Menu

Yuppie Psycho, First-Day Job Horror | BACKLOG.TXT


Do you remember your first job? I’m sure some of you out there wish you could forget it forever. This is probably the case for Brian Pasternack, the nervous protagonist in Yuppie Psycho – which is the subject of today’s Backlog Quest. Prefer to watch? Click the video above, or visit us on 2 Headed Hero’s YouTube channel!

Yuppie Psycho, a self-proclaimed “first job survival horror game”, is the sophomore effort from Baroque Decay. This small European development team is previously known for the wonderful pixel-art horror adventure The Count Lucanor. Yuppie Psycho recently released to Steam on April 25, 2019.

Red Letter Days


brian2

Yuppie Psycho‘s story opens with a letter. Brian – or, Pasternack, as he’s repeatedly called by his white collar coworkers – receives a job offer in the mail from the largest and most prestigious company in the world, Sintracorp. From the first moments in Sintracorp’s lobby, the game plays on the all-too-common feeling of ‘first day jitters’ before it turns the knob up to 11. Brian quickly realizes that he’s in over his head – and that his new position might be a particularly unique and demanding one.

killwitch

Sound Visuals

Those familiar with Baroque Decay’s prior title will see much similarity in Yuppie Psycho‘s visual style. Thick pixels with more modern lighting techniques form the characters, environments,  and menus. Beautiful anime-style cutscenes punctuate important moments. It’s a combination that would feel right at home on the Super Nintendo while still remaining accessible to modern gamers.

captura_34

Even though the small budget for audio shows through in places the overall audio design in Yuppie Psycho is incredibly effective. The monsters have some creepily-affected coughs and gasps as they roam Sintracorp’s darkened halls. Never before have I felt the same kind of terror at the sound of an old printer.
dotmatrix
Conversations take this a step further, placing punctuating noises for important lines of dialog.
The real star of the audio here, though, is the excellent soundtrack from composer Garoad – a strange mashup of 80s elevator music and poppy synthwave with some dark industrial undercurrents.

garoad OST

Check out Yuppie Psycho‘s OST – and Garoad’s entire discography – on Bandcamp. It’s well worth a listen.

 

Survival in a Corporate Nightmare

Mechanically, Yuppie Psycho has exploration and adventure gameplay more in common with The Legend of Zelda than the likes of Resident Evil or Silent Hill. Brian is allowed to free-roam much of the Sintracorp building right from the start, and gains access to new areas by solving puzzles or participating in the plot. Many areas transform after certain events, and secrets abound throughout the game.

dumont

Sintracorp’s got its own unique take on motivational meetings.

Yuppie Psycho leans heavily on survival and puzzle aspects, making each recovery item and save point an important strategic decision. These mechanics take on a distinct office-drone air. Health is replenished with coffee and candy bars. The game can only be saved by photocopying your face onto special embossed printer paper.

photocopy_02

About a quarter of the way through the game’s six-hour run, some traditional stealth – crawling under desks, and hiding in cabinets – is added to the mix. Oh, and did I mention that you’re completely defenseless? Brian’s going to be doing a lot of running and hiding while he looks for clever solutions to defeat the game’s more tenacious boss monsters.

lipladies

The Right Way to do Dark Humor

While Yuppie Psycho bills itself as a ‘first job survival horror’ game, it actually serves up a clever lampoon as the main course. Rather than being just a thinly-veiled metaphor that pokes a finger into the chest of corporate culture, Yuppie Psycho portrays Sintracorp’s toxic atmosphere as palpable and real. The company itself corrupts, sickens, and maddens its employees over decades, all due to the influence of “The Witch”.

robolady-yuppie-psycho

Sintra: dangerous AI, or robot waifu?

Common office tropes and archetypes run rampant here. The prankster, the man-eater, the stoner IT guy, and the cute girl in the cubicle next door all make appearances. Tired office rituals like motivational meetings and birthday parties are turned on their heads. Yuppie Psycho presents these all in a surreal light, but the real focus is in the characters and dialog.

ITguy
There’s a huge shift in tones throughout the game’s short story, and it sometimes swings from slapstick to spine-chilling in the same breath. Without giving away too much, I will say that Yuppie Psycho expands its plot into realms of gripping psychological and supernatural horror that will keep you riveted until its final conclusion.

