UNTITLED GOOSE GAME REVIEW – “HONK IF YOU LOVE CHAOS”

Any person who grew up near English parks knows that there is a strict hierarchy of power at play in every one. Starting from the bottom up, it goes: earthworms, woodlice, joggers, rats, pigeons, picnickers, wasps, creepy ice-cream sellers, ducks, foxes, wasps again, the scary Doberman who barks at everything, drunk groundskeepers, the damp porn magazines behind the bushes, more wasps, and finally the mighty goose. Well, at least until a cabal of swans show up and things get all Game of Thrones on you.

And developers House House have attempted to frame that superiority of honker versus human with the new Untitled Goose Game. No, that’s actually what it’s called. I guess naming things isn’t House House’s strong suit, as should be made clear by the fact that they called themselves House House.

Still, the game has become the hottest meme on the internet this week for its portrayal of loose-goose chaos in a quaint English setting, so I downloaded it for the Switch and decided to see how many goose puns I could think of for the review. I might’ve taken it to egg-stremes.

 

MOTHER (****ING) GOOSE

Untitled Goose Game starts off, suitably enough, with an untitled goose, whom the player controls from a high third-person perspective. Goose Springsteen pops out of the bushes, honks a few times – or a lot, if you play him like I do – then sets off into the neighbouring idyllic village to wreak meaningless havoc on the poor people who live there, including an elderly gardener, a small child and the befuddled patrons of the local pub. It really feels like somebody saw the swan subplot in Hot Fuzz and decided to make a game explaining what it was doing between fleeing Simon Pegg and mauling Jim Broadbent.

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One goose’s mission to ruin the English countryside is perhaps the most human and understandable motivation we’ve seen from a game protagonist in years.

None of the plot goes explained in any detail, but it really doesn’t need to – England has a proud history of wildlife that excels in being harmlessly but persistently irritating, and Ryan Gosling here is clearly just content to make his way through the world, sparking fury in his wake. The game itself is a series of small environments threaded together with a few NPCs moving around each one, and once you find a new area you’re given a checklist of tricks that’ll psychologically torment the local population. Wander uninvited into a garage sale and you’ll soon have a bunch of pointless cruelties to try – start stacking items into a shopping basket when the owner isn’t looking, steal somebody’s stuff and put it on the shelf so they’re forced to buy it back, or just run in circles around the aggrieved shopkeeper, honking and flapping your wings in a show of outrageous self-promotion.

It’s worth mentioning that I saw a lot of people comparing this to Goat Simulator, and I really don’t think that’s accurate. For one thing, I Love Goosey is a lot more structured, and more realistic – but in a way that makes it a lot more funny. The little town you come crashing into feels like a genuine place, which consequently makes ruining it a lot more satisfying as Goose Willis comes bursting out of the topiary with a cocky strut and malice on his mind. The village has a palpable sense of atmosphere and your antics somehow feel like both an extension and a cancellation of that same tone, as you run with somebody’s slipper held tightly in your beak, the owner hopping after you in desperate pursuit.

That being said, there is a big bald spot amidst these soft, downy feathers – the ending. Or rather, the time it takes to get to the ending. I managed to make it to the credits about two hours after I started playing, and though there are optional post-game challenges, that added up to about another hour of game. This would be fine if it cost about a fiver, but Untitled Goose Game cost more than fifteen pounds, which doesn’t lead to a great cash-for-value experience, despite the fact that the game is fun to play.

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Uh… this isn’t as dark as it looks, I promise.

It’s strange, because it seems to me that thinking of new areas shouldn’t exactly be hard. Three of the games four main locations are basically just variations on the theme of “garden”, and we never get to explore anywhere indoors – you know, where the greatest opportunities for chaos would definitely be. No kitchen level? No library? No schoolyard or village fete? Or what about the local am-dram, pecking at the heels of actors trying desperately to get through the next scene of Glengarry Glen Ross? There’s so much more room for this idea to breath, but it’s practically over before James Gander Beak has time to properly traumatise anybody. I worry that the comparative shortness of the game is really going to damage its reputation, because after the initial joke is over that’s the thing that looms largest in my mind.

 

THE WILDEST GOOSE CHASE

There are only four functions in the game besides basic movement – honk, pick things up, sprint and spread your wings, though I have no idea what the last one is for. Gannet Jackson can’t fly or even glide, so throwing your wings out just feels like an elaborate taunt that the game won’t admit is completely useless.

