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The Occult Chronicles Preview

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Haunted house type horror board games like Mansions of Madness and Betrayal at House on the Hill tend to suffer from one overriding problem which is that they’re pulled in all sorts of different directions by their requirements. How do you create a game that’s full of both mystery and well-informed decisions? How do you give it variety and replayability with limited tile stock and table space? How do you make it competitive and exciting without giving one player too much power?

The answer, obviously, is to make it into a computer game instead, and have the CPU handle all the fiddly bits for you. Enter upcoming game The Occult Chronicles, currently available to purchase as a playable beta-test. But in a twist worthy of the dark and disgusting gods that inspired the game, developer Cryptic Comet (also responsible for indie strategy titles Armageddon Empires and Solis Infernum) has seen fit to breed in elements of a Rogue-like as well.

In some respects the result is no more than what you might expect. After creating a character with a points-based system and choosing from a number of loose scenario templates, you’re unleashed into a large mansion populated which in turn unleashes eldritch horrors upon you. As you’d expect from a title inspired by Rogue and board games, it’s a turn based affair where you move from room to room on a geometric grid, trying to reach the bottom cellar of the house and defeat the ancient evil lurking therein.

That simple framework could have been a disaster. It could have been a re-run of the most laughable elements of ZAngband where your overpowered paladin squared up against Cthulhu, triumphed and looted gold pieces from his stinking cephalopod remains. It isn’t a disaster. It’s a game where you’ll gnaw frantically at tender fingernails as you wait to die horribly for merely trying to open a door.

A big part of what makes it work is the writing and presentation which are absolutely top-drawer. The game has a wonderfully self-aware line in dry parodies of Lovecraft and other popular horror tropes, and balances perfectly between the yawning pits of becoming ludicrous and becoming comedy. There’s a lot of text, and you’ll learn to read almost all of it, because it’s excellent.

The words are well supported with comic-strip style pictures which walk a similarly fine line between humour and horror. And the designer has crammed in not just every Lovecraft reference you can imagine, but sucked in everything from the realms of literary and televisual terror too. I spotted sly and often amusing homages to a number of popular horror memes, and I probably missed many more.

There are an astonishing number of different things to stumble over in the dark, which translates as an astonishing number of different ways to die. I’ve been killed by doors, ghostly ballerinas, zombies, rats, fire demons and talking pediments. But together with the random mansion layout and choice of scenarios, it helps ensure that no two games are the same.

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Mechanically, it’s currently a mixed bag although I suspect that’s more down to bad documentation and minor usability niggles than it is to actual problems with the system. Most challenges are resolved with a trick-taking game using, slightly predictably, tarot cards. The number of cards in your hand, the number of tricks you can attempt to take and the number you need to win are determined by your stats and what you’re trying to do.

You get choices. So, if some nightmare denizen of the outer planes comes slithering in to view you might be given a choice to fight it with sorcery or flee. Mentally capable characters will get more promising numbers for the former, while dexterous ones will have an easier time with the latter. But success is never guaranteed, and as the available tricks tick down without a win the sense of tension that builds up is palpable.

The problems start right afterwards. Following a challenge you pick a number of cards to find out how good or bad the results are, depending on if you won or lost. This seems a slightly pointless extravagance, eating up play time for no real benefit.

You can earn experience tokens when you win, and spend them on improving your character, but they’re not tracked on the central screen and it’s easy to forget about the ones you’ve collected. Likewise with the item and trait cards you character can start with or acquire: you need to frequently check your personnel file on a separate screen to properly track your character.

Various other tabs and screens hold other important pieces of information like traits, heroic feats and “bones” (dice). This is where the current documentation and the game interface get confusing. It’s not always clear when and how to use these things. Many of them require dice rolls, but you have to have the right kind of dice before you can roll. It’s all as mysterious as the plot of the average horror novel.

In that respect I guess it’s not that different to a lot of Roguelike games, but it seems a little basic by modern standards. You can’t even use the arrow keys to move: instead they scroll the map and you have to click around like a lumbering elephant.

This is, remember, a beta, so there’s plenty of time to sort some of this stuff out before the final product goes live. And I hope some of it does get smoothed over, because playing this you really get a sense of how a haunted house game really ought to be done, and why none of the current crop of board game contenders have never quite lived up to the billing.