Time to Return Some Videotapes

scaryface1
Yuppie Psycho is brimming with secrets and charm. It’s a truly beautiful example of a narrative game that has an original premise. With an abundance of Easter eggs and multiple endings, players that love a fun story will find this entry into retro-horror well worth the modest price of admission.

 


Atom RPG: Old-School Gameplay Gets Up and Atom | BACKLOG.TXT


Today’s Backlog Quest aims at the newest incarnation of Atom RPG, a love letter to the role playing games of old and a gushing homage to Interplay’s first two entries in the Fallout series. Despite the generic title and premise, this is no asset flip or cheeki-breeki knockoff.  Atom RPG does much to improve on the Fallout formula, and adds flavor all its own. Prefer to watch? Click the link above or visit 2 Headed Hero on YouTube!

Atom RPG: Falling Out All Over Again

1997’s Fallout was a strange phenomenon within the game-sphere of the time. Scores of interviews over the years reveal it as a rare example of a truly original passion project – the brainchild of letting a creative group of developers run wild.
fallout promo

Fallout’s lively combination of post-apocalyptic grittiness and atomic age retro-futurism was further highlighted by a nearly unparalleled amount of open world freedom. Many problems had multiple solutions. Many obstacles could be defeated without firing a single shot. With a huge amount of player agency and plenty of toys in its sandbox, Fallout put the “role playing” back in roleplaying game.

Over the years, the Fallout property has been taken to unforeseeable – and disgraceful lows. There’s no denying that the long-running series has cast a long shadow over video games. This brings us to the subject of today’s review.

Alternative Communism

ATOMRPG_Cover
Atom RPG
takes place in an alternative 2005 Russia. After the cold war went sour in 1986, the global superpowers decided to throw hands and chuck nukes at each other… and nothing was ever quite the same. Players customize their own agent of ATOM, a secret militaristic society, and are tasked with finding a wayward General in the game’s vast and hazardous  post-nuclear Russian countryside.

TR atomrpg closeup

I hate to keep dragging out the tired comparisons to Fallout 1 and 2, but Atom RPG fully embraces its inspirations. Instead of the 1950s vacuum tube retro-futurism of Fallout, Atom has a dirty 1980s veneer of hard plastic and CRT greens.

Up And Atom

Multinational European developer Atom Team hails from Poland, Ukraine, Russia and Latvia. By all appearances, this seems to be their first game as a team. They picked an ambitious task for a debut release. Atom RPG spent a considerable amount of time in Early Access after a modest, but successful, Kickstarter campaign ended in 2017. The game saw a 1.0 release in December 2018, but didn’t make it on to my radar until a few weeks ago, with the drop of an extensive quality of life update. Improved translation, better interface, better inventory management, combat and gameplay balancing, optimization… mod support?! It’s a big list. Atom RPG, you now have my attention.

 

TR atomrpg shantytown

I’ma loot, I’ma shoot my way outta shanty-town.

In Unity We Trust

Let’s get this out of the way: Atom RPG’s visuals are not much of a standout. Animations are a little stiff. Environments have the occasional nice smoke or fog effect, and there’s some water reflections, but the game looks dated. Still, it’s a cohesive style with some Soviet flavor, and the chosen assets all fit fine.

TR atomrpg water

There’s some nice fog and reflection effects.

Sound effects are stock. Some of the ambient electronic tracks set the mood well, but there’s nothing here that’s making it onto my Soundcloud playlist. There are a few voiced cut-scenes, which have charmingly amateurish delivery, but decent audio quality. These scenes mostly consist of cleverly filtered stock footage, (like the talking Harry Potter newspaper with Ronald Reagan’s face) but there’s a few transitionary scenes and effects that I really quite liked. (ins first travel cutscene)

Give Me Gameplay

Of course, if you’re reading this installment of BACKLOG.TXT, you’re not here for thrillgasm “triple A” production values. No, dear readers, you’re probably here for the same reason I am. You wanted an old-school, down and dirty, zero-hand-holding, stat heavy, story driven PC RPG. This, dear friends, is where Atom RPG delivers in spades.