Still, the game makes the most out of the other functions. It turns out there’s actually a fair amount of stealth and chasing involved in being a goose, as you sneak up on an old man to knock away his chair, or hide inside a box Metal Gear Solid style to infiltrate a pub garden, waiting for the perfect moment to burst out like a stripper from a cake. There’s usually no way to win in a fight with a human being unless the game provides a context to do it with, but even then there’s no risk of death – they usually just shoo you away or snatch back whatever object you stole, gently resetting you to square one as you already begin to plan your next caper.

Where these mechanics fall down is in the fine details. It’s got the occasional programming error – it’s quite easy to run in circles around people and watch them spin in place, ironically paralysed by their pathfinding A.I.. Another time I watched someone carefully and painstakingly stack several bags of compost I’d knocked over, then immediately walk into them and send them flying further than I ever could. It’s also hard to say there’s any replay value here – the game is essentially a series of puzzles, working out how to orchestrate events to your advantage (and to everybody else’s disadvantage). Once you know the puzzles, you’re only really in it for the honking, though there’s always going to be a joy in showing it to other people and getting their bewildered first reaction.

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The simple cruelty of bewildering and irritating the people around you translates well into a layered gaming experience.

Still, the game makes the satisfaction of solving a puzzle palpable, the wing-spreading and frantic, exuberant honking a wonderful cherry on the cake. There’s something like a prank show about the experience, seeing somebody get sprayed with a sprinkler and having Goosey Liu explode out of the bushes to taunt them, whooping: “You just got GOOSED! Honkhonkhonkhonkhonkhonk-

And yet it’s also very zen despite that, weirdly enough. The clean, flat aesthetic and tinkly piano music that runs throughout the whole game keeps things feeling innocent and low-stakes, but with a good level of challenge. It’s relaxing, a Sunday-afternoon of a game best experienced with biscuits and tea as you sink into the sofa. It’s certainly not deep, but it is nonetheless clever, and is perhaps close to the best possible version of what it’s trying to be.

 

IS BIRD THE WORD?

I definitely enjoyed Untitled Goose Game, but it was a quick and fleeting thing, to the extent that it plays a little sour in my mind now. I feel confident in advising others to check it out, but I can’t suggest a full-price purchase unless you’re feeling especially flush. The adventures of Goose Willis won’t tide you over for a week, only an evening – though I can assure you that it will be a fun evening.

That being said, I’d like to elaborate briefly on something I noticed over the last fortnight. See, several “big” games have recently come out at time of writing – Gears 5, Borderlands 3 and Link’s Awakening among them, flashy triple-A titles promised for months, if not years in advance. And yet Untitled Goose Game is the one I keep seeing mentioned most, the one that’s gotten the most actual coverage and keeps cropping up on social media. And yes, this may just be a coincidence, but the game is definitely holding the world’s attention, with dozens of positive articles in major news sites over the last week, going above and beyond the obligatory reviews. How many indie games can say they got that? House House has given the world something it didn’t know it wanted…

.. So why does this all bother me as much as it does? Because it does bother me, it bothers me a lot. I don’t resent Goose Game’s success in any way, and I always love when an indie success eclipses the bloated mega-mainstream releases. No, I resent the media for focusing on it as much as it has, especially when superior games have only been flash-in-the-pan trends that lasted for a week and then died quietly. The comparison to Goat Simulator might’ve been what started those alarm bells – Goat Simulator was a game designed to be a meme, to be carved up into Twitter Gifs that fly around the internet like picture postcards. And yes, I’ll say again that UGG is better, but the internet is still largely approaching it on that level, and that’s the problem.

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Timmy is in the well, but only because you probably pushed him.

When Valve made Portal 2, co-writer Erik Wolpaw specifically made an effort to write dialogue that was difficult to make memes out of, and they were mostly successful (with the exception of Cave Johnson’s diatribe on combustible lemons). No more cake talk, no more deliberating on the Companion Cube. “We want to tell an interesting story,” Wolpaw told Gamasutra. “We didn’t jettison everything, but I absolutely do not want to try and resurrect a three-year-old meme. That seems like it would be kind of sad. It’s not a good idea.”

