List of somewhat niche non-fighting games I heavily enjoy on Steam
Roguelikes:
Streets of Rogue (genuine top 5 game for me)
Death Road to Canada (maybe not top 5, but very good)
Gnosia (pretty weak ending though, hopefully the anime fixes my issues with the plot and characters)
Visual Novels:
Game of Fourtune (technically have it on itch.io though. Has some noticeable issues, but overall i'd say it's pretty good)
Methods: The Detective Competition (I have many an issue with the story as a whole once you complete it, but man is it a fun ride with a super unique artstyle. I love their other games as well)
The Zodiac Trials (various ups and downs over the course of the game, and it quite frankly does NOT stick the ending, but if you're willing to let some things slide, you'll enjoy all the places it takes you)
Head AS Code (One of the most competent indie death game visual novels from a writing standpoint, potentially the best, it pulls off all of its twists well and is an excellent purchase for any Zero Escape enjoyers)
RPGs:
Why Am I Dead At Sea (short, cheap game with a story that I think hits its points well. Has a nice soundtrack, a nice artstyle, and is a good grab if you want a short time killer. Also it apparently was an inspiration for Dance of Cards so extra credit there)
Dance of Cards (AHHHHHHHHH I FUCKING LOVE DANCE OF CARDS AHHHHHHHHHHHHH)
Jimmy and the Pulsating Mass (the odd name hooked me during an RPGmaker game sale and I played the ever-loving shit out of it. Utterly fantastic in its execution)
Wooden Ocean (you know those people who claim that "there will never be another game like X"? I've never really believed any of it until I stumbled into Wooden Ocean, I truly do believe there will never be another Wooden Ocean. Chances are, no matter what I say, there's nothing I could say to convince you to play it, and in a way that kind of just makes it better. Wooden Ocean has hooked its fleshy claws into my brain and rewired my neural pathways in ways I can not comprehend, Wooden Ocean is a piece of art that cannot be recreated, it will never be recreated. Become romantic.)
Shadows over Loathing (Shadows over Loathing is very funny, I like that)
Miscellaneous
Bokura (very enjoyable co-op game that likes to personally fuck with you when it sees fit, heavily recommend with a friend or partner)
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Head AS Code is a Zero Escape inspired Visual Novel created by indie studio Miracle Moon. The game is the first released game of the studioās series, with Birth ME Code being its prequel. The version you can play on Steam is actually a remake of the game that was originally released on itch.io. The creators say itās up to you to decide which of those two games you should play first, but, after playing both games, Iāll say itās better to first pick up Head AS Code. Iāll also say that I have no interest in picking up rest of the series.
The story is about Simon Fournier, who, alongside his two friends, and additional five other people, was kidnapped and forced to play the deadly Dating Game. Behind this insanity stands a mysterious masked figure named Smiley, whose identity is one of many mysteries Simon will have to unravel.
Writers donāt attempt to hide that this is heavily inspired by Zero Escape series, where you also play as a kidnapped person that has to survive a deadly game filled with various escape rooms, set up by a mysterious masked figure. More than that, writers donāt let you forget about Zero Escape, and other popular VNs, because they thought itās clever to constantly reference much better games.
Iām not saying Head AS Code is a bad game. And thatās not just because itās barely a game, as you can get more engaging gameplay from Umineko. But itās not really good. It has a very well done final twist, but beside that itās only worthwhile as a case study for failing at Zero Escape type of story. And itās also a game that you shouldnāt pick without knowing ZE beforehand. First, the many forced references wouldāve left you confused. Second, the best part, the final twist, does rely a bit on you knowing ZEās tropes and twists.
