 4 with Flying Dog Brewery’s The Fear

On Saturdays through the month of October, we will be cross-posting the latest video game and beer pairings from Chip’s new blog, Digital Draughts!  Normally written on a semi-monthly basis, Digital Draughts will feature frightening and fantastic pairing posts through October as a treat for you, dear readers!

Please be sure to subscribe to Digital Draughts for future beer and video game pairings, and follow the related Instagram account for all of the pours and plays between the main posts!


There are times when I encounter a new experience and I can immediately tell that my attitude has been altered.  A previously undiscovered book becomes a new manifesto for my reading preferences, or the first taste of a new cuisine refines my palate.  But not all life-changing moments feel as though your status quo has totally shifted.  It can take years of additional experience before the proper perspective can settle for a particularly transformative incident.

When I first tried the components for today’s pairing, I enjoyed each of them at face value: the latest in a beloved survival horror series and a solid seasonal beer from an established craft brewery.  Now, with over 11 years since my first play and nearly 8 years since my first taste, I want to revisit these experiences with an updated perspective.

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My love for pumpkin-flavored treats is a well-documented psychosis.  From my first taste of pumpkin pie as a child, I was hooked on the taste of gourd and spices.  So it makes sense that I would enjoy the seasonal beers of autumn as an adult.  However, restrictive distribution routes limited my first pumpkin beer options to bland offerings from domestic beer companies.  It took a massive relocation to provide me with the opportunity to try a pumpkin brew with a some bite to it.

It was the label that first drew me to Flying Dog Brewery’s seasonal beer. Ralph Steadman’s surreal and terrifying artwork of a snarling canine beast loomed from the packaging.  The side of the bottle featured an equally aggressive piece of copy; daring the drinker to, “learn to embrace THE FEAR that consumes you.”  I heeded their advice and took the challenge of this imperial pumpkin ale.

At the time, The Fear was unlike anything I had ever drank.  Instead of a sub par beer with cloying allspice/cinnamon flavor, I was treated to a hearty ale with intense flavors of ginger and baked pumpkin.  The Fear set a new standard for pumpkin beers, which I was surprised to be met so quickly by other delicious seasonal craft offerings.  With so many other interesting autumn brews on the shelf, my dance card became quite full, leaving little room for The Fear in the years to follow.  But I made sure to clear a recent evening to check in with the brew that started my journey down the dark path of pumpkin beers.

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The Fear pours cola brown framed with a red-orange hue and topped with a fizzy toasted marshmallow head. The spices used in this brew are at the forefront of the aroma, as a strong nose of ginger and nutmeg lead into mild notes of baked pumpkin with a dash of cinnamon.  The ginger continues to lead with a tangy bite at first sip.  This kick of spice quickly dissipates into a pumpkin bread body with a toasty finish and a hint of dark chocolate. As The Fear is an imperial ale, the piquant bite of 9.0% ABV is present, but well-balanced against the pumpkin pie flavor.

After sampling dozens of autumn brews over the years, I am pleasantly surprised to find The Fear stands out from the crowd.  Its strong ginger flavor and roasted pumpkin notes are still delicious and unique.  With a glass of this striking beer by my side, I was ready to hook up the GameCube and take on the mission to save the President’s daughter once again.

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Resident Evil 4 hit store shelves during the latter half of my junior year at college.  Around that time, I had found my gaming tribe at school and we were all eager for the latest in our preferred survival horror series.  Even though each of us had pre-ordered our own copy of the game, we all gathered at a single apartment to watch the game unfold.  Across multiple televisions in a single room, we each began our journey as Leon Kennedy.

Despite playing as a protagonist from a previous entry in the series, this game did not feel like the Resident Evil to which we were accustomed.  Instead of the foreboding hallways of a derelict mansion or the oppressive destruction of a city under siege, Resident Evil 4 dropped us in the wide open villages of rural Spain.  Gone were the mindless zombie enemies, replaced by mad villagers who could utilize weapons and actually dodge our attacks.  Even the core gameplay was changed; placing the camera over Leon’s shoulder and increasing the options within the combat mechanics.  The whole experience felt more like an action movie than a suspenseful thriller, which turned out to be exactly what we were looking for.

