Inmates (Review)

Source: Review Copy
Price: £7.19
Where (Not) To Get It: Steam

I am, at this point in time, really starting to lose my patience with first person horror games, and Inmates, a “Psychological Horror” game (The reason for the quote marks will become rapidly clear) is definitely not helping. Let’s unpack that.

Yes, you’re going to be climbing all the way to near the top before falling at walking speed, before the game begins proper. Because it’s *symbolic*

Before we do, though, a brief note about the accessibility of the game and controls. The controls are very simple. There is one movement speed and no running. The graphics options are limited to Low, Medium, High, with no option for a windowed mode, no gamma options once you start the game (You have to return to the main menu to change options), and, for reasons I’ll be going into, you’ll want to turn the volume quite, quite low… Outside of the game, because the game has no volume options. So, while keeping the controls simple is good, it generally doesn’t win brownie points for other, pretty basic reasons.

Okay. Now let’s actually talk about Inmates… Starting with how checklisty it feels, right from the get-go. Amnesiac Protagonist? Check. Light source crap? Check. Jumpscares? Cheeeeck? Honestly, a lot of what I’ve seen wasn’t so much jumpscares as “Sudden burst of imagery” , which doesn’t always count. Oh noooo, my wife’s glitchy eyeeeess-somewhat unnerving maybe? Not really? Set in a dingy, run down place? Yup. It’s even a prison, with symbology aplenty of what comforts and/or confines the cellmates (from science to superstition.)

…Do I need to declare why this, itself, is a checklist point?

I could go on, but this is the real problem here, right from the opener… It feels like the developer has gone down a checklist, even down to references to other horror properties (Oh hey, the few prisoners you see have rapidly wobbling heads, like Silent Hill! Also glowing eyes, like… Well, a lot of things, honestly, although The Fog comes to mind the most.) What the developer doesn’t appear to have done much of is given a reason to care. It’s thrown at us that he has a wife, and some other woman called Nataly and a man called Ben are involved (Ben is a doctor, by the way.) There’s a child called Anton, whose diary entries periodically give clues. There are… Puzzles.

I decided to take a break after the game had firstly taken control away from me after opening a door to get me captured by a spoooooopy security guard called Roy (I know this because the protag yells out “OH NO, IT’S ROY!” like… I’m meant to know and/or care that he was established as dangerous less than 2 minutes ago, without, as you might have guessed, any real context) , and then given me a minute, maybe two, of high pitched, tinnitus like noise. Oh, and a puzzle involving children’s bedrooms after an interminable stair climb at a single walking speed. And then…

I had some more words here, on horror, and how psychological horror needs at least some grounding, but I just discovered the infodump near the end, and I’m going to spoil the hell out of it, because hell no. A literal prison of the mind, for personalities. This is terrible mental health representation, because not only is the game presenting, as its core narrative conceit, Dissociative Identity Disorder, it’s also conflating it with, essentially, “Hollywood Schizophrenia.” Which, as you might have guessed by the quote marks, doesn’t represent the experience either.

I’m actually somewhat grateful the screenshots don’t get across how *everyone’s bloody head is wobbling at 120 miles an hour*…

I can’t recommend this game on any level. The writing is heavy handed, poorly paced, and using a core narrative conceit that not only doesn’t work as horror, it doesn’t work as representative of the thing it’s trying to represent. It’s not very accessible, relying on jitters, bloom, darkness and noise for its “scares” , it is, as you might have gathered, poorly designed, and the repeated usage of the wobbling head motif from Silent Hill is constantly reminding me of a game where “Psychological Horror” was more apt (and a better designed game to boot.)

The Mad Welshman rarely becomes truly disgusted. This is one of those times.

