This is a space where I share images and discussion about the variety of video games I play. Click images to see their full resolution.
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Originally posted by Coby Sevdy to online forums, all posts here have been copied to this blog for archival purposes.
Showing posts with label Period Piece. Show all posts
Showing posts with label Period Piece. Show all posts
Monday, May 5, 2025
#60 - inKonbini: One Store. Many Stories (demo)
Today I'm going to be looking at the demo for an upcoming narrative-driven simulation game that looks like a lot of fun! It's called inKonbini: One Store. Many Stories. This demo is free on Steam, so feel free to check it out for yourself.
"Konbini" (コンビニ) is the Japanese word for convenience store. It's a borrowed word from English, but the Japanese don't have a "v" sound in their language, so "b" is the standard replacement consonant for "v" in words. And of course, the Japanese have abbreviated the English word to make it easier to say.
inKonbini takes place on a rainy night in Japan, in late August of 1993. I actually spent 3 years living in Japan in the early 2000s, so this game felt very familiar and nostalgic for me.
You play as Makoto, a college student who is just starting work at her aunt's konbini, called Honki Ponki, while between school semesters.
Aunt Hina recommends all her employees keep notebooks on them for taking notes. She specifically asked Makoto to journal her experiences each night. She calls to check up on Makoto, since it's her first night shift.
Aunt Hina has already taken notes for Makoto in the journal, so you have a general idea of what to do if you get lost. However, you can call her anytime to receive more advice.
Looking around the office, there are several things you can click on and Makoto will comment on them. One is a postcard about to fall off a shelf. It's an unsent card from Aunt Hina, to a mysterious stranger.
Note: Most of the Japanese characters on this card seems to be flipped backwards, and some of the characters are even flipped upside-down! I also noticed this throughout the store. I have no idea why.
Calling the phone number from the postcard gets you the answering machine for Chief Matsuda's Treasures. Hmm...
Whelp, time to go straighten out the store so you can open for the night!
There are several things to do besides just stocking shelves. Look around for anything that needs reorganizing or adjusting. You have to be detail-oriented; I'm neurotic about details and took several laps around the store to check everything, and even I missed a few things!
I found a notebook from one of the other employees. In it, he mentions that Aunt Hina threatened to change his nametag to read "Charlie" if he didn't stop making mistakes, so customers would think he's a foreigner and be more forgiving. Considering he's only known as Charlie, looks like Aunt Hina followed through on the threat.
Once the place was straightened up, I started restocking shelves. There are some limited supplies in the back office, both on the shelves and in the large fridge and freezer. I packed as much as I could on the shelves, even reorganizing some products to make them all fit.
All done! Time to flip the sign on the door and start taking customers.
The first (and only) customer of the night was an old man, braving the ongoing rainstorm to pick up some supplies.
He almost immediately noticed a mistake I missed. Someone stocked bread in the wrong place!
You can go and chat with him, where he'll reveal he knows your aunt very well. Although they're not on speaking terms at the moment. You'll quickly deduce that he's Chief Matsuda! The plot thickens...
There are several multiple-choice options during conversations, so there are several ways to play out each scene. I only played through once, so I'll be showing the general direction my game took. I'm not sure if it would be dramatically different if you chose other options, though. You can definitely experiment and see what happens.
I also forgot to stock a brand of ramen that Chief Matsuda always eats. He takes this as a sign that it's time to make some changes in his life and he asked me for a recommendation on a new brand of ramen.
Chief Matsuda heads over to the pet food section and asks for further assistance. His cat has been avoiding him and acting strange. Someone recommended he try a hypoallergenic cat food, but he can't read the labels very well.
If you inspect the cans, you'll get more details to read. Eventually, I found the right brand for him.
When he's done shopping, he'll meet you at the register and you'll have to scan the barcode on everything in his basket.
Then of course, you'll accept his money and make change. Fortunately, the register keeps track of what you owe the customer and deducts each time you pull bills or coins from the till.
Random trivia: In Japan, it's considered rude for an employee to take money directly from a customer's hands, so they have a small (usually blue) rectangle dish that the customer puts their money in, then the employee makes change and puts it back in the dish for the customer to take. That way, no one is directly handing money to the other.