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I fell hard for Resident Evil 4.  I loved the increased action and expanded verb set, but also appreciated that the tension remained throughout the experience.  Even though Leon was a well-trained government agent, he was still regularly challenged by the maniac hordes of the Los Illuminados cult.  In addition to the main storyline, there were extra gameplay modes that kept me in great competition with my friends.  We regularly tried to compete for better scores in the Mercenaries survival mode and all of us raced to collect the tiny virtual figurines offered at the Shooting Gallery.  We played through the story again and again, trying to find every collectible, upgrade each weapon, and generally speed through the game with greater ease.

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Resident Evil 4 was a great game to discover and play with friends by my side.  But once I left college, I rarely found the time to replay this game that I had so enjoyed.  I dabbled with the sequels that followed, but there were so many other survival horror games spilling onto the market that I wanted to try.  To further complicate matters, there was a distinct split in the survival horror genre following Resident Evil 4.  Some games leaned into the action elements, forgoing any sort of suspense and subtlety and focusing on mowing down horrific monsters with bigger and bigger guns.  The other side of this coin gave up on empowering the player; purposefully placing you in terrifying situations with little resources or hope of surviving.

As it turned out, I started preferring the more cerebral and suspenseful horror games, which pulled me further away from the series that started me on this path.  So I was very curious to see how my feelings had changed towards Resident Evil 4 after playing so many other titles within the genre.

Right from the start I noticed one thing had changed drastically since the last time I played Resident Evil 4: my skill level.  I am downright terrible at this game.  I struggled to make well-aimed shots at my enemies, often wasting piles of bullets and dying repeatedly to basic scrubs that were previously no problem.  Despite this refreshed difficulty, I am still enjoying the tension provided by the combat.  Every encounter with basic enemies is a challenge to effectively eliminate targets while avoiding being overrun.  It’s a balance that remains impressive even years later.

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The visuals and sound design are equally stunning, in spite of their age.  The expressive character models and amazing lighting still look good, even when upscaled from the GameCube’s A/V output.  The story and voice acting have not aged as gracefully, with some truly hammy lines popping up time and time again.  The main villain of the game sounds like a discount-store Dracula impersonator, and some of our lovable ally’s dialogue has only become more uncomfortable over time (“I see the President has equipped his daughter with ballistics, too”).

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Quick-time events continue to be a massive frustration, often creating easy-to-fail scenarios that contribute nothing worthwhile to the game.  I was surprised how little I enjoyed the boss encounters when playing again.  Instead of feeling like clever puzzles or strategic battles, fighting major enemies felt like obnoxious bullfights; running around a tight arena and unloading massive amounts of ammo in lumbering meat walls. Alternatively, my love of the item management system has only become more acute; every moment spent arranging ammo and recovery items in that briefcase felt like a delightful little puzzle game break.

Overall, Resident Evil 4 doesn’t hold the same sense of wonder from the idyllic days of playing with my friends in college.  I no longer have the time to invest in this massive game and its many additional modes.  However, playing Resident Evil 4 after so many other lackluster survival horror titles makes me further appreciate what an impact it had on my personal taste and video games as a whole.  This game became my benchmark for quality of design and the joy of play in the survival horror genre.  I am pleased to find that Resident Evil 4 remains as that standard even after so much time has passed.  Minor complaints aside, I still recommend Resident Evil 4 for anyone looking for a great action title or survival horror game, which pairs very well with the spicy bite and tasty pumpkin notes of The Fear.

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Ghost Pokémon

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Nearly 18 years ago today, my brother and I set out to be the very best, like no one ever was.  Catching Pocket Monsters was our first real test, but to train them, aye, that was our cause.  Pokémon had hit the shelves not a week prior, and our parents graciously gifted both versions of the Game Boy classic to us.  My brother received Pokémon Blue, and became a great trainer of water-types, with a stately Blastoise at the helm of his troop.  I was given Pokémon Red, but I did not find my true calling in this game until I ventured into the tower at Lavender Town.  It was at this resting place for fallen Pokémon that I would catch my first Gastly, which cemented my destiny as a ghost-type trainer.

