I've written a review of Davit Andreasyan's PC horror puzzle game Inmates. It's a game which puts you in control of someone who awakens in prison, and who then has to slowly explore and put together what is really going on. It's a decent game, and you can read my full review here.
Friday, 6 October 2017
Saturday, 30 September 2017
Gaming Therapy: Using Dead by Daylight to Let Go of Approval Seeking
Gaming Therapy: Using Dead by Daylight to Let Go of Approval Seeking
Written by Casey Douglass
For a long time, I’ve
kind of avoided playing online multiplayer games. In large part, this
was due to the chance of running into toxic people who always seem to
know when to turn up and ruin a good game. I know that a good
proportion of people playing games are absolutely fine and lovely,
but the ones that aren’t... really aren’t. By this, I don’t
mean that I don’t like being beaten by them at whatever the game may be.
I might be many things but a sore loser isn’t one of them. In fact,
I learn more from losses than I do from wins, so I value what they
can give me. When other players lose however, you
sometimes need a dustbin lid to hide behind, as there will be quite
the number of baby toys flying your way, often with dog shit and
other lovely items thrown in for good measure.
It’s just banter you
over-sensitive noob!
Yes, sometimes it is
just banter, but banter has become a word that is used to excuse some
stuff that really isn’t okay. You know when some gobshite spouts
something stupid or ignorant in the media and gets slated for it, and
all the “political correctness gone mad” brigade appear when they
are sanctioned for it? The people that think freedom of speech means
freedom from consequences? Well imagine coming across a foul-mouthed
keyboard warrior who thinks death threats are just ‘banter’ and
you might see the angle I’m approaching things from. That isn’t
okay, and I don’t think most level-headed people would think so
either.
I have an anxiety
disorder and other health issues. It means my fight-or-flight system
is extra sensitive, always ready to pump adrenaline into my body at
the merest sign of threat or conflict. The moment I see something
aimed at me that is harsh or nasty, my body is already reacting and
it’s too late to stop that rush, even if logically I can dismiss
whatever the words mean. Bodies are tricksie. After the FoF
adrenaline rush, my fatigue level hits the roof and I have the
pleasure of at least fifteen minutes of a racing heart, tense muscles
and other lovely side-effects. I’m used to this, I get through it
and it doesn’t scare me. It just really sours whatever I was doing.
With this in mind, avoiding any kind of confrontation helps my mental
state, but of course, you can’t live that way forever.
It’s just a username
/ avatar you cry baby twat!
It’s funny how much
meaning and connection we feel with our digital selves. Even if we
join a game service, create a nickname, and are able to game without
ever having to enter any more information, the moment someone insults
us, we still feel it, even though they, and we, are just two,
probably quite silly sounding, nicknames above rocket cars / warriors
/ sport players or whatever.
When we make our
nickname on a new game or service, it is ‘us’ in a way that
logically, I find hard to pin down. I guess it becomes the filter
through which we interact with said game, and someone bashing you via
that name, rather than your own real name, doesn’t do much to blunt
the attack. Then again, our real names are only labels given to us (or sometimes chosen later by us) too. A nickname is just another
label we choose to latch on to. Logically, people know it’s just a
nickname and that the arguer or troll knows nothing at all about you,
but they still find themselves reacting to the bait, whether by
getting angry and arguing back, or getting wound up and irritated.
Where does Dead by
Daylight come into things? You suck and your writing is bollocks!
A lot of toxicity seems
to come from the way that different players have different ideas
about how a game should be
played. Add this into the four Survivors Vs one Killer dynamic of horror
survival game Dead by Daylight,
and you have the perfect beaker to mix up a lumpy, salty dose of
conflict. You only need to read the first page of the game’s Steam
forum to see the kind of topics being raised: Killers giving up
because of Survivor behaviour, Survivors complaining that a certain
killer is OP, posts moaning about camping, pallet looping and
tunnelling, the list could go on. I know this kind of thing happens
with any kind of competitive game, and it can sometimes help the
developers balance things if they are truly amiss. Dead by
Daylight is particularly
interesting though, for the ways that people play and the reaction
these get from those on the other side.