More trivia: Japan's smallest bill today is 1,000 yen (roughly 7 US dollars). They used to have a ¥50, ¥100, and ¥500 bill back in the '50s, but they were mostly phased out by the '60s and turned into coins. Considering this game takes place in 1993, these bills are not accurate to real life. They also have never had a ¥25 coin; the next denomination after ¥10 is ¥50.
Chief Matsuda is still feeling depressed and may vent a bit about some of his bad luck to you at this point. I got a choice in how to respond:
I chose to cheer him up, and it seemed to do the trick.
He stands outside to admire the rising sun as the rain lets up. If you join him, you get a little more dialog with him before the demo ends.
Overall, it was a fun little game to play and I'm excited for the full release! I enjoy simulator games, and this one was very relaxed and story-heavy. Unlike other store simulators I've played, where you spend a whole shift desperately running around, managing a bunch of customers and store inventory as fast as you can. Working a night shift means a slower pace to the game, so you can have one-on-one conversations with the customers and really enjoy the atmosphere.
There's also no clock in the game, so you can take all the time you want to do everything. I probably spent over an hour just wandering around the store, clicking on everything and getting to know where everything was. I was expecting an influx of customers, so I wanted to be prepared for the busy rush, but I ended up with a single customer who was chill and fun to chat with.
Note: I haven't been paid to advertise this upcoming game. As I've mentioned in the past, I'm very anti-advertisement, so I will never accept money or favors to advertise anyone's game. This is just a personal creative writing hobby of mine; if I'm writing about a game, it's one that I personally enjoyed and wanted to discuss.
Monday, February 3, 2025
#57 - Aperture Desk Job
I was actually in the middle of a Half-Life review (spoiler for my next post!) and I got a new Steam Deck in the mail, which thoroughly distracted me for the past few days. That, and I threw my back out, so sitting comfortably at my gaming PC has been impossible lately. Instead, I've been lying in bed, enjoying some of my Deck-ready games like the free Valve game Aperture Desk Job. The screenshots for this post will all be 1280x800, the default resolution for the Steam Deck.
As you may know, Steam (and the Steam Deck) is owned by Valve, the company behind the Half-Life and Portal games, which both take place in the same universe. Aperture Desk Job is a short Portal-esque game they made for the Steam Deck, which teaches you all the controls and functions of the new portable gaming device. While also having a fun, comedic game to play.
The game opens up with a pre-recorded speech from Cave Johnson (voiced by J.K. Simmons), the owner of Aperture Science, welcoming you to the company. That's a portrait of him on the right:
Your view traverses down through various floors of the company as he espouses all the wonderful things that you can do for Aperture Science. After all, you are a gifted scientist who will save humanity with your genius!
...Or not. Turns out they were playing the wrong recording.
It turns out, you're just a lowly product inspector. You're introduced to Grady, a personality core overseeing your new position in the company. Grady is excessively chatty.
He says you're going to be inspecting... something. It's not written on his chart, so he moves on to your inspection desk. Look familiar? It has all the same buttons and joysticks and touch pads as your Steam Deck, including the four buttons on the underside of the device (the L4, L5, R4, and R5 buttons)
Your first product comes down the line and it's a puke-green toilet with a white lid. (Incidentally, it looks EXACTLY like the toilet in my childhood home, right down to the color scheme!)
The board in the back seems pretty self-explanatory, so you start pressing buttons in sequence to go through the whole testing cycle. You fill the tank with water, test pressure on the seat, flush the toilet, then move it down the line.
Grady notices one of the toilets is burning and decides to ignore it and continue testing regardless.
Shenanigans ensue and the burning toilet ends up filled with live ammunition, firing rounds all over the room. Which gives Grady an idea.
Six months later... Grady returns to show off his new invention: the Aperture Science Turret! (See first screenshot) It almost immediately breaks, but he claims that was just the initial prototype and brings out the actual turret he's been working on - the Mark Two. He asks you to take a picture of him with it, for the history books. Which teaches you how to take screenshots with the Steam Deck.
Grady aims it away from you and asks you to test it out. He opens up all the panels on your desk and tells you to go wild, pressing absolutely everything.