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With each new journey into the world of Pokémon, Nintendo would increase the number of ghost-types to catch and raise.  As a young trainer, I delighted with each new phantom that became available; marveling over the new designs and attacks.  But once I grew older, I started to notice that my beloved ghost-types harbored a much darker nature.  With just a quick glance through my trusty Pokédex, I found stories of hauntings and torment; tales of restless spirits that prey on the souls of the living.  Just take a look at some of these examples below!

GhostHaunter

Haunter: Its tongue is made of gas. If licked, its victim starts shaking constantly until death eventually comes. In total darkness, where nothing is visible, Haunter lurks, silently stalking its next victim.

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Gengar: To steal the life of its target, it slips into the prey’s shadow and silently waits for an opportunity. The leer that floats in darkness belongs to a Gengar delighting in casting curses on people.

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Misdreavus: A Misdreavus frightens people with a creepy, sobbing cry. It apparently uses its red spheres to absorb the fear of foes as its nutrition. It likes playing mischievous tricks such as screaming and wailing to startle people at night.

GhostLitwick

Litwick: Litwick shines a light that absorbs the life energy of people and Pokémon, which becomes the fuel that it burns. While shining a light and pretending to be a guide, it leeches off the life force of any who follow it.

GhostBanette

Banette: A doll that became a Pokémon over its grudge from being junked. It seeks the child that disowned it. Banette generates energy for laying strong curses by sticking pins into its own body. This Pokémon was originally a pitiful plush doll that was thrown away.

GhostDuskull

Duskull: Duskull wanders lost among the deep darkness of midnight. There is an oft-told admonishment given to misbehaving children that this Pokémon will spirit away bad children who earn scoldings from their mothers. It loves the crying of children. It startles bad kids by passing through walls and making them cry. Once this Pokémon chooses a target, it will pursue the intended victim until the break of dawn.

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Mimikyu: This Pokémon lives its life completely covered by its cloth and is always hidden. People believe that anybody who sees its true form beneath the cloth will be stricken with a mysterious illness. This Pokémon is dreadfully lonely, and it thought it would be able to make friends with humans, if only it looked like Pikachu.

GhostCubone

*Brrrr* That is some creepy stuff!  Little did I know that the most tragic and gruesome tale of all would lie with a normal-type Pokémon.  I am speaking of none other than Cubone, the sad little creature who wears the skull of its dead mother.  When it thinks of its mother, it cries, making the skull it wears rattle with a hollow sound.  Now, when you first look at this little monster, you may feel sorry for it and want to take it home to be your friend.  But put that situation in human terms, and the mood completely changes.  After all, would you be friends with someone who wears their mom’s skull as a hat?  I didn’t think so.

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The Night Warriors

There was a time when I regularly wrote about comic book adaptations of video games over at the Geek Force Network.  While that time has come and gone, you can still enjoy the numerous articles I penned about such media crossovers at the archives.  Here is one such post from those halcyon days, just in time for the spooky October season.


It’s that time of year once more; when the barrier between the natural and supernatural is at its weakest and little ghouls haunt the streets in search of sugary treats.  For this week’s video game comic column, it only makes sense to venture into the darker side of the printed page.  There is a rather massive subgenre of horror comics, and its tentacles stretch far into the video game world.  So let’s dive into a realm where monsters do battle in rounds of two, until only the strongest survives.

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It was back in November of 2004 that Udon Entertainment debuted their Darkstalkers comic series.  At this time, Udon was releasing their work through Devil’s Due Publishing, which included a Street Fighter comic series that launched in 2003.  The Darkstalkers comic ran for six issues, until it abruptly stopped in April of 2005.  In October of the same year, the chief of operations Eric Ko, announced that Udon had become a full-fledged publisher and its lengthy hiatus was due to producing material for the video game Capcom Fighting Evolution.  Since that time, Udon has grown into a massive comic book and video game powerhouse, producing several comic series, art books, and work for video games such as Super Street Fighter II Turbo HD Remix and New International Track and Field.