TR atomrpg tinfoil

Fashionable Tinfoil Helmet Clubs abound in Atom RPG’s wastes.

There’s so much game here. There is so much possibility. The developers claim it contains 30-100 hours of gameplay depending on playstyle, and that’s totally believable. Save a tiny commune from bandit raids. Or screw em, and join the bandits. Or leave that all behind and meet up with a science cult. Or an actual cult. Befriend wasteland travelers. Or rob them blind. Go fishing, with spider brains as bait. This is only a taste of my first four hours spent within Atom RPG. The game is abound with secrets, choices, hidden loot, and danger galore, and provides a surprising amount of actual opportunities for role playing.

Devils in the Details

Here’s a good example. I was hired by some unsavory characters to enter a vault and scope it out for loot. Upon trying to leave, they tried to rob me, and shot me to death in seconds when I resisted. So, I restored a save and figured I would hide my stuff inside the bunker. I dropped my gear inside the vault, walked outside, and got ambushed once more. Except this time, the robbers actually got angry when they found out that I didn’t have anything, and glommed onto the fact that I stashed all my stuff in the vault. And then they killed me anyways. It’s this type of attention to even the most minor details that truly elevates the Atom RPG experience.

TR atomrpg context

Getting All Up In Your Interface

Interface seems to be a focal point for the 1.08 patch’s improvements, and I found it to be quite intuitive. While I can’t vouch for the prior state of the game’s control scheme, Atom RPG now uses a simple left click to move and interact. Left click and hold brings up a context menu to use your skills. Inventory items can be easily sorted and dragged around between your companions, and trading works… well, pretty much the same way as it does in Fallout, if we’re being honest.

TR atomrpg trade

Even the dialog and trade interfaces borrow heavily from Fallout 1 and 2.

Turn-based Wastes

Adversaries abound in Atom RPG, and before long you’ll be battling bandits, behemoth bugs and malformed mutants. This all takes place in turn-based tactical encounters. The early game is melee-intensive, and due to scarce ammunition, you’ll need to keep a knife or two on hand. Later encounters waste no time ripping you apart with machine gun-toting thugs. Fortunately, several early side quests and some skillful scavenging will net your ATOM agent what they need to survive.
TR atomrpg combat2

The Art of Crafting

Thanks to a bigger focus on crafting and scavenging, Atom RPG’s world has a much more DIY feel. Three-barreled shotguns and homemade tire armor are pretty common in the wastelands. I personally loved this look. A post-nuclear world would rightly be short on usable firearms, and the homemade guns and rusty pistols you do manage to find are prone to failure. This gives combat encounters another level of tension, especially when a finishing blow is waylaid by a badly timed weapon jam.

Close Encounters

Not all of your interactions will be hostile, of course. Each wastelander has a little bit of personality, and their own dialog trees. There’s plenty of referential humor (ins cult conversation), and this is all colored a bit by the translations. To be clear, translations aren’t perfect here. Some might find this to be an immersion breaker due to the large amount of text. I found it charming. Atom RPG’s vast Russian wasteland often feels like a Bizarro-world Fallout, and I couldn’t be more pleased at this.

TR atomrpg map

A vast and mysterious map is laid out before you from the game’s start.

After The End

Atom RPG is a great entry into the sandbox-style role playing games of old, and would be right at home alongside those cherished titans. It’s clear that Atom Team loves Fallout, but it’s even more apparent that they care about Atom RPG. Another huge content patch was announced recently, and I eagerly look forward to further travels in this alt-future wasteland.

In my long years of scavenging the gaming wastelands, I’ve found a few true treasures. This labor of love stands tall among them.


BACKLOG.TXT: Revisiting Ultima Underworld II – Labyrinth of Worlds


uuw2 title

Welcome to Part 2 of a very special BACKLOG.TXT – diving deep into Ultima Underworld II, grandfather of the immersive sim genre.

Underworld Ascendant, a long-awaited sequel and successfully crowdfunded dungeon crawler, came out on November 15th. Unfortunately, the followup to this classic series of immersive RPGs was released in an embarrassingly broken and unfinished state. Curious about the new game? Check out the impressions on Topless Robot – or watch the video breakdown on the 2 Headed Hero YouTube channel.