You proceed to shoot up the entire warehouse, with enthusiastic encouragement from Grady. Once all the ammunition is spent, Grady comments on how 90% of the features didn't even work. Then police sirens can be heard in the distance...
Grady quickly assigns you to take the blame for the whole incident, while he runs off to "streamline" the turret.
18 months later... you're released from prison on probation, and Grady shows up to claim you. Note that this is an "Aperture Incarceration." Meaning that Aperture Science has their own in-house prison that they can keep law-breaking employees locked up in.
You're required to sign a prisoner release form, which requires 3 forms of identification - vocal recitation of your name, typed name, and signed name. Again, showing off more features of the Steam Deck, including the microphone, on-screen keyboard, and touch screen.
Oh, and it turns out, Grady is now licensed to be a probation officer. He studied for his license while you were incarcerated. So he takes you under his charge and escorts you, and your desk, back to your station. He's very excited to show off the Mark Three version of the turret.
When everything seems to go off without a hitch, Grady informs you he arranged a meeting with Cave Johnson to show off the turret. If all goes smoothly, the two of you could be rich beyond your wildest dreams!
But when does a plot with Grady go smoothly? I'll let you play through the rest to find out what happens.
I enjoyed this little sub-plot going on between the floorboards, where a bunch of praying mantises discover electricity, then rapidly advance as a civilization over the months this game takes place.
Even though Aperture Desk Job is the latest game in the Half-Life/Portal franchise, it actually takes place in an alternate universe. Valve has confirmed that it happens in the "Portal expanded universe," a concept created in the "Perpetual Testing Initiative" DLC for Portal 2. As far as a time frame goes, it's been speculated that it takes place sometime in the '80s-'90s, if this universe's Aperture Science lines up with the main timeline.
Which is kind of a shame, because it was a great opportunity for Valve to introduce more lore to the Half-Life universe. But at least they're continuing to write new stuff for their famous franchises instead of completely abandoning them. COUGHHalf-Life3COUGH
Still, this was a fun little game with plenty of comedy, an opportunity to control an Aperture Science turret to shoot up stuff, and also taught you all the various functions of the Steam Deck. The whole game took maybe 40 minutes to play through, so it's a pretty decent tutorial for the Steam Deck without being a nuisance to sit through.
My first Steam Deck came with this game already at the top of my library, but you can find it on the Steam Store for free. I don't know how well it would play on the desktop, since it's reliant on Steam Deck specific controls, but if you can re-map all the buttons to a controller or keyboard, more power to you!
Saturday, January 25, 2025
#55 - A Way Out
Don't worry, I'm alive! I took the holidays off and traveled to visit family, then had a hard time getting back into posting about the games I've been playing, so I apologize for my nearly 2 months of silence. I actually have a bunch of games lined up that I want to write about, so hopefully you'll see more posts in the coming weeks.
Despite setting this game to 4K resolution, it apparently only stretched to 1080p, so these screenshots are smaller than my usual ones. I'm sure 90% of you won't even notice a difference, but I'm sorry for the 10% who like my 4K screenshots.
A Way Out is a brilliant 2-player co-op game about two inmates escaping from prison and seeking revenge against a common enemy. To be honest, I originally though the whole premise of the game was just to work with a partner to devise an escape route from prison. But there's an actual story with some deep lore and intrigue, and escaping from prison is only the first chapter of the game.
This game is ONLY 2-player, so you'll need a partner to play. It's been sitting in my Steam library for a few years now, until I finally convinced a buddy of mine to play with me. The first thing you do is pick which character you want to play as. It just so happens that Vincent's personality mirrors mine perfectly, and Leo's personality mirrors my friend exactly, so this was an easy pick for both of us.
The game opens in 1972, with Vincent arriving to prison while Leo looks on from within the fence.
The first thing you'll notice is that you get a split-screen view, even if playing online with someone. This allows each player to explore their area independently, while also being able to see what the other is up to. Which is very convenient when you need to work in tandem from different locations. You also end up occupying cells right next to each other, which is advantageous for working together to escape.
Almost immediately, Leo is cornered by some thugs in the yard who were paid by a guy named Harvey to kill him. While trying to see what's going on, Vincent finds himself thrown into the action and he ends up helping Leo fight off the thugs until the guards come to break it up.