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For the Darkstalkers comic, Udon had plenty of interesting characters and settings from which to source fresh story material.  This is especially true, since most fighting games have very few details outside of “some people got together to fight in an arbitrary battle tournament held by a mysterious benefactor.”  For example, this story comes straight from the Darkstalkers instruction manual:

“When the sun sets and humanity retreats to the imagined safety of their beds, a mysterious entity appears in the sky to assemble the wicked and the evil. The unimaginable secret power of the dark is unleashed! Ten supernatural beings of destruction have materialized to wage their eternal war for the domination of the night. The Vampire, the Mummy, Frankenstein, Bigfoot. . . their very names conjure fear. But who or what has summoned them? These creatures of myth and legend, the Darkstalkers, have gathered for what is destined to be the greatest battle ever. And the fate of all humanity rests on who wins the epic struggle. The Darkstalkers are coming. . .tonight!”

From this rather bare bones plot, Udon crafted a solid story about the various machinations of the Darkstalkers who hide in the dark corners of the Earth.  In this six issue series, the conflicts between certain characters take center stage, while the sideline characters are left as mere window dressing.  So while Dimitri and Morrigan prepare for an eventual battle of the ages, Rikuo and Lord Raptor only show up briefly in side stories and single panel shots.  Every issue features plenty of great fighting scenes, complete with signature moves and plenty of nods to the fans of the video games.  There is also loads of background on many of the major characters, including several side stories that flesh out their motivations even further.

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As with most of the comics from Udon Entertainment, the artwork really shines.  The horror themes of the video games allowed the artists to include plenty of heavy contrast and shadows, which really lend to the atmosphere of the comics.  The characters remain in the anime-inspired style of the fighting games, but with more vibrant colors and further detail for better expressions.  In spite of the show-stealing appeal of the characters, the backgrounds have not been overlooked.  There is plenty of detail in the settings of each scene, with some panels exclusively dedicated to moody environmental shots.

Besides the solid story work and gorgeous art, my favorite part of Darkstalkers comes at the end of each issue.  A single page is always dedicated to a gag comic called Darkstalkers Mini.  The fun work of Corey Lewis (pseudonym, Rey), these quick strips feature super-deformed versions of the fighters in silly situations, most of which end with goofy punch-lines.  Unfortunately, when Udon collected the comics into a trade paperback, all of these side stories got the boot.  On the plus side, that has made the individual issues of the comic unique to the trade version, so be sure to track these gems down!

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At the end of the first issue of Darkstalkers (right before the Mini comic), there is a writers’ commentary aptly titled, “From the Darkside.”  On this page, some of the staff from Udon spill their guts about the joy they felt in creating the Darkstalkers comic books.  There is talk of the great chance to write a darker story than the usual Street Fighter comics, along with their mutual love of horror films and fighting games.  At the very end, the colorist, Gary Yeung, says that the goal at Udon was to “make a faithful interpretation of Darkstalkers from a game/animation into a book.”  Through action-packed stories and striking artwork, all wrapped up in a spooky atmosphere, it seems like Udon met their goal quite nicely.

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Castlevania: Rondo of Blood/Dracula X – Opposing Bloodlines

In the past, we used the Prelude track from Castlevania III to highlight the differences in audio and sound chips between the Famicom and the Nintendo Entertainment System. This year, we will take a look at another song from the Castlevania series that made its debut in two very different versions of a particular title.

Castlevania: Rondo of Blood was released on the PC Engine Super CD-ROM² System in Japan in October of 1993.  This game was a massive upgrade from previous entries in the series; featuring anime-style cutscenes, hidden and branching level pathways, multiple endings, and an unlockable second character.  In addition to the changes in gameplay, Rondo of Blood was the first Castlevania title to make use of Red Book Audio.  This meant that the game’s soundtrack could feature CD-level sampling along with the PC Engine’s onboard soundchip, leading to higher musical quality in songs like Opposing Bloodlines:

Two years later, Konami would release an alternate version of Rondo of Blood to the Super Nintendo.  Titled Castlevania: Dracula X, this game featured similar graphics and level design to Rondo, but technological differences between the PC Engine and the Super Nintendo led to some drastic changes between the games.  Levels were redesigned, certain pathways were altered, cutscenes were removed, and the unlockable second character became a non-playable character to be rescued.