This week, we’ll be taking a look back better times – my personal favorite of the trilogy…

Examining Ultima Underworld II: Labyrinth of Worlds

Despite the disappointment of the sequel’s release, I have decided to devote a giant chunk of the last couple months to the first two games in the Ultima Underworld series. If you missed out on Part 1 (which included a detailed breakdown of Ultima Underworld: The Stygian Abyss), you can catch up right here. Prefer to watch? Then check out the 2 Headed Hero episode on YouTube!

Old School Gamer Disclaimer:

Like I mentioned in Part 1, I’m not here to bag on a game that’s old enough to rent a car. I’m going to give Ultima Underworld II a fair shake. Since I’m unencumbered by the shackles of nostalgia, my position is a bit more unique. I’m old enough to have played these games as a kid, but not old enough to have formed any strong opinions either way. This article is setting out to answer one major question: Does the Ultima Underworld series still stand up through the ravages of time?

Ultima Underworld II: Taking A Break from The Stygian Abyss

I did manage to finish the first Underworld game, but near the end it seemed to drag on. I actually needed to take a break from the game during the last legs of my hike through the Stygian Abyss. When the game mentioned the word “maze” for the fifth or sixth time? That was a good enough reason as any to distract myself with Ultima Underworld II: Labyrinth of Worlds.

Ultima Underworld II came out just nine months after the release of the first game, in January of 1993. There’s a surprising amount of improvements in this game over its predecessor. Unlike the first game, Underworld II was designed from the ground up to be a mainline entry in the Ultima series and takes place one year after the events of Ultima 7. It also has a much more interesting premise.

uuw2 festival

Ain’t no party like a Britannia party, cuz a Britannia party’s got meat.

The Guardian: A Titanic Red Monkey with Terrifying Power

uuw2 guardian

He’s not monkeying around.

Players once again take on the role of the Avatar, who is invited to a huge celebration at Castle Britannia as a guest of Lord British himself. The Guardian, a titanic red-faced monkey and longtime enemy of the Avatar, chooses this moment to trap the inhabitants of the castle in a giant sphere of magical black rock – which is suitably known as blackrock in the game. It’s up to the Avatar to once again disrupt the Guardian’s plans and find a way to break the barrier before the castle’s inhabitants all starve to death.

uuw2 castle blackrock

This is not the plumbing backing up. This is blackrock.

Early on, you stumble across a flaw in the Guardian’s spell. This flaw takes the form of a big glowing gem in the castle basement that can transport the Avatar to other worlds and dimensions. You quickly find out that each of these worlds has suffered in the wake of the Guardian’s influence. You also find out that each world holds a key to freeing Britannia from the monkey-faced titan’s magic.

A Step Above in Graphics Quality

Like I said before, there’s a lot of noticeable improvements here right off the bat. For one, the view screen is a lot bigger. Graphics are much nicer, too – no more chunky black outlines around everything. There’s a lot more variety in the character graphics and nicer portraits in the conversations. The environments look more crisp and detailed. There’s some weird stuff with the lighting when you look all the way up or down – chunky black triangles appear in the corners of the screen. Still, Underworld II looks a lot more polished and cohesive than the first game.

 

ultima underworld II uuw2 skeleton swarm

Rejoice, for there are also far more skeletons.

Sounds Like a “You” Problem

Unfortunately Underworld II also suffers from sound issues, at least on my Windows 10 rig. When starting up the game for the first time, there was a surprising lack of background music during the intro. Strangely enough, after making my Avatar and checking out my room, I noticed that the sound effects were much higher quality. Footsteps sounded like footsteps! Punches sounded (kind of) like punches! But – still no music.

So I went back to forums, and messed around again in configuration files. I managed to get the music working, but the nicer sound effects were gone, replaced with the same farty MIDI noises as the first game. Apparently there’s supposed to be speech that plays when the Guardian taunts you throughout the game, but I couldn’t get it working. Oh well, close enough. Time to dig in.

computer-nerd-png-2

CASUAL! Can’t even figure out how to get the sound working right. Just build a retro PC already, NOOOOB.