He was right. And yes, clearly Wolpaw was also just tired of hearing the same jokes over and over, but he wasn’t wrong about it being a bad idea. Memes are easy and accessible by their nature, internet in-jokes that anybody can get nonetheless. But what worries me is that indie games are going to start courting meme humour in order to get any kind of media profile, counter-intuitively taking the lower path for the higher result. I can’t even blame them for this – game development is a cutthroat industry, and if this sort of thing will keep the lights on, you might have to forgo depth for your own sake. No, the blame is with us for encouraging this sort of thing. There’s nothing wrong with being accessible or even shallow once in a while, but all I can think of are the great indie games that eschewed meme humour or even humour of any kind – Return of the Obra Dinn, Quadrilateral Cowboy, Katana Zero – and I feel a little bleak about the fact that none of my friends knew what they were until I told them.

Still, it’s just a thought – albeit one that gives me goosebumps.


AN ENDEARING COUNTRY ROMP THAT ENDS ABRUPTLY AND WITHOUT MUCH FANFARE, UNTITLED GOOSE GAME AIMS FOR THE BEST POSSIBLE VERSION OF THE SIMPLEST POSSIBLE IDEA, AND IS MOSTLY SUCCESSFUL IN THE PROCESS.

GUNS OF ICARUS ONLINE REVIEW – “PLAYER TEMPERS ARE SKY-HIGH”

Here’s a bit of information that’ll surprise nobody: people suck.

And here’s a bit of information that’ll somehow be even less surprising than the previous one: people who play online multiplayer games suck even more.

I mean, is it even up for debate at this point? Between the pathetic shrieking, the inability to cooperate cheerfully, the ugly personalities, the permeating, eye-rolling belief that every game is the final match in some lame eSports tournament and that those who aren’t min-maxing every piece of gear are somehow not worth your time… It’s all infuriating. Why don’t you just relax and have some fun, you jackasses? You’re the collective reason why anybody with any brains at all sticks to the calm, clean waters of single player, rather than take the risk of jumping into the diseased community pool that is online gaming.

Yes, maybe I am a little bitter. I’ve never been a man for multiplayer in any major way, but that doesn’t mean I can’t appreciate good design and understand that playing with others can add a certain spice, especially when certain choices complement that spice. Watch_Dogs is now accepted as a pile of bland wallpaper paste and Hot Topic t-shirt scraps, but that hide and seek invasion thing worked pretty well, mainly for the ability to watch other people wet themselves when they realised someone was reading their browser history. And Dark Souls figured out pretty early on that the best way to minimise the problems of online gaming is to keep the dialogue and communication to a minimum, with clear goals and objectives for everyone involved. After all, nothing brings down the experience of playing with other people like… Well, other people.

And thus we come to Guns Of Icarus Online, which is a game I only found out existed last week, but had secretly always wanted in some form or another without quite knowing it had been done already. I can’t tell if I should be pleased or annoyed by that fact. I suspect that those who read a lot of my work will be able to guess.

The basic concept of this game is that everybody gets booted into a multiplayer server, and there’s a bunch of heavily-armed steampunk-pirate-ship-blimp things that float around like the inhabitants of Fallen London had decided to re-enact a battle from Star Wars, and the result is as lethal as you’d expect. Up to four players who are all seeing everything in first-person totter around on each ship trying not to vomit, and they’re all required to perform various roles if everybody’s going to make it out alive and bring down the enemy craft.

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The landscapes and level design in Guns Of Icarus are often hauntingly beautiful and even a little chilling. This mood is frequently ruined by the static-ridden moaning supplied by your teammates.

Which immediately brings out the problem of shared responsibility, and the failing of one person quickly becoming something that everyone has to deal with. Whether it’s the captain steering you all into a cliff, or the engineer just spending the whole game cooking marshmallows by the glow of a small engine fire, the blimp getting smashed to bits is still going to mean death for everyone, whether you’re Amelia Airhart or Ted Striker.

But normally I wouldn’t worry about this sort of thing. It doesn’t matter whether it’s the enemy ship that bursts into flames or if it’s ours, the gameplay is still fun and shooting at distant targets is satisfying enough to be worth the effort, win or lose. It’s not like GTA V, where one person getting killed in the online mission was a genuine pain in the neck, as you all got thrown back to the start and lost progress. Yeah, you’d forgotten how much that sucked, didn’t you? I’m going to hold that grudge until the end of time.