In addition to the gameplay and design changes in Dracula X, the audio had to be configured to make use of the Super Nintendo’s sound hardware.  Without Red Book Audio for sampling purposes, many songs had to be reworked to exclusively utilize the inherent samples and instrumentation of the Super Nintendo.  This led to new versions of every song on the soundtrack, including the aforementioned Opposing Bloodlines:

While I ultimately enjoy the experience of playing Rondo of Blood over Dracula X, I can still appreciate the music from the Super Nintendo version.  The sharper guitar sounds from Dracula X call to mind countless afternoons spent playing the game as a rental from our local video store; desperately trying to make my way through this particularly difficult game.

Rondo of Blood was re-released once more in 2007 as the Dracula X Chronicles for the Sony PlayStation Portable.  This version of the game featured a 2.5D remake of Rondo, along with the original PC Engine version, and Castlevania: Symphony of the Night on a single disc. Despite porting nearly every other PSP game to a major home console, Konami has let this penultimate version of a Castlevania classic languish on the now defunct handheld.

So as we imagine a world where all versions of Rondo of Blood are freely available for us to enjoy, please have a listen to a final version of Opposing Bloodlines from Dracula X Chronicles:

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Reviving the Living Dead: Stubbs the Zombie in Rebel Without A Pulse

It’s a rare video game that will let you take control of a zombie.  Most of the time, players are limited to competitive shooters where it’s humans versus the undead (Go Team Zombie!) or in action games via a sort of temporary “extra life” as a shambling corpse(read: SO SLOW).  There have been a few games with undead protagonists like the mummy Chuck D. Head in DecapAttack or the ghoulish Polterguy in Haunting, but these examples are not really “zombie” games, strictly speaking.  You don’t exactly lead Polterguy to devour brains or guide Chuck to create a legion of creeping creatures.  That’s the sort of thing you leave to Stubbs the Zombie.

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Rebel Without a Pulse hit store shelves in 2005, during the appropriate month of October.  The titular Stubbs the Zombie was once Edward Stubblefield, a traveling salesman who met his untimely demise from a gunshot, courtesy of his gal Maggie’s father.  After collapsing in the woods in 1933, Stubbs is reanimated in 1959, at the grand opening of Punchbowl, Pennsylvania.  Angered at the venture capitalist who disturbed his eternal rest, Stubbs decides to hunt the wealthy playboy and cause quite a bit of carnage along the way.  What follows is a comedic and creepy quest through a sort of retro-future metropolis; the “city of tomorrow” that might have been seen in 1950s science fiction.

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Most of the game is spent trailing industrialist Andrew Monday through the city of Punchbowl.  As Stubbs, players can attack the citizens of Punchbowl, eating their brains and creating a group of zombie comrades that devour right alongside you.  Stubbs has some additional actions, most of which involve tearing off his own arm to beat enemies, activate switches, and take control of better-armed adversaries for some shooter options.  There were also plenty of vehicles to commandeer and drive recklessly through the perfectly polished pathways of Punchbowl.

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For my college self, the gameplay and visuals in Stubbs the Zombie felt like second nature, since the game was developed using the Halo engine.  As an avid Halo 2 junkie, the co-op campaign and Xbox controls made the transition from space marine to dopey zombie salesman rather seamless.  My friends and I would switch off between stages, playing as a pair of zombies on a mission of revenge (and eating tasty, tasty brains).  As we shambled through Punchbowl, a fantastic soundtrack of 50s and 60s era hits covered by modern alternative rock artists kept us bouncing in our seats.  The whole game was a delightful tribute to the goofy-spooky horror movies of the past.

Just like the previous title in our zombie game round-up, Stubbs the Zombie is a tough title to track down.  Our zombie friend was briefly ported to the Xbox 360 as an “Xbox Original” download, but the game was removed from the Marketplace in 2012.  There are still original Xbox, PC, and Mac hard copies floating around the internet, but an appropriately retro system is required to play any of these versions.  Since the developer, Wideload Games, was purchased and closed by Disney Interactive, it is unlikely that Stubbs will rise again on any modern offerings.

Even for the heady price that most of the original Xbox copies are calling for, Stubbs the Zombie is worth checking out.  It is a hilarious and gory co-op romp through a quirky science fiction setting.  There is a lot of fun to be had and brains to be eaten, so shamble forth with a friend and help Stubbs find his fate!