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Holy Potatoes! What The Hell?! (Review)

Source: Review Copy
Price: £5.79
Where To Get It: Steam

For those who haven’t seen the Holy Potatoes series, they’re essentially games that futz with some established formulae, set it in a world where potato based people live, sprinkle in a boatload of referential humour, and set it into the wild. With Holy Potatoes! What The Hell?! (Yes, the punctuation is mandatory), Daylight Studios have taken on the cooking game genre… And, in the process, given it a very fitting title.

I somehow don’t think this is going on his account.

I mean, what else can you call a game where you, a trio of potato people (and additional, potato based cast) are chefs in Hell serving the souls of the damned in various, delicious, potato-based flavours to deities as you travel through the seven circles of Hell?

Gameplay wise, the basics are very simple: Feed the sinners into various pots to create ingredients. This takes time, you won’t be able to put more sinners in until your current batch is done, and each ingredient maker makes better quality ingredients if they fulfill certain arrangements. Early on, for example, very high sin makes for Good baked potato people. A little later on? Oh no, we’re not doing that “More is more” stuff, sins within a certain range are what makes the ingredients truly… Mwah. Anyway, those ingredients go into a pool, and, after a certain amount of prep time, your customers (an increasing cast of hungry deities) start demanding dishes. Each dish takes time to cook, the customers have requirements, and, for the early levels at least, you only have one stove. So the addition of potato drinks, in which you send dishes to be made into a delicious Baaleys, comes in. Baaleys in moderation delays those deities from getting angry and docking you Favour, serving within a reasonable time, to requirements, gets you Favour, and, while there’s a fair bit more mechanical gubbins than that, constantly expanding as you go through the circles of Hell to your “Reward” , those are the basics.

As it turns out, the Potato Holy Book is *really strict*

And yes, at no point have we lost sight of the fact that we are potato people, serving other potato people to potato deities, including Potato Loki (Sinstagram star), and Potato Thanatos (The actual Greek God of Death, who, in this game, guilts over his duties because, even though he doesn’t punish people directly, he still has to watch. Poor spud.) So… How does it feel to play?

Mostly pleasant, actually. For all its grisly premise, its sometimes disturbing sins (Mostly wacky, but sometimes icky, like “I stalked a politician, because I have no morals.” Ew. Ew ew ew.), the game is quite accessible, for several reasons. There are skip buttons for talkiness. Everything is clearly colour coded, and, where colour alone might suffice, shape coded or numbered clearly to boot. Tooltips are friendly and, again, clear. And, and I cannot stress this enough… There is a pause button. Oh, thank Potato God for that!

See, while I can certainly appreciate the high pace and stress of unpaused food making in, say, Cook, Serve, Delicious, a pause button is an option I like, because it gives me the option to remove a layer of play that I don’t want on top of what the game already has (Time and resource management, because, even without the pause button, I’ve had a few hairy moments where I’ve been running low on different flavours of sinners, and, in one area on the Second Circle, I was also running out of sinners. They were being cooked faster than they were coming in… And it still came close to not enough!) It also gives the game room to add more layers, which it’s been consistently doing throughout. The 3rd Circle, for example, introduces condiments and the aforementioned Baaleys.

Occasionally, you will be given the option to spare a Sinner, on the offchance they’ll make life easier.

The writing for the game isn’t going to wow. As mentioned, it’s got a setting, it’s setting itself up for humour (and a DRAMATIC TWIST), but mostly, what it’s setting itself up for is Potato and Hell puns. Enough puns, as with the other two Holy Potatoes! games, to make even the most devoted dad joke maker throw up their hands and promise to live a better life.

Overall, I somewhat enjoy the game. It’s accessible while also providing a challenge, it has, for all that it’s an excuse for potato jokes, an interesting premise which occasionally does raise interesting questions… And, y’know, potato jokes and oddball humour. At less than £6, it’s very reasonably priced, and I would honestly say it’s worth a go if you like cooking management type dealybobbers.

The Mad Welshman prefers to eat at Tony’s Hot Manna, down the street (metaphorically speaking.) Damn, those pizzas are heavenly!

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