But back to Guns Of Icarus, and let me say that the element of teamwork is a fundamental mixed bag. In my mind I was hoping for something like those scenes in Firefly or classic Star Trek, where everybody’s coordinating tactics and having a great time doing so. And when I was lucky enough to be playing with friends that was certainly the case, especially when you realise that the game is instantly made twice as good when you put on a pirate voice.

It was all rather thrilling. From my position at the helm I’d spin the wheel and turn us hard to port with a great thunder of wood and sails, bellowing commands and watching my loyal crew scamper around, wisecracking and generally enjoying themselves. Or maybe I’d be some lowly engineer cabin boy (represented by yours truly putting on a tremulous Oliver Twist voice), dashing between various parts of the ship at the whim of my commander, trying to fight back the flames and keep everything running. It’s fun, it’s endearing, it’s nuanced, but most of all it feels good to do…

… Until you enter a public lobby by yourself, and everything goes to shit. I admit that there’s not much the developers can do about their customer base acting like piss-stained chimps, but perhaps they could stop giving them abilities to annoy other people with? One particularly galling factor is that any captains in the lobby can extend the timer before the game starts, apparently indefinitely. Why the fuck is that there? What purpose does it have other than to be abused? If people aren’t ready to play, they could always just back out of the lobby and adjust their knick-knacks there, though I doubt they need it. The developers do give them two hundred seconds of prep-time at least, I’m sure they can cope with that.

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Gunfire and explosions are what makes this game fun, whether those explosions come from your cannons, your engine, or your hydrogen-filled balloon “Hindenburging.”

There’s other irritants you’ll have to endure if you want to get at the pearl of good game design. For example, I do understand why the pilot is always the de facto Captain once you start playing. He’s best positioned to survey the area, he can maneuver the ship to get the optimal angles on enemies, and in a game about teamwork it’s still probably helpful to have somebody who can buckle down and take charge when things get hairy.

That’s the theory, at least. In practice it only means that one little git with a pile of Mountain Dew bottles stacked by his chair gets a power rush to match his sugar rush, and will scream unendingly at those unfortunates who don’t do what he tells them straight away. Oh, and captains can also see what loadout you’re using and recommend different ones, which only puts more power in their hands. No, I don’t want that kind of hammer using up my limited equipment space. Yes, I know there’s no limit to how many times you can make that text box ping at me and tell me to change it, you little sod.

And see how far declining that offer gets you – either a tirade of abuse in your ear or some mouth-breather giving a disgusted groan into the microphone before he lengthily explains why your build is completely wrong and inefficient. Dude, I’m just here to blow up airships with my flamethrower turret. Why is everybody making this so goddamn difficult for me?

Because on the few occasions that the dominoes fall into place and you get a good game going, it’s actually very engaging. The maps are huge and all thick with fog, which is placed around in a manner that manages not to be overly obstructive, yet adds a layer of stealth prior to every dogfight. Hell, it manages to be creepy and tension-raising to a legitimately startling degree. There’s something skin-crawling about the silence as you float past looming mountains or damaged skyscrapers, the only sounds being the creaking of rope and timber, constantly straining your eyes to see if that’s the glint of an enemy craft inside that wall of cloud-bank.

Then, BANG! Cannon fire ‘cross the starboard bow, sir! Aagh! Get on the port turrets, you scurvy dogs! I’ll swing this tub around to greet ‘em! Mister Engineer, keep watch on those propellers, I’m pushing ‘em to all they’ve got! Direct hit, sir! Wait, what the hell’s that sound? Captain, second target approaching from the stern! They’re below us, sir! Then man your stations, and full speed ahead! Prepare to fire on my command! CHARGE!

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Hmm… Might need to break out the ol’ toolkit for this one.

At least, that’s how it should be. And with the right friends, that’s what you get. Bombastic, climactic, volcanic airship action, that comfortably blends strategy with heat-of-the-moment thinking and a nicely designed backdrop. But if you go in solo and end up with a mismatched team of nose-picking goons, you can watch something that should’ve been superb get completely ruined as an experience. Hoo-bloody-rah.