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GIMMGP Spooky Games Month VI: Big Bag of Treats

Good evening, faithful readers!  We are moments away from the midnight hour that rings in our favorite month of the year.  Over the last several autumns, Laura and I have filled the scary season of October with piles of posts on horror games and their ilk.  This year, we’ve got a grab bag full of tricks and treats for your reading pleasure!

Each week in October, a wide variety of spooky posts will shamble forth from GIMMGP Headquarters to your computers and mobile devices. Mondays will highlight new grisly game music articles, continuing the fiendish experiment from last year. Wednesdays will feature articles from the past; resurrected from the grave and updated for a proper haunting. And on the menu for Saturdays: fresh pairings of ghoulish games and batty brews, cross-posted from my new blog, Digital Draughts!

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As we prepare for the sixth spooky season here at GIMMGP, I am reminded of a tradition from my childhood.  Around this time of year, my family would watch a recorded copy of Disney’s DTV Monster Hits.  This little special combined haunting hit tracks with spooky vintage Disney animation.  Outside of the vignettes of Mickey Mouse hunting ghosts and various evil queens plotting destruction, I have vivid memories of skeletons dancing in the moonlight to rock music.

Despite their creepy cavorting, I found these bony brutes absolutely delightful.  In celebration of these musical monsters, I’ve crafted a list of my favorite video game skeletons for your enjoyment!

Yorick – Castlevania: Symphony of the Night

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I can’t help but smirk at this poor soul’s predicament.  After fighting all sorts of threatening monsters on my way to vanquish Dracula, it caught me off guard to find a skeleton kicking his own skull along the ground.  Honestly, I wish I could help Yorick reattach his head, but any attempt I made resulted in the immediate destruction of his fragile skull.  Alas.

Papyrus – Undertale

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As my favorite game of 2015, Undertale featured a wealth of lovable characters.  However, there was a certain skeleton that stood bony head and shoulders above the rest of the cast. Papyrus is such a lovable goof. Despite his attempts to be a ruthless member of the Royal Guard, Papyrus simply cannot bring himself to subdue and capture the main character. His dopey enthusiasm is infectious throughout Undertale, and his battle theme is super catchy to boot.  Also, Papyrus is the first skeleton to ever take me out on a date, which makes him an extra special boy.

The Sanbone Trio – Gitaroo Man

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Speaking of catchy music, the somewhat obscure rhythm game Gitaroo Man features a fantastic group of skeletons known as the Sanbone Trio.  Armed with devilish maracas made from their own bones, this group of intergalactic warriors challenges the player to a Latin-flavored music battle (appropriately titled, Born to be Bone).  In spite of the challenge presented by these skeletal brothers, I managed to find my rhythm and take them down with relative ease (but not on Master Play, that’s just absurd).

Skeleton Biker – Castlevania 64

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Let’s be frank at the commencement: I did not enjoy Castlevania 64.  It paled in comparison to the two-dimensional versions of the beloved series; featuring poor camera work, frustrating platforming, and half-finished ideas.  However, this bemoaned sequel did feature skeletons riding motorcycles.  So I guess it did contribute a small piece of awesome to the Castlevania series as a whole.

Manuel Calavera – Grim Fandango

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I have written plenty in the past about my love for Grim Fandango and its protagonist, Manny Calavera.  This down-on-his-luck grim reaper sits not only at the top of my favorite video game skeletons list, but also in my favorite game characters of all time.  His bone-dry wit, clever quips, and earnest demeanor make him such an engaging character.  If you haven’t enjoyed Grim Fandango Remastered yet, please take the time to do so.

Dry Bowser – New Super Mario Bros.

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I would be remiss if I didn’t include one of Laura’s preferred skeletal characters on this list.  As Dry Bowser is truly Laura’s favorite video game skeleton, I will let her words speak for this adorable monster:

I inadvertently picked Dry Bowser the first time we played the DLC for Mario Kart 8. What started out as an accident turned out to be a beautiful moment of serendipity. Do you know the feeling of finding a character in a game that truly understands you? Sure, he isn’t particularly fast, but this goes deeper than that. We are soul mates. The way he bullies the other players on the track. The way he breathes fire when excited or angry. How ridiculous he looks riding tiny motorcycles. Truly, we were made for each other.

With October imminent, I ask you faithful readers: who are your favorite video game skeletons? Let us know in the comments!