For starters, it’s a Roguelike, and that means permanent death, which is far more terrifying in and of itself than any plastic miniature of a tentacled horror from outer space. The huge variety and random room tiles means each game is a true mystery and creates believable layouts without heavy-handed preparation. Your character can gain and track the progress of quests as you creep through the house, without shuffling new cards into decks or worrying about the right item being in the right place.

Speaking of quests, they’re mere sideshows to the main event, Banishing Elder Gods Back From Whence They Came. But as if the game wasn’t mean enough already, you can’t just build up your character and plunge down. Instead there’s a timer ticking down on each and every move. Every so often these trips a story event based on your choice of scenario which adds a nice sense of metagame to the proceedings. But tick off too many and time runs out, ending your game in ignominious defeat.

The Occult Chronicles suffers from some very rough edges at the moment, but it’s an inventive and addictive take on an old genre, which has the potential to please board and video gamers alike. If you’re interested, get in there now and starting sending feedback to help the developer sandpaper down the splintery bits

City of Horror Review

City of Horror art

Zombie board games tend to focus, like the films they emulate, on the players surviving by putting up barricades and beating the undead to death with whatever they can find. But if you’ve seen enough horror movies you’ll know there’s a second string, a darker theme where cooperative groups mercilessly pick the weakest member to sacrifice to the shambling hordes so that the others might survive. That’s the grim base on which City of Horror rests.

And grim is the word. There are few games more callous than this. It’s not a game to play with relative strangers. It’s not even a game to play with friends that you can’t rely on not to hold grudges. Players control a variety of characters, spread around a zombie-infested city. Each turn there is a vote in each board area that’s accumulated sufficient zombies. Each character in that area gets to vote for who dies, and the character with the most gets eaten. Gone. No second chances, no dice, nothing. Eliminated.

There’s something refreshing about the brutal purity with which the game approaches death. But it also creates an instant rich get richer problem. Once a character dies, the owning player has less characters on the board, and so less votes, which makes it slightly harder for them to keep their other characters alive. You can always play the sympathy card to try and avoid being tossed to the ghouls but the mechanics encourage picking on the weakest. It’s been my experience that players tend to lose all their characters, or hardly any.

So the answer is to try other approaches to negotiation and trading. This is where the meat of the game is to be found. There’s a lot you can trade: promises, which may be kept or broken of course, but also material. Food is worth bonus points. Zombie plague antidotes are required to score points for any surviving characters, their precise value being dependent on whether they’ve used their special ability or not. And every player has a hand of action cards.

City of horror zombies

These action cards and, to a lesser extent, the abilities of the characters, are the primary way players exercise control over the whims of fate in the game. Many kill zombies, or allow you to move them to other locations, some at a cost of making areas of the board unstable to the point of eventual demolition, resulting in further carnage. Others allow you to sidestep the gruesome result of the voting process and other, more minor effects. They can be discarded in certain locations in exchange for beneficial effects.

They’re incredibly useful, and the urge to play them is constant. You only have five, used over four rounds each of which will see several votes. New ones appear on locations occasionally, along with other resources, which are distributed amongst characters there based on another vote, but they’re pretty rare. This sets up a situation in which the choice of whether to play an action card or keep it should create delicious tension.

Sometimes it is, but mostly it’s just plain frustrating. The cards are basically your most precious resource and are wonderful negotiating tools. But there’s no way of knowing whether it’s sensible to save them. play them or trade them. The game just doesn’t give you enough information to plan a meaningful strategy with the cards. And once they’re exhausted, the otherwise compelling negotiation loses some of its spice.

You may have noticed by now that although voting to distribute resources seems fairly realistic, voting to see who gets eaten isn’t. In practice the strong and the fast would have a considerable upper hand. So the mechanical link with the theme falls apart. There’s plenty of quality zombie art to compensate but sadly the card it’s printed on is rather lower quality, warping and splitting with worrying ease. There’s a lot of it too since the game uses cardboard standee figures rather than miniatures.