So my advice to anybody considering a purchase is this: buy if you have at least one other friend who plays, and only go on it when you know he’ll be backing you up. And when you hop into matchmaking, take your own ship and pray to god that all the other crew members besides you and your bestie are just the quiet, cooperative bots, which are clearly superior to the pond life that might replace them. Those of you who don’t have any friends up for airship battles are advised to stay clear unless you have an insanely strong stomach, and not just because of air sickness.


6.5/10

With a better community this easily could’ve been an eight or even higher, but the fact that players are permitted to act like dicks and even actively encouraged to do so means that the biggest foe in Guns Of Icarus isn’t the enemy – it’s your own crew. Scoop this one up if you’ve got comrades who you love and trust, otherwise you may want to keep your feet on the ground.

HAYDEE REVIEW – “BEEP BOOB”

Well. That was… Something.

In light of the controversy surrounding Haydee, it almost feels pointless to offer a critique of how it holds up on the level of gameplay. After all, everybody who’s played it or seen footage of the titular protagonist (and I choose that word very carefully) has already formed their opinion. Either you hate it for being sexist, you admire it for being subversive, or you love it disproportionately because a group you don’t like hates it. Or, contrarily, you hate it for the same reason. Or maybe you just have a fetish for women with buckets on their heads. Que sera, sera.

The point is that writing around the subject feels somewhat irrelevant, but that never stopped me before. So I’ll come right out and say it – a few gameplay ideas in Haydee are basically OK. Doesn’t matter if the main character is a sexist throwback or a powerful gender-icon when it comes to that angle, any more than Hideo Kojima’s sub-par writing skills change the fact that it’s fun to choke Russians in MGSV.

The game prides itself on insane difficulty, and that is certainly warranted. You meander around the sexbot research zone of Aperture Science Laboratories, and a number of things will contrive to kill you before you find the way out, or at least locate a loose, comfortable sweater. Evil robots, lethal drops, your own stupidity – given time, one of them will finish you off. At their best, these deaths usually feel like challenging but justifiable failures, in the manner of my lovely, lovely Dark Souls. My masochistic urge for a game that won’t put up with any nonsense is well-documented, and I was kinda hoping that Haydee would scratch that itch between sessions of Super Meat Boy.

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<THE AUTHOR DOES NOT FEEL BRAVE ENOUGH TO WRITE A COMMENT OF OBSERVATIONAL HUMOUR REGARDING THE ABOVE IMAGE. PLEASE SUPPLY YOUR OWN HUMOUR AS NECESSARY.>

But at their worst, the deaths feel cheap and frustrating. I’m happy to admit that when some long-limbed android rattles towards me and I put five bullets in the wall next to his head, the fact that he proceeds to kick my notably ample arse is only because I wasn’t good enough to stop him. But when his brother sidles up alongside me with no warning and caves in my head before I know he’s there, that feels cheaper than a pre-sucked penny sweet. And with save points being few and far between, getting mangled unexpectedly is almost as annoying here as it is in real life.

Which is to say nothing of the camera breathing down your neck the whole time, because god forbid you find yourself unable to examine Haydee’s body at any point in the game. I’m sure that’ll mitigate the rage of being tackled to the ground by HAL 9000’s big brother, especially when climbing up platforms is done in two stages – the first one of which ends with Haydee awkwardly bent over the surface, just so we can see right up her exhaust port and embarrass ourselves when somebody comes into the room.

But I realise I get ahead of myself, and must describe the core gameplay ‘ere I ramble off into total irrelevance. Well, it’s not easily summarised. I suppose I get flavours of Deus Ex: Human Revolution, with a tiny bit of ‘dat Dark Souls added in and some classic elements of old Metroidvania, all set in locations from Portal that were considered too boring to be included in the final product. You scrabble around a clean underground lab in third person, picking up every gun, medkit, keycard and bit of ammo you can find. You also climb and jump around from platform to platform (which as mentioned, manages to feel more uncomfortably pornographic than Debbie Does Dallas) in order to move on and explore non-essential areas for more equipment that’ll help later.

The story is far less comprehensive. Our hero, presumably named Haydee, is seen in an enormous science facility, where the only inhabitants appear to be aggressive robots and dead, mechanical blow-up dolls. There are some elements we can piece together, for Haydee herself is one of these buxom sexdroids, and the fact that her unmoving predecessors can be found up ahead, all damaged from some sort of attack or fall, implies that you are not the first to try and find your way out.