Yeah guys, I’m not gonna do that. The Sound Blaster jams will be good enough for me. I want to actually PLAY the game, not screw around with audio settings.  But again, your mileage may vary here. Those more patient may be rewarded with superior effects and music.

The soundtrack in Ultima Underworld II is… sufficient. The songs are not nearly as iconic as the first game’s excellent fantasy movie style soundtrack, and some of the worlds have pretty obnoxious and repetitive tunes. (Talorus’s music is a good example of one of the more grating tracks.) There’s a few good standouts, though – like the Blackrock Prison or Ice Caverns themes.

Stacking Up Against The Stygian Abyss

How does Ultima Underworld II compare to the first game? Well, Underworld II makes a good amount of improvements, but still repeats some of the mistakes of the first game. Character creation, the magic system, the automap, and the controls all work the same way as they did in Underworld I, for better or worse. There’s a few more spells, but the useful ones are familiar. The “game over” spell (Armageddon) makes an appearance again, in case you feel like ruining your playthrough completely.

Progressive Progression

Progression works in a similar way as Ultima Underworld I, but with an important improvement. You can now see how many skill points you have left to spend. The game also seems to throw a lot more skill points at you. I finished Ultima Underworld II without spending them all.

Instead of the hassle of finding shrines and chanting mantras, you now visit trainers to boost your skills.

uuw2 train

Dupre: a drunk warrior in charge of showing you what end of the axe goes in the bad guys.

This is still kind of a pain rather than being able to level up on the spot, but at least most of the trainers are located within a single level. As in the first Underworld, taking Sword, Casting, and Mana skills will get you through the meat of the game. There’s still no reason to take most of the other skills at all. This feels like a huge missed opportunity.

Tell Me A Tale

Underworld II does a much better job with investing players in the story. Rather than the first game’s approach of setting you loose in a gigantic spaghetti dungeon, Castle Britannia acts as the Avatar’s central hub. Recurring characters from the mainline Ultima series make appearances here. As you progress, your conversations with these characters help drive the plot onwards. There’s even some interesting problems that can’t be solved with the edge of a sword, such as negotiating the end of a servant strike.

The pacing and structure of Ultima Underworld II seems a lot more streamlined, even though both games clock around 30 hours. While there’s still a bit of backtracking, there’s much less feeling of repetition due to the sheer variety in the worlds you visit. It’s a bit more linear, true, but I consider this to be a good thing. The sprawling spaghetti dungeons of the Stygian Abyss often left me feeling frustrated and directionless. In contrast, Labyrinth of Worlds put clearer goals in front of the Avatar.

One Step Forward, One Step Back

For everything that Ultima Underworld II does better, there’s plenty that seems like a step backwards. Remember how I talked about how bad the platforming is in the first game? Underworld II doubles down on it.

uuw2 jumps

Audible sighs should not be the initial reaction to a puzzle.

This particular type of puzzle? The big square rooms with tiny columns you have to jump on? It shows up around half a dozen times throughout the game. (Maybe more.) It sucks just as much each time.

On the other hand, there’s some fun and creative puzzles as well. In places like the strange world of Talorus, the Avatar has to find the way to propagate a new subspecies of highly specialized alien. A particularly long puzzle near the end game challenges you to contain an air elemental within your body. And then, there are a few dialog puzzles that can help you avoid tough combats by using a little bit of brains.

Hack, Slash, and Hack Some More

ultima underworld 2 vorz swarm

The sequel has no problem with throwing hordes of enemies at you.

For better or worse, combat in Underworld II works the exact same way as the first game. You’ll often be battling a dozen or more monsters at one time. Once one monster becomes hostile, it seems like many of the other enemies in the level beeline it towards you. There’s a lot more wide-open spaces here, and it’s easy to get surrounded. There’s even an obligatory hell level fight.

ultima underworld II demonhell

Eat your heart out, DOOM.

Some of the more important opponents are damage sponges, which just become super tedious to defeat. Certain items can also make a lot of the combat pretty trivial, such as the Sword of Stone Strike or the Flameproof Vest. Hope you picked Easy difficulty again. Otherwise, your mouse hand will get tired, or you’ll be seeing that game over animation a lot. Or both.