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Inevitable Spinoff Blog Incoming! Digital Draughts is Live

Earlier this year, we debuted a new column here at Games I Made My Girlfriend Play called Digital Draughts.  As the resident beer geek of GIMMGP, Chip was eager for the chance to combine two of his passions into a single series: craft beer and video games (together at last!).  With the success of these articles, we have decided to dedicate a new blog for Chip’s video game and beer pairings!

Written on a semi-monthly basis, Digital Draughts highlights the pairing of specific brews with certain titles. Typically, the beers and games will be novel experiences, with certain exceptions made for time-tested combinations.  Some of these pairs will be a match made in heaven, while others may be the couple from hell.

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Along with regular pairings and reviews, Digital Draughts will feature other tidbits on beer and video games for your reading pleasure.  To kick off this momentous occasion, the latest article features a field trip to the fantastic Adroit Theory Brewing Company; where esoteric and barrel aged beers thrive!

So please be sure to follow Chip’s new blog (which features Laura’s fantastic photography) and share the good news with your friends as well: Digital Draughts is live!

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Digital Draughts: Uncharted 4 with Heavy Seas’ Plank IV

Historically, the best series come in sets of three.  For films; Star Wars, Lord of the Rings, and Die Hard are typically enjoyed during the first three movies.  Many television shows start to lose interest after a third season.  Even a vertical tasting of wine usually includes bottles from three particular vintages for comparison.  Let’s face it: humans seem to appreciate collections in triplicate (especially writers when trying to make a point).

When it comes to video games, the Rule of Threes starts to get a bit muddy.  Beloved gaming heroes like Mario and Link have long since surpassed their third game, yet they continued to be adored by the gaming public. Meanwhile, some characters languish well beyond their glorious trifecta of earlier titles; overstaying their welcome and becoming a joke among the community.

When Laura and I played Uncharted 3: Drake’s Deception nearly five years ago, the series seemed to have met its logical, albeit unsatisfying, conclusion.  At the time, we didn’t even entertain the idea of a fourth Uncharted title coming to pass, as there was no obvious plot carrot dangled before us.  As luck (and the appearance of a new Sony console) would have it, Uncharted 4: A Thief’s End was released earlier this year.  Naturally, this was one of the games that cemented our decision to purchase a PlayStation 4.

Eager to see how the fourth game in a previous series of three would fair, Laura and I started the game on its day of release; making sure to have an appropriately themed brew to accompany this adventure.

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For the last several years, Heavy Seas Beer (brewed by the Clipper City Brewing Company) has experimented with the unique influence of wood aging on beer.  Dubbed the Uncharted Waters series, this line of beers features different styles aged in specific barrels or wood.  Some examples include Blackbeard’s Breakfast (an imperial coffee porter aged in bourbon barrels) and Red Sky at Morning (a Belgian-style saison aged in Chardonnay barrels).  These beers are typically offered as limited releases over the course of the year.

Appropriately named, Plank IV is the fourth in a series of beers aged on woods that have rarely been used to produce unique beers.  Released in 2011, Plank I was an English ale aged on kilned poplar wood planks. Plank II in 2012 was a German Doppelbock aged on a combination of poplar and eucalyptus wood. Plank III in 2014 was a Belgian Tripel aged on Jamaican allspice wood.  For the fourth in this series, Heavy Seas took a Belgian Quad and aged it on four different woods: planks of kilned poplar, kilned cherry, Jamaican allspice, and Cuban cedar.

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The result is a very complex and rich beer that pours with a cola brown color and cherry red hues.  Plank IV has a strong odor of dates, cinnamon, and maple syrup, with a smoky hint from the wood aging.  The taste matches the nose; starting with a tart raisin flavor that leads to a rich allspice body.  There is a lingering smoked finish, that gives way to a vanilla bean aftertaste.

As implied from its origin, Plank IV tastes like a beer with a unique history.  This is no mere Belgian Quad.  There are unique notes of smoked wood and aged spices mixed with the expected dried fruit and dark sugar flavors.  This beer is an ideal match for the swashbuckling narrative and complex backstory of Nathan Drake’s latest, and presumably final, adventure.