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But which one of us is really in a cage? Oh, it’s the robot. Seems pretty obvious now, but it’s quite hard to see with no eyes.

Or something like that, I guess. The game honestly didn’t seem to give a rotten fig about the possibility of narrative for the time I was playing it, and the broken iHookers only seem to exist to highlight which areas are fatal to fall into. The game clearly has its own opinion on what demands more attention than story – namely white panel walls, removable ventilation grates, and jiggle physics. Lots and lots of jiggle physics.

But there are things about the game I can appreciate. The minimal HUD feels nicely unobtrusive, and clearly somebody took inspiration from Dead Space and stuck Haydee’s health bar on the back of her helmet, making it an organic part of her design. Well, not organic, strictly speaking – oh, you know what I mean.

I also appreciate the fact that the game has some genuine ambition to present real challenge. Sure, I’m not too hot about the infrequent save points and the fact you have to hunt out the items needed to unlock them, but I always love a game that actually asks that the player wake up and pay attention in order to succeed. And though some deaths feel cheap and unwarranted, most of them do feel like my error and not the game’s.

And of course, I am completely on board with an emphasis on exploration, which demands the player make note of their surroundings and return to previous areas in order to be as well-equipped as possible.  Yeah, you can charge ahead and try to smother enemies with your ridiculously-sized chest, but you aren’t likely to succeed if you haven’t been snuffling around for ammunition like a Texas-born truffle hog. There’s also something rather effectively creepy about the robotic enemies, which silently move on you with clear purpose in mind, in a manner that can only be described as “advancing.” They even generate a few organic jump scares as they lurch into view, so I can’t say the game didn’t effect me.

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Day 3 in the Kardashian manufacturing facility…

That being said, the things I don’t like are more frequent, and start to get on my plums pretty quickly. The too-close, lecherous camera is one bugbear, and the unwieldy controls are another. I also don’t appreciate the fact that the plain, unremarkable environment gets old to look at very fast, and that there’s something rather unfinished and lazy about certain aspects of the game. Character animations are few and far between, the creators seem unwilling to give the player any information about what’s going on or how to play, and the lack of story feels less like a stylistic choice and more like nobody could be bothered to properly contextualise the events.

Is that everything? It is? Because I can’t think of anything else to address before we OH FINE I’LL TALK ABOUT IT.

Let’s get down to brass tacks. Is this game sexist? Well, for a while I didn’t want to think so, partly because I was still kind of enjoying the gameplay and didn’t want to be seen to associate with something unseemly. After all, I have a paltry façade of a reputation to vaguely maintain. What could be more important than that?

At first I was mainly wondering if Haydee were some subtle, elaborate satire. Our protagonist is literally a set of sparsely-covered curves with no head, voice or obvious agency. Most notably, the heroine is sporting a blank plastic panel instead of a face, which in itself is so absurd as to imply self-aware, wink-wink acknowledgement. It comes across as ridiculous to consider, so defiantly backwards in tone that it makes me wonder how seriously this was all being taken. For god’s sake, the two difficulty modes are named “hardcore” and “softcore.” Could it be that all those sputtering Tumblrites were getting their piercings in a twist over nothing more than a simple satirical statement? It wouldn’t be the first time that people on the internet went insane for something that didn’t really matter either way.

But on reflection, I’m not convinced that Haydee is a satire. It’s actually not outrageous enough to come across that way, and with no story to tap into that parody potential, it feels more genuine than anything else. When I saw that the keycards all had pictures of topless women on them, I realised that this was exactly what it looked like to begin with – an unremarkable game with a few titillating elements added to draw people in. Whether that’s fine or not is up to the individual. You might call it harmless exploitation of the kind all entertainment has been engaging in since cavemen could first draw blood and nude stick figures on rocks. Or you might call it a regressive, demeaning fantasy that we should’ve gotten over around the same time. I can understand both, but it’s probably not empowering either way. But maybe it’s not trying to be. Maybe it’s happy to be stupid, sexy fun. Maybe it’s at too high an ethical price to be worth another depressing female archetype. Honestly, I’m starting to lose interest in both this subject and the game as a whole.

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It’s an easy joke, but somebody had to make it.