The
developers of Dead by Daylight,
Behaviour Digital, seem quite liberal when it comes to the actual
rules of the game, I.e. don’t do x
or you will be banned type stuff. These mainly fall into the no
hacking, no griefing and no sending abuse type things, but as far as
how a Killer or Survivor plays, you can pretty much play how you like and do what
you need to do to achieve your goals. As a Killer, that means if you
need to camp your prey, you do it. As a Survivor, if you have a
Killer on your tail that you can’t shake, you can loop around walls
endlessly until one of you gets bored or makes a mistake. I think
that’s more than fair, but it seems a good number of people don’t.
I’ll
still beat you however you play, after I’ve fucked your mom hahaha!
I
play as Killer mainly, but I do spend a lot of time as a Survivor, as
I find both sides of the game enjoyable. The chat window at the end
of the game is tremendous for touching “good game” sentiments,
uneasy silence, or enough anger and bile to piss anyone off. Put it
this way, as a Killer, if you have a bad game for some reason, such
as failing to sacrifice anyone, you will often get “gg” at the
end, or mocked with “ez” etc. If you had a game where you
dominated and thoroughly beat them, at best you will get silence, at
worst, a whole heap of abuse. That’s if they are all even there. As
a Killer, some players will disconnect from the game the moment you
are about to hook them, to deprive you of the blood points you’d
have made by doing it. Thankfully the game does punish disconnects
and awards the Killer enough “goals” to still account for that
loss, but still, how very petty.
What
it boils down to is this: if you play as a Killer and don’t play
how survivors think
you should play, you are the worst human on the planet. I don’t
mean to say all Survivors think this way, but the vocal
teeth-grinders I’m talking about here certainly do, and they will
let you know it. I play my Killer role in what I feel is a sporting
way, because that’s how I like to play. If I hook someone early in
the game, after a quick look around to see if anyone is hiding behind
a wall waiting to rescue them, I will often leave the area, as there
is every chance of catching them again later. If another Killer
decides to hook someone and stay very close in the hope of capturing
any would-be rescuers, they are more than allowed to do so. Tactics
vary, but what the take away lesson seems to be is: use whichever
tactics you want to use and play how you want to play.
Killers
are easy mode you wankstain! Fuck you!
As
a Killer, if I play the way the Survivors want me to play, it’s no
fun and not really fair on me. I don’t expect a Survivor to offer
themselves onto a hook just to help me, so it’s only right that
Survivors don’t expect me to go easy on them or allow them to run
rings around me. Right?
So
my options were: only play as a Survivor where you get less abuse,
play my Killer in a way that will please the Survivors and so avoid
the abuse, or play my Killer in the way I choose and change how I
frame the abuse. I went for the last option.
I
decided to write down any abuse I got and convert it into a Wall of
Saltiness. You can read about that here, although the Wall isn’t
complete yet, it’s just about the idea. Instead of avoiding abuse,
looking at with humour and the satisfaction of a game well dominated,
serves very well in taking the sting out of anything that is said.
It’s quite amazing how, if you can do it, re-framing something you
don’t like into something that you are hunting for with a purpose
can actually help. Even in the week or so that I’ve been
salt-prospecting, my attitude to the insults and abuse has changed in
a positive way, which I think can only be a good thing.
Get
cancer and die!
Well-done,
you’ve made the cut and are heading to my Wall of Saltiness! Hazzah!
TLDR
Summary: Being clear about how you would like to play and re-framing
online toxic comments into something fun can help take the sting out
of playing with unpleasant people.
Thanks for reading, and have fun in whatever your game of choice is today.
Friday, 29 September 2017
Dark Music Review – The Faceless One
Dark Music Review – The Faceless One
Review by Casey Douglass
The Faceless One
is the second part of Ruairi O'Baoighill’s Rueayn Trilogy. I
reviewed the first album, Walpurgis, a few weeks ago, and
found it to be an occult-infused dose of dark goodness. The
Faceless One, takes that mantle and runs with it further down the
lane, dishing up another six tracks in a similar vein, along with a
couple of bonus tracks thrown in for good measure.
Each track contained on
The Faceless One sets the scene for some kind of ritual,
whether of conjuration or devotion, and sets the focal sounds in soundscapes that seem to be scraping the edge of hell or purgatory.