Letās start with the non-spoiler part, the so-called gameplay. The escape rooms pretty much play by themselves, as you only have to click on eye and hand icons for progress. There is like one or two rooms with a puzzle based on the order of clicking those hand icons, but, aside from that, there is nothing. Characters will describe a puzzle in front of them, and then they will solve it by themselves, leaving you with no fun for yourself. Itās not only a lazy design (and this is made on Game Maker, not some dedicated VN engine where you canāt make puzzles), it also abandons the aspect of cooperation with characters that ZE had. There, other characters will provide you with hints, and also will start give more explicit ones, if you keep failing. This simple trick allows to make you, the player, value those characters more, as you perceive them as useful. Here, half the time even the writing moves available partners away from the main character. Needless to say, I donāt value the cast much, with one exception. But that is for spoiler section.
Zero Escape Series is known for its many route splits and available endings, and Head AS Code does have them as well. During your first playthrough, you donāt get to make any important choices, and youāre forced to follow the path towards your first ending. After that, you are allowed to take more route splits, with more and more of them appearing along the way. Like in Zero Escape, you often get to watch various possible turn of events that result in disaster. This part is okay.
What is not okay is that each full route, from start to its ending, is rather rushed, with little time to give the cast a room to breathe. Zero Escape can drag sometimes, especially when they explain pseudoscience (which this game does as well), but it does establish character dynamic well - building group of people that does attempt to work together, before screwing them over in various bad endings. Here, eight people gather for a moment, then they split into pairs, then they gather together again, then quickly split again, and then shit hits the fan somewhere around here. The question you may ask is ā why should I care about any of those people? Excluding that one person I canāt talk about yet.
Constant references hurt characters. For example, here, and in the prequel, writers reference Virtue Last Revardās circus ringleader Dioās line about importance of knowing sofaās conformity level. The thing is, in VLR Dio is an uncooperative asshole, and he was making an ass out of himself after being mocked for his laziness during the escape room section. That line did fit with his overall characterization and followed the flow of conversation. Here, in both games, two characters suddenly act oddly around a random sofa, and then explain themselves that theyāve heard from a circus ringleader telling them about importance of knowing sofaās conformity level. Good that I got the reference, otherwise Iād have no idea why they were suddenly characterized as a lol!random goofballs that bring up useless, bizarre, unfunny trivia. Now I know itās a hack writing that references lines without knowing how they worked in the first place.
So, whatās the verdict? 6/10, and thatās only because of the ending. The excuse of gameplay exists solely as a lazy rehash of Zero Escapeās concept (that has no real point in story), the characters are largely forgettable (convoluted backstories do not memorable characters make), the obligatory traitor villain is shallow, the remaining vagueness is uninteresting, and there isnāt much that is more worthwhile than replying any of those games that this one is constantly referencing. One character and the final twist are the only good things this game has to offer.
In the spoiler section, Iām going to analyze the gameās failings. For that, I will have to spoil the first of Zero Escape games, 999. To not be overly negative, Iāll also give some words of praise for the highlights of the game.
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How to fail at conspiracy
Iāve already explained basic failings of Head as Code in being Zero Escape-like, but I can recap while speaking more freely.
The escape rooms donāt allow to build any sense of cooperation with the cast. The old man villain is an immediately recognizable traitor. Even the VLR traitor could stay under the radar until the first voting, and there was also a red herring. The guy with a bottle and the ājokingā friend have their backstories that are tied to the lore, but thereās no reason to care about either of them, nor the lore. Some evul organization ran the initial game, for the sake of an experiment that made less sense than some obsessed lovestruck girlās idea to spend following centuries recreating it, and... Itās like, whatever.
999ās lore involved three shadowy organizations: Aceās pharmacologist corporation, Akane/Zeroās group, and Lord Gordainās group. As you can notice it by now, all those shady vague organizations had one thing in common ā each was an extension of will for an established and known character. Gordain is a backstory entity, and most of things about him are in outside materials, but even he had name and characterization of an very obsessive and very rich man that was connected to Titanic. And that characterization, and knowledge about him, served as a fuel for early-game theories about current events, until we connected Ace to the pharmacologist corpo.
Here, while we have fleshed out Emily that has hijacked the Dating Game with her robots, those that ran the initial Dating Game have no other characterization beyond being mysterious and killing little puppies level of evil. There is no character we can hold responsible for whatever fucked up shit the organization has done, not even a henchman*. And this is a mistake the authors are going to repeat in the prequel, when they will talk big about their Empty S, but there will be no face for any of it. Nor behind, nor in the front it.