Which can act as my closing point. Haydee is a little too rough, a little too minimal and a little two unimpressive to be anything more than a time-waster, unable to capitalise or develop the good ideas that dwell within it. I couldn’t be bothered to play beyond a certain point, so maybe it picks up later – but I don’t care. I have limited recreation time in my life, and I ‘aint putting those valuable hours into watching Cave Johnson’s secret fetish fall into pits and perform revealing gymnastics routines. Maybe pick it up if you see it on sale, or find yourself attracted to mannequins. Otherwise, I can’t really recommend.


4/10

Haydee is a somewhat solid premise that isn’t refined enough to hold up on its own terms, so it throws in the headless Playbot as the heroine and hopes the bouncing jubblies will distract you from your growing boredom. Unfortunately, it doesn’t.

PONY ISLAND REVIEW – “MOUTH LASERS ARE NOT ENOUGH”

I have a soft spot for indie game development, as everybody who reads my work knows. I tend to be kinder in my reviews, more encouraging in my feedback, and more willing to part with my money when it comes to that final choice of buy/deny.

And that’s because indie game development is very important to the gaming community, perhaps more so than the big AAA stuff that gets the most attention. Gaming was founded on small projects made by people working out of their homes and universities, and even now the indie stuff feels like the most creatively liberated section, willing to take risks and make artistic statements – so good on them.

And because of that, I was approaching Pony Island with a certain amount of hope and expectation. After all, the information I picked up was certainly positive, and it all seemed to gel with the sort of things that I like. Classic arcade gaming with a subtle depth beneath it? Intriguing. Subversion of traditional visuals by infusing them with a darker edge? That can certainly work. Shooting Jesus in the face with a laser made of Matrix code?

… Well, now I’ve got to try it, right?

So Pony Island is a very short game that uses fourth-wall humour and underlying metacommentary in the main story, with a deceptively cheery old-style arcade game appearance presented as a façade over the whole thing. The façade falls away as we progress through the game, and as it becomes more clear that certain forces, both good and evil, are trying to manipulate you into performing actions that will have far greater consequences than achieving a new high score.

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BLAAAAAAAAAAAAAAAAAAAAAActually, this rather hurts my throat to do.

Now, I double-checked the timing on Pony Island’s release, and saw that it came out only three months after Toby Fox’s modern classic, Undertale. So I certainly won’t say that Pony Island was made out of some rushed attempt to leap onto an existing bandwagon, because most game development takes longer than three months. And like I said: it’s indie development. I want to be kind here.

But if it’s not guilty of being a copycat, it may be a victim of unfortunate timing. It certainly hits a lot of the same notes as Undertale. There’s a villain who seems exaggeratedly cute at first, there’s retro-gameplay altered in theme to meet modern sensibilities, excessive levels of games-talking-‘bout-games and even the same ending as Undertale, with one of the characters speaking directly to the audience and asking them not to player the game anymore.

An instruction I was all too happy to follow, as this is the question that was plaguing me throughout the two or three hours necessary to win: if Pony Island is a spiritual successor to Undertale, why do I love the latter whilst finding this new pretender rather insufferable?

It might be because the story feels a little bit too much like a gimmick, and doesn’t really know what to do with the good ideas it does have. To begin with, the game is way too excited about throwing away the initial illusion of cutesy “My Little Pony” visuals, which barely lasts five minutes before we get the darker stuff overriding it. We’re not even half an hour through before they’ve broken out the demonic pentagrams and creepy music. Oh look, a game about unicorns jumping over gates is actually a scam utilised by the Devil himself to gather souls. Man, that’s not something I’d expect Uncle D to be using. What? No, I’m not yawning. I’m, uh, silently gasping in terror. Yeah, let’s go with that.

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Lovey the Flower! No, hold on.

Which brings me to my second point – shouldn’t the antagonist be more threatening? Shouldn’t I feel more of a motivation to win? Undertale made me scared of a smiling yellow flower, and Reigns was clever enough to make a lovable dog seem unaccountably creepy. But the devil here just feels like an annoyance, something that throws a multitude of inconvenient (but by no means concerning) obstacles in your path. It’s like trying to write an essay, and every couple of hours somebody pops up and deletes a random sentence. Pretty weak stuff, I think you’ll agree. And with no real characterisation for either the player character or the NPCs, I never get the sense of anybody actually being in danger or grief. At one point the player is allegedly sent to sleep and trapped for three centuries, but so what? We see no consequences; we don’t become bothered by anything. We just sit back down and keep playing. Why is this supposed to concern me?