The first track, Invocation, begins with a maelstrom of buffeting
wind-like sound, and it doesn’t take long for the air currents to
bring blood curdling screams to the listener's ear, bringing to mind
an etheric tornado holding the souls unlucky enough to be inside it
captive. The words of the titular invocation begin around the
midpoint, but whether the rite is aimed at one soul in particular or
the thing that controls the tornado, I don’t know.
Track two, Veil, begins
with a single drum beat that rhythmically echoes as it fades. It
sounds again, and fades again. An up swell of sound follows, a
reaction maybe from whatever is circling nearby, like baiting the sea
with chum and seeing a distant fin move closer. That’s quite a
good analogy I think, as the sound, besides the hint of whispered
voice, sounds a little murky and muffled, a little like being
underwater. There are other tones, and the odd chime sounding, that
balance the darkness a little, but this felt like a probing,
stretching track, the audio equivalent of a face pushing out through
a rubbery wall.
Incantation is next, a
track that starts with the vigorous sound of some kind of horn. It
sounds a number of times before a host of echoing, sacral chanting
begins. The tone of the voice rises and falls, seeming to reflect
back from unseen corners and strangle angles. There is a hissing
sound, snake-like, and a rumbling that creaks around the soundscape.
The other stand out sound to me is what sounds like someone
breathing, particularly in those moments when the rest of the
soundscape falls quieter, a watcher waiting to see the outcome of
their actions maybe.
Procession is track
four, a funereal soundscape with the sonorous sound of a church bell
tolling for who knows who. There is a scratchy string-agitating sound
and the occasional gong/cymbal being crashed. The track certainly
brings to mind what it might be like to see a host of dark-robed
figures wandering deserted streets, the smoke from their censer’s
vanishing into the darker shadows around them. It’s the longest
track on the album, which further adds to the feeling of going from
here to there.
Trancendence is the
penultimate track, another gong/cymbal featuring composition, that, along
with chanting, seems to feature the mewling of something trying to
sing along with the singers. This track brought to mind an old
cathedral, the rite happening down below, a strange and twisted thing
up in the bell-tower mocking and mimicking the sounds it is hearing.
This is one of my favourite tracks, purely for this pleasing idea.
Ritual is the final
track, a soundscape that begins with a deep voice chanting, and
slowly builds to what sounds like more joining. It sounds a little
devotional, and later, the atmosphere of the track seems to react to
them, a swarm-like malevolence builds, with thumps and angry energy.
The first of the two
bonus tracks is Ceremony, another ‘windy’ drone-led type of track,
again featuring a chant, but this one is reedy and hollow, the
soundscape itself higher-toned and shimmering. It also features the
same sensation created by Trancendence, the notion of something
trying to sing along in the distance.
The second of the bonus
tracks is Faceless One, a track with a swelling, booming soundscape,
the tones and sounds creating a mirage-like shifting effect. It also
features a deep guttural voice that sounds clipped and dialled down,
suggesting that something is communicating from another realm.
Scream-like sounds hang in the air, and the whole thing sounds like
the Faceless One is coming to see you. Great stuff.
The Faceless One
is another darker than pitch, dark ambient album, one steeped in the
miasmic realm that seems to lean so close and yet so far from our
every day one. Twisted cries and ritual elements all blend to bring
into being something dark and wholly satisfying to enjoy,
contemplative and aggressive in equal measure. If you’ve yet to
listen to any of Ruairi O'Baoighill’s creations, I urge you to
check them out, particularly if you like your dark ambient with
occult themes.
Click here to go to The Faceless One on Bandcamp to have a listen and for more info. You might also like to read my review of Walpurgis here.
I was given a copy
of this album for review purposes.
Album Title: The
Faceless One
Album Artist:
Ruairi O'Baoighill
Label: Cursed
Monk Records
Released: July
11, 2017
Sunday, 24 September 2017
Dark Music Review – Child of Rage
Dark Music Review – Child of Rage
Review by Casey Douglass
Album Description: The inspiration for this concept album is quite dark and disturbing inspired by the 1992 film of the same name which you can read about here. If you put the phrase into google, you can even find the movie which is recommended watching to further get a sense of what I hope to convey with the 7 tracks on this album. This film invaded my psyche for weeks, even haunting my dreams and it was at that point that I felt that I had to create my own interpretation of the movie. At first, I was going to go for the noise approach but after some attempts, I didn't feel that it worked out so well so I scrapped what I had done and went back to the drawing board and came up with the tracks you're about to hear. Track 4 was inspired by the original music composed for the movie by Gerald Gouriet. Track 5 was inspired by the music of Rasalhague, in particular, his Rage inside the Window album.