Better Times To Be Had

Despite all my previous complaints, I actually had a better time with Ultima Underworld II. Both games have merits, but Underworld II had more memorable characters and more unique environments. It was interesting to see the results of the Guardian’s influence on the other worlds, and having a big red ape taunt you throughout your quest did far more to build up the urgency of the Avatar’s task and establish the antagonist.

After spending the last month and a half playing Ultima Underworld I and II, I can understand the allure. Not everyone will share that view. Both games are somewhat unrefined, and the learning curve is pretty high. Gamers that have the patience to trudge through the arcane systems will feel like wizards themselves after puzzling through the ins and outs of the Stygian Abyss and Labyrinth of Worlds. I can only hope the highly-anticipated Underworld Ascendant takes immersive sims to the next level by adding more player freedom, more compelling characters, and – especially – more modern controls.

Does Underworld Ascendant live up to its predecessors? Keep an eye out for a full examination on Topless Robot! Prefer to watch? Check out the video breakdown for both of the previous Ultima Underworld games on 2 Headed Hero!


 

The Haunted Island, A Frog Detective Game: Distilling Adventure | BACKLOG.TXT


https://youtu.be/CbzIViCEvrw

The Haunted Island, A Frog Detective Game is the subject of our scrutiny on today’s episode. The Haunted Island follows the gritty neo-noir tale about a down on his luck amphibian detective tasked with investigating the grisly details of a mysterious series of events on a remote island kingdom. Prefer to watch? Click the link above or visit 2 Headed Hero on YouTube!

The Haunted Island: An Introduction to Adventure Gaming

frogdet_boat the haunted island

Our amphibious hero.

The Haunted Island, A Frog Detective Game, was developed by Grace Bruxner and Thomas Bowker and released on November 22, 2018. The subtitle, “A Frog Detective Game”, seems to imply upcoming sequels to this initial foray, and Bruxner has recently previewed the return of our slimy sapient in a followup series entry. The game’s hour-long experience is rich with charming presentation and silly dialog, and serves as a wonderful introduction to the wide world of adventure gaming.

Lo-Fi Love

monkeyface haunted islandVisuals in The Haunted Island take on a vibrant low-polygon style. While you won’t see any modern eye-candy trappings like advanced lighting or fog effects, the simplicity gives the graphics a sort of “construction-paper” quality. The sound design is equally minimal, containing a relaxing jazz soundtrack punctuated only by occasional effects. While there’s nothing groundbreaking to be found in either graphics or sound here, The Haunted Island’s trappings still succeed as a vehicle for its simple plot.

Begin With The Basics

Adventure games have been around nearly as long as PCs themselves. From the days of ancient text adventures such as Zork, to modern entries such as The Cave, several central mechanics and themes remained consistent throughout the genre’s long life.

Within The Haunted Island’s colorful walls lie the distillation of a dialog system, inventory puzzles, and story. These building blocks of adventure are presented in a way that even the most novice newcomer can grasp.
haunted island
Dialog trees take center stage, and most of the simple puzzles revolve around talking to the characters and remembering your conversations. The dialog is presented in an overly tongue-in-cheek fashion, but does a fair job of painting each character’s personality with minimal brush strokes.

Inventory? It’s rudimentary, but it’s there. Our spring-legged protagonist uses items automatically upon uncovering the correct dialog branches. Representative icons pop up at the top of the screen every time Frog Detective gathers new clues.

A plot? It doesn’t get much more basic than the one presented here, but the nonviolent story in The Haunted Island touches on all of the five tenets of a short story: characters, setting, plot, conflict, and theme.

frog cave the haunted island

“My First Adventure Game”

The Haunted Island is basically the adventure game equivalent of a children’s book. And that’s a good thing – growing up with adventure games not only helped me with reading comprehension, but it also helped teach me how to ask questions, solve problems, and approach different personalities. It’s clear that this title takes aim at younger audiences, but there’s still an appetizer of innocent fun here for kids of any age.

 

king haunted island

Freak-King out.

The Haunted Island costs the same amount as a large coffee, and that’s a small price to pay for a member of a new generation to take interest in a long-standing category of gaming goodness. I wholeheartedly give this one a big waggle of my head-bone.