And the metanarrative is just as shallow, highlighting why such ideas can either turn out as gold or mould. Maybe I should stop belabouring the point, but Undertale was wise enough to initially keep its bigger ideas in the background as underlying subtext, and then had them emerge forward as the game progressed. So it starts off by drawing us in with characters, then doubles down by connecting the more philosophical stuff to the main plot later on. It also had much more interesting ideas than this game. What would the ability to save and repeatedly reload your life do to a moral mind? How would the ideas of grinding for experience or trying to reach total completion look in a real-world context?

Pony Island doesn’t seem to have any thoughts on that level, or even any real thoughts at all. There are moments where you step away from the fictional arcade machine you’re playing, and bits where you get on the developer’s nerves by cheating or playing unfinished levels, but there’s no deeper meaning to any of it. It’s just… There. I guess it’s meant to be funny, but I didn’t find myself laughing – the ultimate nail in the coffin of the comedy game.

Which isn’t to say there aren’t parts I like. Or perhaps I should say part, singular. It’s just one scene, but it’s a very clever scene where you have to keep your eye trained on a certain entity to see how it changes, and the game tries everything it can to distract you, to make you look away. I won’t spoil what happens, but needless to say that the game really does pull out all stops and makes it near-impossible that first time you try, utilising the kind of tricks I’d never expect, yet somehow manages not to feel cheap in its tactics. There’s no deeper meaning behind it, but that doesn’t mean the basic idea in that scene isn’t clever and well-made, so due respect there.

Because it’s better than the gameplay, which was definitely getting to be a chore by the end. I suppose it’s in keeping with the joke that this is silly, shallow arcade gameplay, but let’s remember something – you’re still making me play a shallow arcade game. For lengthy periods of time. That might not have been the smartest move to perform on somebody who’s already losing patience with your creation to begin with.

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Don’t let me type stuff into video games. That never ends well.

There are two forms of core gameplay: the platforming sections and the hacking sections, and they both suck. The former is briefly entertaining until the developers run out of abilities to give you (two), having you jump over obstacles and blast enemies with your mouth laser in 2D side-scrolling perspective. But once it’s gotten those bits out the way, the game has nothing more to offer action-wise, except for the occasional alteration in who you fight. But considering Code Genie, Angry Flying Skull Thing and Lord Giant Boss Demon Monster Sr. all go down with a hearty dose of tonsil beams to the face, there’s no real change that comes across as significant to the player.

But it’s better than the hacking, which is represented by that age-old pipe-water game AGAIN. The game does its best to hide it by adding a heavy computer-code aesthetic, but it’s still steering an object around a grid by swapping out directed sections of a maze. Pony Island, we talked about this just a few days ago. I know Bioshock was an incredible game, but it’s now widely accepted that hacking the vending machines was the one element that sucked more cock than a hungry leech in a chicken coop. Out of all the Bioshock aspects you could’ve taken inspiration from, why that one? It’s like deciding that the best part of National Lampoon’s Vacation is that racist scene in the city slums.

I’m torn on to whether to recommend Pony Island or not. On one hand, it is incredibly cheap at only four pounds, and some people do really seem to like it. Not to mention that if I’m going to give my money to anybody, I do want it to be small-scale artists trying to succeed with creatively interesting ideas.

But on the other hand, I don’t like this game! Four pounds isn’t much, but paying any amount of cash for an unenjoyable experience is wrong. That’s why going to visit distant relatives for Christmas is so utterly depressing, and why you usually bring heavy amounts of booze to compensate. But I didn’t have any alcohol to hand with this one, and when my flatmate asked me to help her tidy the kitchen, I was only too pleased to escape.

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OH GOD NOT AGAIN

Though I did get to what seems like the canonical ending of Pony Island, the achievement list does suggest more gameplay and narrative hidden in there somewhere… But I don’t care. My work is officially over when the credits start rolling. If you want me to play more than that, you need to seduce me with some good material, and you can consider me as dry as a nun on this one. Maybe give it a try if you like your fourth-wall humour, or have just taken a great deal of drugs and need something entertaining in the background.


4/10

Pony Island has high ambitions, honourable intentions and even a few good ideas – but none of them ever amount to much. Generally inoffensive but nowhere near as original as it believes it is, the game becomes boring and eventually meanders into the frustrating.