I’d not heard of the
film that inspired Scott in the creation of Child of Rage, but
a few minutes spent searching the web soon showed it to be something
that would likely stick with anyone. Unlike a good number of people
though, rather than just shrug it off as time passed, Scott created
something that channelled his own feelings and ideas, re-framing it
with his own take on the subject, and that’s always a very cool
thing.
Child of Rage is
a dark ambient album that, to me, evoked a kind of 80s horror
aesthetic, so even though I know what inspired it, most of the tracks
conjured up images from those kinds of films. It makes great use of
various tones to create sinister soundscapes that wax and wane, like
the light of a full moon might when battling with a heavy fog. Piano
notes add melody too, sometimes giving lightness to the mental vistas
created, and sometimes adding a hint of chaotic madness as well.
The first track, An
Evil Shadow Lurking in the Night, is one of my favourites and
typifies what I mean in the previous paragraph, creating and growing
a swell of subtle threat that taps into that old school horror vibe.
Pulsing bass, high tones, and piano notes stretch the soundscape into
something in which you can almost taste the mist and detect the
shifting shadow of a silhouette that wasn't there when you last
looked. The piano notes turn frenetic and discordant later in the
track, keeping a rhythm but adding lashings of mad energy to things.
The last part of the track holds a high tone, like a hang-man’s
noose waiting for a neck to choke, before quietening into a quieter
state of menace.
Rage That Can Kill, the
third track, is another I wanted to mention specifically. It begins
with a pulsing vibrating drone, a bit like the insane idling a
strange kind of hell-machine might make. A resonant tone builds to a
fairly steady ‘ahhh’ like sound, a hollowness entering into the
mixture shortly after. The crashing of cymbals grabs the attention
more tightly, and a high pitched sound pierces the soundscape like a
moth being impaled by a pin. This track gave me the notion of a
killer finally getting the victim, the subtle lightness that emerges
after the violence of the cymbals seeming to hint at the ‘peace’
the victim might now have. This lightness dimmed or soured a little
near the end though, so maybe they didn’t find the peace they were
looking for.
Track five,
Uninhabitable Conditions, is another track with a dark, vibratory
opening, but also has a buzzing swarm-like tone. What I most liked
about this track was that the whole thing seemed to be underpinned by
a relatively fast pulsing effect, every swell of tone or rumble of
bass imbued with this energy. It gives the whole track a pace and
punchiness that rocks the brain. I enjoyed this immensely.
These were the tracks
that I wanted to be most detailed about, but the others on Child
of Rage all fit and expand on the themes and textures that run
throughout. I will give a little shout out to Dark Repose for its
creepy and warped music-box tones though.
Child of Rage is
an atmospheric and moody album that, if your brain was a nice bowl of
cereal, would pour over just the right amount of rich, hair-tangled
blood. Not enough to make the cereal too soggy, but enough to make it
something that seeps into the mind in a most agreeable way. Visit the
Child of Rage page on Bandcamp at this link for more info and to have
a listen.
I was given a review
copy of this album.
Album Title:
Child of Rage
Album Artist:
Scott Lawlor
Released: April
21, 2016
Labels:
Child of Rage,
dark ambient,
dark review,
horror,
music,
Scott Lawlor
Saturday, 23 September 2017
Turning Online Gamers’ Tantrums into a Wall of Saltiness
Turning Online Gamers’ Tantrums into a Wall of Saltiness
By Casey Douglass
‘Camper.’
The word flashes up in
the after-game chat and I fist-pump the air.
I’ve been playing
Behaviour Digital’s multi-player horror game Dead by Daylight,
a game that sees four survivors and one killer trapped on a map, one
side needing to escape, one side needing to bathe in the blood of the
ones that don’t. It’s very good fun but my word, there are
certainly some very toxic people playing it. To be fair, a lot of
games have their share of tantrum throwing keyboard bashers, but
there is something about the Killers vs. Survivors setup of DBD that
throws fuel on those fires. Just check out the game's forum on Steam for a taster.