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Of all the game series Laura and I have enjoyed together, Uncharted is the only one that has been a mutual experience from the start. Sure, there are plenty of games that I have shared with Laura (and vice versa), or titles that we individually played while occupying a shared space. But every moment of play in the world of Uncharted has been as a team.

When we last left our hero Nathan Drake, his adventuring career seemed to have come to an end. The third game showcased that if left unchecked, Nathan’s pride would lead him to ruin. Thanks to the advice of his mentor (and a few too-close calls), Drake reconciled with his wife, Elena, and started a semi-lucrative career in salvage.

Uncharted 4 opens three years later, with a glimpse into the Nathan’s current life. His days are spent rescuing cargo from damaged freight ships, while his nights are filled with domestic bliss; playing video games with Elena to decide who cleans the dishes. All things considered, Nate should be happy with his new situation. But there is a part of him that misses the old thrill of adventure, made evident by a clever combat tutorial in the form of a toy shooting gallery that Nathan has set up in his attic.

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So it comes as no surprise that Nate eagerly agrees to join his thought-to-be-dead brother on a massive treasure hunt involving mercenaries, criminals, and pirates.

For the most part, the core gameplay in Uncharted 4 is mostly unchanged from previous entries in the series, which is just how we like it. Nathan Drake still spends most of his time traversing exotic locales and ancient ruins via jumping, climbing, and (in our case) repeatedly falling to his doom. Developer Naughty Dog has introduced some new tools, such as the climber’s spike and grappling hook. These items add new verbs to Nathan’s movement repertoire, which enhance the tradition of fun movement puzzles and enjoyable action sequences.

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Alternatively, manual vehicle sequences are an unwanted and cumbersome addition to Nate’s means of travel. Poor handling and strange inertia make every moment spent driving an automobile very frustrating, which is compounded by certain terrain that is designed to be hazardous. When your car already handles like a drunk walrus, the inclusion of muddy hills only makes things worse. Fortunately, Nate doesn’t have to take the driver’s seat in every vehicle, and the moments spent shooting from the passenger side are genuinely fun.

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There is a shift in the combat to a stronger focus on stealth gameplay, which fits into the greater narrative of Drake and Company being severely underpowered when compared to the Shoreline private military company (the main baddies of Uncharted 4). While this makes for some very satisfying takedowns, it further emphasizes a problem I had with the previous Uncharted titles: combat arenas. Most of the enemy encounters bring the narrative to a screeching halt, tasking players with clearing every potential threat from an area instead of trying to avoid them altogether. I understand that in certain situations, it makes sense for Drake to take out all enemies to make progress, but repeating this action in nearly every combat scenario makes the game drag at certain points.

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Minor combat grievances and major vehicle complaints aside, Uncharted 4 is an excellent game. The increased power of the PlayStation 4 has provided Naughty Dog with the tools to make a beautiful and impressive world. The transition between each gameplay moment and cutscene is seamless, making for a more cohesive narrative than many of its video game peers.

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Without getting too deep into Spoiler Territory™, what beings as a narrative about a treasure hunter coming out of retirement transforms into a very heartfelt and engaging story about family; both biological and marital. Initially, Drake uses his brother’s resurfacing as an opportunity to have one more big adventure like those from his past. In order to do so, he lies to his wife about his plans, thinking that he is protecting her by keeping her separate from this part of his life. What Nathan discovers is that at its core, marriage is a partnership. Elena is the best teammate for which Nate could have asked, and her involvement would only strengthen his chances at finding a lost pirate treasure to save his brother.  She literally and figuratively saves Nathan on this quest, which gives him the final push to figure out what truly matters in his life.

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Like many other fourth titles after a trilogy, I expected Uncharted 4 to feel like a tacked-on expansion to the series.  I figured there would be some marginal improvements to the visuals and gameplay, along with a story that feels like so many other action movies and video games.  However, Uncharted 4 exceeded all of my initial expectations, and turned out to be my favorite in the series.

The upgraded visuals have set a new standard for video games, while the mechanics are polished to near-perfection.  The story is earnest in a way that avoids being on the nose; with complex characters and relationships that seem wonderfully out of place in an action-adventure game.  Both the treasure hunting setting and the engaging narrative are a perfect complement to the rich flavor and wood-aged notes of Plank IV.  I would definitely recommend this pirate-themed combination.

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