City of horror in play

And without the theme you begin to see that underneath all that gory art, City of Horror is just another twist on the classic cut-throat negotiation game, exemplified by Lifeboats, Intrigue and I’m the Boss. None of those games does much better at presenting a theme than City of Horror does, but they don’t particularly pretend to do otherwise. They’re also a lot simpler and more direct than their undead relative. And, crucially, it’s debatable how much extra game the added baggage in the newer title creates.

We’ve already seen how the voting mechanic leads to a rich get richer problem, and how the use of cards as both currency in deals and board effects backfires. The value of the food and location effects varies tremendously from game to game. The ability you have to move one character each turn from one location to another is unthematic and, since selections are made in secret, basically random. What’s left is the character powers, the fact that using them reduces their score, and the need to collect antidote to score your survivors. That does add a fair amount of interest, but it just ends up compensating for the dead-weight rules.

Not that the game is overly complex. As is often the case with European games iconography has been used heavily to keep things language independent and as is often the case with iconography it’s largely confusing and impenetrable. But that’s a fairly minor annoyance. The game is also fast playing, taking sixty to ninety minutes to complete and that’s a poweful saving grace. You don’t mind too much if your characters start ending up as zombie chow and your game slowly falls apart when you know there’s an end and a re-rack within sight.

City of Horror is not, on the whole, a bad game. I’ve had more fun with it than the tone of this review may suggest. Its collection of mechanical niggles and rather blunderbuss approach to adding new and mostly ineffectual twists and theme to a classic genre are counterbalanced by its sheer, overwhelming nastiness. It’s not often that a game allows you to be quite so delightfully mean to the other players, and that’s something to be savoured. But ultimately while it’s likely to provide considerable amusement for a few games, it has issues enough to ensure either a limited shelf-life or only occasional table time. And in a crowded marketplace and a well-worn genre, that doesn’t quite cut the mustard.

Can Survival Horror Survive?

Survival Horror is gone now - Silent Hill 2

When Brian recently flagged up Lone Survivor, I was intrigued, not only by the game itself but by the thought that I hadn’t seen a survival horror title gain a lot of press attention in recent years, and that the genre was on something of a downward slope. A quick google search later I discovered that I’m very far from the only person to have been struck by this observation. Other commentators have put out some well constructed arguments blaming the evolution of intuitive gameplay and the fashion for action shooters, or the ascension of western-style horror over the Japanese version. But those are slightly out of date now, and, inevitably, I had my own opinions that I felt the need to share. And seeing as it’s Friday the 13th today, it seemed a good time to do it.

I can’t claim to be a genuine survival horror fanboy. Of the classic games in the genre I have only played the first two Silent Hill and Resident Evil titles. And I have to admit that I was always slightly surprised that Resident Evil got quite the plaudits and success that it did. Not that it’s a poor game by any stretch of the imagination, rather that its subject matter and shock tactics were so very well-worn from horror films and books even by the time it came out. Zombies as a byproduct of bioweapons research was a dreadful cliche even in 1996. Mad scientists and tyrannical corporations even more so and it didn’t help that the game did cringe-worthy things like using the acronym STARS for a special ops team and naming a female character Valentine to further cheapen the mood. But whilst the basis for the scares of claustrophobic environments and things jumping out from dark corners was equally unoriginal that aspect was pulled off with undeniable skill and made the games well worth playing.

In most respects I was rather more impressed with Silent Hill. I’m not sure there have ever been games that messed with my head in the same way that those first two titles in this series did. In the first one, the simple but extraordinary emotion of a father’s’ love for a helpless, suffering child is leveraged with uncanny brilliance to make the player care in a way that I don’t think any game has managed before or since. The second was less intense but more intimate in the manner in which it cast the player as a person who had committed a terrible, and yet entirely sympathetic, act, forcing you to confront the complexities of morality and human nature. I’m not the only one to have been deeply affected by the content of Silent Hill. The team behind it released the extraordinary Book of Lost Memories to detail, in appropriately artistic terms, their creative process while even more bizarrely one fan was moved to write a 130,000 word analysis of the series, which actually turned out to be a lot more interesting than you might expect someone deranged enough to write it would have managed.