The problem, as with
many games, comes down to people having different views on how you
should play the game. I
remember playing Call of Duty: Modern Warfare
and seeing the vehement condemnation of anyone that sat in a corner
or used cover for more than a second. ‘Camper!’ was a frequent
insult thrown around, more than likely by people who felt you should
play every first person shooter as if it was Quake
or Unreal Tournament.
Add into the mix people who seemingly have no idea what camping
actually means, or with differing opinions on what camping is, and
arguments fly with regularity.
Of
course, this type of thing isn’t just limited to camping. In
Battlefield 3 I was
accused of being a Kill:Death ratio player, just because I was having
a good game and had something like 21 kills, 5 deaths. It was whined
at me by someone in a tank who couldn’t get it through his or her
head that a big tank can be hit from many different angles, and just
because you can’t see me doesn’t mean I can’t see you. I think
I was called a coward for firing and ducking back into cover again
too. I obviously didn’t fit into their view of how my character
should be dying easily at their hands, rather than serving up a
punishing arse kicking that they were squarely on the end of.
In
Battlefield 4, I
played as a sniper quite regularly. Oh the cries of ‘Camper!” as
I made someone’s head spray red. I could have pointed out that I
wasn’t camping as I barely stayed still the whole match. If I did
stop, it was only until I got a kill and then I changed position, as
snipers are vulnerable if people know where they are and can get up
close and personal with them. Instead I took the high road and said
something like ‘Booooo hooooo!’ That’s not to say I’m down on
campers either, it’s a valid tactic in many video-games,
particularly war-based ones. You can bet your backside that if I was
being shot at in real life, I wouldn’t be running in circles
tea-bagging in open ground, and nor would even the most zealous
anti-camper.
By
way of a slight trip down memory lane, we come back to Dead
by Daylight, a game in which
both killers and survivors tend to bitch and moan about how the other
side plays. There are lovely people playing too of course, but for
the purposes of this post, I’m focussing on the screen-lickers who
give fiery verbal at the end of a game.
I
play both sides of the divide, as the game lets you have a separate
Killer and Survivor Rank, but my heart lies on the Killer side. As a
killer, it really does seem that however you play, it isn’t the
right way for some survivors. If you hook
a survivor on one of the many hooks around the level (your main
goal), you have to absolutely run away as fast as possible or you
will be accused of camping the hook. Even if you see their three
teammates skulking around behind it. You have to practice a kind of
unthinking and unseeing that Orwell’s 1984
would be most impressed by. There are other whiny things that get
dragged out by both sides, but the crux of the matter is, I was
finally called a camper last night, having not even camped, and I
always feel accepted by a game community once I’ve had my first
cry-baby chat message. What took you soo long DBD?
I’ve
decided I’m going to write down any insults that come my way from
now on (not who said them, I mean, who cares?) and I will try to
collect enough to make a nice image, maybe with one of the DBD
characters in the middle, the sniveling words of dejection ghosted
behind it. Something like that anyway. I will call it my Wall of
Saltiness and it will be tremendous to look at and think of all the
gaming experiences I’ve ‘ruined’ for a host of bad losers. I
particularly look forward to the really bad ones like ‘get cancer’
and ‘die.’
I
don’t mean to say that I will play in a way that will troll people
or piss them off. I will just play how I usually do, in a balanced,
sporting way, and see what barbs will be flung at me after the match
is over. I’m quite looking forward to it, and as my killer ranks
up, I’ve been reliably informed that the saltiness after games
increases muchly. Tremendous!
Thursday, 21 September 2017
Dark Music Review – Walpurgis
Dark Music Review – Walpurgis
Review by Casey Douglass
Walpurgis, or ‘witches
night’, is a brilliant idea to create some dark ambient around.
Ruairi O'Baoighill, a dark ambient/drone artist based in Ireland, has
done just that, and it’s certainly a riveting listening experience.