* The old man doesnāt count, because technobabble made him crazy and he went rogue. Therefore, everything we see him doing is his own independent act, not tied to the organization.
We humans need to have a face for the enemy. It doesnāt have to be the Big Bad, but it has to be at least some sort of lieutenant. A face to focus our hatred on. Somebody we can observe battling the heroes, either losing afterwards, or being triumphant. A character that can be directly connected to actions committed by your formless nebulous organization. A believable personality that is (even if just a partial) cause to problems that the our heroes are facing. But all Empty S has is exposition about it being very, very horrible. And it rings hollow, just as its name suggests.
And when your faceless nebulous entity does wacky shit, like turning people into other people and replacing them with robots, this becomes even more unbelievable. Who does that? Not any convincing character that the writers could think of.
How to fail at Clover
In 999, Ace is the traitor and the killer, and the most evil character in the cast. But Clover is another potential killer that slaughters everyone in one of bad endings, because she went crazy from her brother being supposedly murdered and nobody being trustworthy afterwards. However, if we help her realize that her brother is still alive, she will remain a steadfast ally for the entire last act of the game. We will also see unique heartwarming art of her gratefully hugging the protagonist for helping her out, and then another art, when she reunites with her brother.
Jasmine is HaCās equivalent of Clover, as she also can snap and kill us and others. One good thing I have to say about her, is that she really did well as a red herring for the main girl and then possible mastermind. But Iāll cover that later. Still, she fails in the role of being Simonās reason why he couldnāt forgive Emily.
In theory, Simon saves his own Clover, and allows at least her to walk out with emotional happy ending, only to learn that this all was for nothing, because Emily decided to shut her down. And that makes him rightfully pissed. In theory, this is a good cruel twist on reusing Clover-like scenario that gives a good payoff in the finale. In practice, the game makes it difficult to share Simonās emotional reaction, due to the entire deal with Jasmine being convoluted, unsympathetic, disappointing, and unmemorable at once.
First, convoluted. So, Jasmine isnāt really Jasmine, just a criminal twin that was turned into Jasmine by Empty S, for lulz or something, while her twin sister didnāt realize anything, because she got instead a Cylon imposter. Well, thatās certainly not as relatable as believing that your sibling has been murdered by at least one of strangers you are trapped with.
Next, unsympathetic. Simply put, when not!Jasmine kills us, due to us not averting this bad end, she does it in the coldest way possible. I perfectly understand why Simon felt betrayed at that moment. Sure, Clover goes psychotic at you and everyone, but that happens with a built up. And when it happens, you perfectly understand her reasons to snap. Not!Jasmine puts a bullshit SF gizmo on her head, and then we decide to not press her on details, and then she decides to kill us coldly, and also spits on us on the goodbye. Well, that was nasty, unprovoked, inexcusable, and unnecessary, all while maintaining cruel calm. I was supposed to wish a happy ending for this person? I should be given an option to slap her in the face, with a back of my hand.
Now, disappointing. So, what do we need, to prevent the lady from going all cold killer on us? Well, we just ask her more questions about SF gizmo, which leads to her telling us she isnāt the real Jasmine, which somehow prevents her from plotting our murder. So, we donāt solve troubling her murder, we just donāt let her to change the topic, and that resolves her problem. Which most of us would have done anyway on the first playthrough of that section, but writers decided to arbitrarily lock us out of this option.
Finally, unmemorable. We have her reunite with her sister and explain to her the switch and the Cylon situation. Have the writers bothered to at least make that emotional? I guess they themselves became aware itās impossible to get emotions out of explaining this convoluted mess, so Simon just narrates about standing on the sideline, and letting not!Jasmine talk with her sister. Then they walk away from us, not telling us anything useful for our survival. They donāt even bother explaining how they plan to leave the game. Thanks for nothing, me and the Cylon can stay to die together. And, yep, this is what happens in this timeline, shortly after.