And yet in terms of pure gameplay, I have to give Resident Evil the edge. It was simply more thrilling, more focussed and it lacked the kind of frustrating sequences that I alluded to a couple of weeks ago where you ran around a monster-infested town looking for things that could be, well, anywhere at all. Basically, killing grotesque things with heavy weaponry pushes at your primal excitement buttons rather better than complex plots involving syncretic religions and existential guilt. Developers and designers know this: that’s why so many modern big-budget games have heavy shooter elements, because the big budgets mean that studios can’t afford to fail with their designs, and they know from experience that extreme violence sells. And because those top-dollar designs can’t afford to fail, they can’t afford to be difficult, which is another vital feature of the survival horror genre, because without difficulty, you’re going to have trouble generating an appropriately fearful response in the player. And so in Resident Evil we see a gradual shift in this direction through the course of the series, culminating in Resident Evil 4 which was more of a shmup with horror elements than a proper survival horror game, but which was brilliant nonetheless. And that brilliance sowed the seeds of destruction for the genre because if you can have a great game that looks like a survival horror title but can guarantee top-grade sales, why bother making proper survival horror for an increasingly niche audience any more?

Cliver Barker's Undying screenshot - atmospheric and unsettling
At least this is the way the conventional analysis goes, and it’s hard to argue with its basic tenets. However the presupposition seems to be that you can’t build a game that combines exciting combat sequences with genuine horror: offer the player too much firepower, too much capacity to deal with and control the hostile environment in which they find themselves and they won’t get scared. This is the bit I don’t get, because I’ve experienced otherwise, in at least three games.

Exhibits A and B are relatively obscure shooter Clive Barker’s Undying, and Half-Life 2. Both are in most respects fairly standard, if well above average in terms of quality, first-person shooters. Neither has a clear connection to survival horror, having bountiful levels of ammunition and nothing more than the occasional set-piece scare to keep you on your toes. And yet both feature what are, to my mind, some of the most extraordinarily memorable horror sequences of my gaming career. Undying featured a level set in a snow-shrouded ruin, through which the ghosts of monks flitted in the eerie half-light of a full moon, another in a hellishly bizarre otherworld, Oneiros. It also featured a “Scrye” mechanic in which you could look through the real world into the supernatural one to uncover clues and often, rather horrific surprises into the bargain, giving the player the constant sense that there was a whole gallery of unseen menace lurking just underneath the veneer of normality. In Half-Life 2 it was the intense feeling of sympathy the game generated for the appalling fates of the residents of Ravenholm and Nova Prospekt. In both cases, I was genuinely horrified. In both cases all that did this was carefully crafted environments and emotional responses. That’s all it takes to introduce horror into an otherwise standard action game of extreme violence.

They Hunger Survival Horror mod for Half Life screenshot
Exhibit C is a series of free mods for the original Half-Life called They Hunger. It’s you against the zombies again, that same tired old formula but I challenge you to play one of the games and and tell me that they’re tired, or in fact that they’re anything other than a living example of exactly what’s commonly held to be impossible: a survival horror game in the guise of a shooter. Ammunition is so dreadfully scarce that it got the point where I hated finding new weapons because I knew I wouldn’t be able to keep it supplied and would be worrying constantly as to whether I dared use it now in case something even worse was round the corner. The game rejected set-pieces scares and closed environments in favour of simply being overwhelmingly, oppressively dark. Not the pointlessly impenetrable blackness of Doom 3, but a perpetual inky twilight through which you could see half-shapes, suggestions of creeping movement that would have you desperately blasting with your limited ammunition at harmless bats while what was groaning in the blackness would suddenly come upon you from behind. And yet for all this disempowerment and terror it was still a shooter. Combat was fluid, skillful, exciting and satisfying. And it had the standard open-ended save model of old first-person shooters, so as long as you saved your game frequently, success was assured. Yet the game was so utterly emotionally gruelling that in some respects I couldn’t wait for it to finish, and what surer sign of a genuine horror experience is there than that?

Survival Horror as we knew it may be dead for good. But just as the best writers continue to find ingenious ways to keep our favourite horror villains coming back from the dead for installment after installment, there’s no reason why, with a little more vision, talented designers and developers couldn’t perform similar necromancy over the corpse of this seminal and much-loved genre.