There is a starkness to
Ruairi’s tracks on Walpurgis, often seemingly just a few
elements interacting or alternating with each other to create dark
soundscapes that clutch the mind. He makes great use of vocals,
whether in the form of guttural gut-clenching chants or rhythmic
invocations to who knows what. He also uses drones and lone drumbeats
to puncture the dark bubble that his music conjures, in my mind at
least. Throughout the whole of Walpurgis, any mental images
that came to me revolved around a small fire, a robed figure nearby
and an immense and crushing darkness filling every other part of the
space. The effect might be a bit like looking at a photo of the Moon
in space, but zooming out until it’s the size of your thumb on the
screen. I’m strange, I know.
Walpurgis
contains five tracks, each titled with a simple Roman numeral. They
all gravitate to around five minutes in length, give or take, saving
track five which reaches seven and a half minutes. I felt that each
told its own stage of a tale, or rather suggested one.
Track I seemed to very
much be an invocation, the pacey vocals and guttural sounds seeming
to interact in some kind of battle, the speaker entering into occult
conversation with a dark entity at the fringe of the small fire.
Track II seems to be
full of whispers and gong-like sounds, maybe containing the aether’s
response to the ritual, the performer gaining the attention of the
keepers at the gate?
If track II is the
response, track III seems to be a reversal of some kind, the
banishing of the thing that was called forth. Single bashed-drumbeats
and what sounds like shattering metal is joined by ghostly cries and screeches. I saw the fire spitting sparks into the
blackness above, and heard a guttural chuntering that hinted at the
banishment hurting the thing that is lurking unseen.
Track IV seemed to be a
period of respite, the starting drone joining with shimmering notes
that rise and vanish again and again. Maybe the caster is waiting to
see just what the result of the rite will be.
The last track starts
with a warped gong and a muted rumbling, a bit like you might hear
underwater during an earthquake. A guttural chant reveals the thing
is still there. Ghostly sounds meet with guttural tones (how many
times have I said guttural in this review!) as if building to an
unleashing of the wrath of something that shouldn't have been called.
The more rhythmic invocation begins again near the end, the robed
figure trying once more to control the uncontrollable. At this point,
you could happily loop back to track one and listen to the whole thing again, seeing it as the figure's second attempt, an attempt doomed to follow the same course. Or maybe
we are joining the events mid-loop, the figure and adversary already locked in
a sinister struggle for millennia. I don’t know, but I like the
thought of it.
I enjoyed the time I
spent listening to Walpurgis. I found its various elements
conspired to create a surprisingly dark soundscape that grew stronger
as time progressed, the twists and variations of these elements
seeming to reinforce the feelings of dark energies and abyssal
meddlings. Great stuff indeed.
Walpurgis was
originally self-released by Ruairi in 2012. This version is a
re-mastered release being put out by Cursed Monk Records and comes
complete with new artwork. It comes ahead of Ruairi’s new album To
See Without Eyes. Visit the Walpurgis page on Bandcamp at this
link for more info and be sure to give Track II a listen below:
I was given a free copy
of this album for review purposes.
Album Title:
Walpurgis
Album Artist:
Ruairi O'Baoighill
Label: Cursed
Monk Records
Released: March
15, 2017
Wednesday, 6 September 2017
Half Way Pitstop on a Dead End Highway
Well, I am about half way through what, awhile ago, I said might be my last business year as a freelance writer. So far, it's been more of the same: struggling to find anything that pays more than a few dollars per hour, or that is something I feel I can do. I've not been able to turn things around so far, and I get the feeling I won't be able to.
I'm trying to find enjoyment in my writing, just for its own sake, but I don't seem to be able to manage that either. I don't really enjoy much of anything at the moment. The best I can hope for is something takes me away from myself for an hour, but of course, when I come back to myself, things just feel worse afterwards. There seems no point to anything anymore.
I didn't share this post on social media, so if you read this, chances are you are one of the three people that read my site, so thank you for reading. The idea behind posting it at all is that I am usually less harsh on myself if I think someone else might read my words.
I'm trying to find enjoyment in my writing, just for its own sake, but I don't seem to be able to manage that either. I don't really enjoy much of anything at the moment. The best I can hope for is something takes me away from myself for an hour, but of course, when I come back to myself, things just feel worse afterwards. There seems no point to anything anymore.
I didn't share this post on social media, so if you read this, chances are you are one of the three people that read my site, so thank you for reading. The idea behind posting it at all is that I am usually less harsh on myself if I think someone else might read my words.
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