Hell, Rollin even liked it enough to drop some bars:


vApe Escape: Gamechuck Carves Out a Niche | BACKLOG.TXT


https://youtu.be/svx5mw1Eyt0

I pride myself on finding strange and unusual neighborhoods of the indie universe. Nowhere has this been more true than with the curious and amusing case of vApe Escape. Prefer to watch? Follow the link above or visit 2 Headed Hero on YouTube!

vApe Escape: Space Apes Escape Grape Flavored Vapes

Released by two-man team Gamechuck as a Humble Original in November of 2018, vApe Escape allows you to experience the dream diary of an obese, space-bound e-cigarette enthusiast. An overly powerful mega-puff of off-brand “goofy grape Juul” turns this torporific star-captain’s dreams into joyful delusions, taking him on a short psychedelic ride through the mind of a sentient primate.

grape_delicious

Bursting with dubious flavor!

OK, OK, that’s… not true. With as much seriousness as I can muster for a game about an atomizing ape, I have to admit that vApe Escape is a fully-featured (albeit bite sized) adventure game. It’s difficult to make jokes about a game that takes itself so far from serious in the first place, but vApe Escape has fairly sound mechanics and a novel visual style.

Is This Memes?

vApe Escape begins (and ends) with a meme-worthy concept. Its title is a play on words from a popular series of first-party games developed and published by Sony. Players take on the role of an imprisoned Western Lowland Gorilla that’s suddenly presented with an opportunity for freedom. Throughout the game’s 20-minute runtime, you’ll set the simian’s intellect to the task of usurping the spacecraft, sally forth to free his monkey brethren from their bonds, and uncover the dark purpose of the ship itself.

gorilla

Gorilla, Gorilla, Gorilla.

Visuals in vApe Escape carry the same whimsical tone as the subject matter they portray. The entire game is played as a series of hand drawn comic strips. The game lacks animations, playing out in more of a static “visual novel” style. However, each panel contains a few layers, giving it the illusion of depth when the mouse cursor is moved.

vape escape psychedelic

Open up your third eye and blow some juicy clouds, bruh.

The soundscape in vApe Escape lies on the sparse side, but the original music tracks lend themselves to some appropriate spacey relaxation. Plus, they come included as equally free DLC for the game.  

See You In The Funny Papers

vApe Escape is far from the first game to take on a comic book motif.  To be honest, it’s not even the first comic book themed game we’ve covered on BACKLOG.TXTStill, there’s just enough interactivity in vApe Escape’s short runtime to cross the border from visual novel into full-blown adventure game.

pc humor vape escape

Is this what you mean by ‘PC Humor’?

There’s a simple inventory, dialog trees, puzzles, and even a pair of possible endings. The real star here is the writing, which is full of dark humor and fairly well thought-out surprises. A clever twist even ties some of the game’s visual changes directly into the outcome of your space-monkey adventure.

Upon completing vApe Escape, players are also presented with the option to export their playthrough as a PDF file and read it like a comic. I thought this was a really neat and novel feature, but it’s also one that I sadly couldn’t get to work.

vape escape PDF

Yes, I would like to hang this on my fridge please.

Gamechuck Carves Out a Niche

After doing a little poking around the internet, I found myself checking out the press kit of the developer, Gamechuck./ They released a game mechanically similar to vApe Escape back in 2017 by the name of All You Can Eat, which was nominated for multiple indie gaming awards.  They also apparently have a much more ambitious adventure game on the way titled The Lot. Amongst the game’s promises of branching paths and multiple endings, The Lot also claims to produce a graphic novel up to 50 pages in length upon the game’s completion.

 

vape escape vape ape

Puff, puff, pass!

Every time I read or hear that point and click adventures are dead, developers like Gamechuck prove otherwise. I’m looking forward to watching Gamechuck carve out their corner of the Indie game-space.

header

Vapes: The Final Frontier.

Since vApe Escape can be played all the way through twice in a matter of minutes, there’s really not much more to say. The experience can be yours for the low low price of, well, free. Fans of comics, ape jokes, and adventure games will probably enjoy killing half an hour in vApe Escape. Pick it up. Play it through. Laugh, and enjoy.