Later in the cafeteria, the leader of the thugs makes another attempt at Leo's life, this time landing Leo and Vincent in the infirmary. While there, Leo tries to convince Vincent to cover for him while he sneaks around the offices. Vincent wants no part of it, but begrudgingly helps to avoid getting them both thrown in the hole.
Leo manages to steal a chisel and toss it onto a ledge outside the window, then crawls back into his hospital bed before being noticed.
Later in the yard, Vincent approaches Leo, asking him what his plan for escape is. He asks what Leo plans to do to Harvey, which sets off Leo.
Turns out, Vincent also has a bone to pick with Harvey, and he's willing to escape with Leo if it means they can help each other track Harvey down.
The first step is to retrieve the chisel from the window ledge. Leo gets himself and Vincent on roof repair duty, then distracts the guards while Vincent climbs to the window ledge.
Chisel in hand, the two go back to their cells, where they take turns chipping away at their cell walls. Turns out, there's a hole in the wall behind the toilet, covered with metal bars. Some quick chipping at the concrete around the bars (while one person keeps an eye out for the patrolling guards) and you're both free from your cells!
You come across a drop that's way too far to jump, and too dark to see. With no way forward, you return to your cells to prepare the next step in your escape plan.
Soon, you're both volunteering for laundry duty, where you cause a commotion so you can sneak into a back room and throw some sheets through the vents. Now you can make a rope to climb down!
You also grab a couple flashlights. Now you're ready to continue! That night, you sneak out again and climb down the deep shaft into the sewers.
On the other end of the tunnels, you find your only way out... a tall narrow shaft upwards.
Vincent convinces Leo to climb it together with him by interlocking their arms and walking up the shaft. This can be tricky if your game partner isn't very coordinated. I highly recommend doing a countdown for each step or you're likely to fall.
The two get to the top... only to find a metal grate over the hole. No way to get through this without a wrench. So... you go back to your cells once more.
The next day, you volunteer to help in the workshop so you can sneak a wrench out. Again, you need to work together to sneak a tool out without being caught.
Later that day Leo gets a visit from his wife. He lets her know he's about to escape with Vincent, reassuring her that Vincent is legit and they're both going after Harvey together. It's only a little longer until they can be together again, along with his young boy who doesn't yet know his daddy is in prison.
Vincent is also waiting for a visit, but no one shows. Asking to make a phone call, he calls his very angry and very pregnant wife, who is pissed he's still planning to go after Harvey when he's about to become a father. Now we're getting some emotional stakes for each character!
That night, the two plan their final escape attempt from prison. It just so happens to be storming out, which provides some noise cover in certain areas.
The two are almost free when they're spotted! Sirens blare through the night and the prison goes on full alert! Vincent and Leo run off into the woods, where a mad foot chase (and car and boat chase!) ensues. And so ends the first chapter of this game...
This was truly an incredible game! Escaping from prison was fun, but also the slowest part of the game. The story gets more intense as you go on, and the stakes for both characters get higher and higher as they bond while plotting revenge against this Harvey guy.
The game has two endings and it's up to you and your partner to decide how it ends. I wish I could gush about the ending because it's just fantastic storytelling, and the gameplay is so intense and emotional. I was in tears by the end! It's definitely one of those games I wish I could wipe from my memory so I could play it fresh again.
You can play this online with strangers, but I highly recommend playing with a friend, as the personal connection makes the game much more interesting. Only one of you needs to own the game; the other person can install the trial version, then play through the entire game with the person who owns the full game. You will only earn achievements if you own the full game though, so if that's your thing, you should buy it.
Another great game by Hazelight Studios is It Takes Two, which I will probably be reviewing soonish. It's also a 2-player co-op only game, about a divorcing couple who are forced to work together in a fantastical version of their home when they find themselves transformed into tiny dolls!
Their studio is also about to drop a new game in March called Split Fiction, which is, again, a 2-player co-op only game. Sounds like it's about two writers who get trapped in their own fantasy/sci-fi stories and have to work together to escape with their memories intact. I'll need to check that out when it drops!
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