It's not enough to just write your main character as such a goody two shoes, that he would think that his would be murderer and her likewise uncaring of others sister deserve a happy ending. When the player has to work to not get killed by a character, just to be practically left to die by them afterwards, you need to put effort to not make the player feel disconnected from MCās sense of sympathy.
How to fail at science fiction
While later Zero Escape games do get convoluted with their SF elements, 999 simply and effectively utilizes its main concept of morphogenic field. Everything in that game revolves around this pseudo-scientific phenomenon. Even when it brings up a different subject of cryogenics, it ties it back to the fields by introducing Ice-9 that is related to the field. Through the game we hear about the fields constantly, until the final revelation of us using them for entire time.
And, through the game, we donāt just learn about the concept itself, but also about plot important events that are related to it. Past Nonary Game, abduction of children, experiments to control people, shady companies ā we already know all that by the finale. Which is why the finale doesnāt have to explain all that in detail, instead it focuses on Akaneās true role and abilities.
Head as Code canāt decide whatever it is about fake memories, transferring consciousness, robots, or God. Excluding the out of place God, all those concepts are related, and we can figure it out, but yeah⦠As much I like the final twist itself, we got an exposition dump covering lots of things Simon had no chance to learn about before. How nice to learn that his friend was altered to believe in God, I couldnāt know that he has changed. Because youāve only focused on establishing him as incapable of being funny.
And then we get God, which is the game trying to be clever with forth wall breaking, to excuse Simonās ability to retain memories of his previous versions. Again, the twist of nothing being related to alternative timelines was good and well foreshadowed. But the āGod kept your memories aroundā part was a lazy hand-wave by a Deus ex Machina. And again, Emilyās pre-game feelings to Simon was also just exposition dump, the writers should just stick to the survivor guilt. And again, we only learn about Empty S from second hand exposition, and it just feels like whatever evul organization that exists solely to set up the emotional final twist.
But letās say what is good about it.
The saving grace
First, the game really well set ups Jasmine as a red herring main girl. I mean, the opening scene doesnāt really make me care about her and her death. But it does convince me that the game is about finding the path that leads to it, and then preventing it. Even after it has turned out that the Jasmine we knew wasnāt the real Jasmine, I still thought that the real Jasmine was going to turn out to be the mastermind. Emily was obviously tied to the events, and had huge importance during the first playthrough, but I saw her as the second girl, and at best an aware participant. A Santa type of character, at most.
Second, while this does rely on the player knowing already Zero Escape series, you do initially expect alternative histories and/or time travel. First ending didnāt lead you to the first scene, and somehow different paths had to be explained in story, same with Simon retaining memories from them. While the God stuff was eh, the revelation of this all being a single timeline with centuries spanning attempts of recreating the first game was brilliant and well foreshadowed.
And then we have Emily, who is the best character here and is surprisingly close to the greatness of Akane from Zero Escape (one day I may write analysis of Akane as a character, she really deserves it). She is insane, but for understandable reasons. She was traumatized by watching Simon die after saving her, and then had to live with survivor guilt, and probably had no chance to go to therapy. Instead, she realized she could recreate the game, so she did that, and she did that over and over again. All to recreate the Simon that has sacrificed himself for her, but to have him survive this time around. Tragic, twisted, romantic, shocking... A lot of conflicting feelings is packed here.
Yeah, the comedic jump sound, that the game plays when she starts coughing to her death, has ruined the mood a bit. Aside from that, and the exposition dump Iāve complained about above, the ending was well executed. It did feel pretty unique and gave the game a memorable identity, beyond being just a cheap 999 knock-off.
As much I have to complain about this game, I do respect its finale. While the writers suffer from a clear case of getting too much of inspiration from other works of fiction, and not really understand what made them good, they did have a good idea for their last, satisfying revelation. This ending, alongside the premise of the prequel, have succeeded at making me interested in their next work. Ā Ā
In retrospect, it kinda pisses me off. But thatās for another time.