Skip to main content

The Post-E3 Games Showcase Era, Summer 2024 Highlights: Part I

In the ashes of the Electronic Entertainment Expo, amid the bloat and pretense of the games industry, always must there be a presentation... always must there be game trailers... and always must there be those who commentate. So it is we find ourselves in the aftermath of this year's collected summer showcases, a cavalcade of announcements and information to parse in its wake. For my part, I set forth to once again note the games (and, occasionally, people or moments) that stood out - for good or ill. Today, we tackle that which was displayed at Sony's State of Play, the OTK Games Expo, and the Summer Game Fest... Sony State of Play The High Point: Astro Bot Is it nakedly playing off of lingering nostalgia for various Sony properties, current and forgotten? Yes.  Is it unmistakably taking cues from other more successful platformer series? Absolutely. Nevertheless, the team at Sony seem to have nailed the charm when it comes to their robot mascot, which is half the battle for cr...

Review: RUSTY LAKE PARADISE


Developer: Rusty Lake
Publisher: Rusty Lake
Release Date: January 11, 2018
Version Played: PC
Copy purchased for review


When talking of horror media, the concept of fearing the unknown is key. It’s not exactly a novel sentiment, but I nonetheless maintain that it’s vital to understanding why a given work - film, literature, video game, et cetera - works at provoking a terrified response. For many, there’s an innate impulse to draw back and flee when faced with grotesque and incomprehensible imagery; we retreat to safety in a bid to keep calm whilst trying to make sense of our observations.

This feels pertinent since, on top of everything else, Rusty Lake Paradise is remarkably adept in its usage of horror iconography to evoke fear in the audience. It’s unsettling in mood, slow-burning in narrative progression, and quite effectively builds in suspense up to its finale.



For the uninitiated: Paradise represents the latest work in the Rusty Lake series, sharing its name with the developer. Built upon the framework of point-and-click adventure games, the past entries (and indeed, it seems, much of Rusty Lake the dev’s backlog) seemingly bask in occult imagery and vaguely supernatural motifs in order to scare or unsettle the crap out of players.

As an anthology series, though, previous knowledge of the other Rusty Lake titles isn’t necessary. All that’s pertinent here is that there’s a location called Rusty Lake, and it functions much like the titular town in Silent Hill (creepy place, isolated from major cities, reinterpreted/reimagined across various instalments, etc.)

The plot in Paradise commences with the arrival of Jakob Eilander - who, after a long absence from his family’s home on The Lake, is called back in light of his mother’s passing. Soon after arriving, though, it becomes clear something is amiss; the way to his old home is blocked, his relatives are acting somewhat off-kilter, and other phenomena such as water turning to blood begins to crop up.



Aaaaaand then things escalate in directions I wouldn’t dare spoil in full, suffice it to say that fans of surrealism and truly bizarre body horror in their games will be quite satisfied. Paradise also isn’t shy about its thematic reference pool, to be clear, drawing upon the same kinds of rural and wilderness-set horror as works like The Wicker Man and Blair Witch Project. The most obvious point of reference, though, is: A) central to the structure of the game’s “levels”, B) a darkly amusing nod to a particular biblical story, and C) might have been better kept out of the game’s promotion.

Still, it worked at creeping me out, especially with regards to the physical misfortunes faced by Jakob’s relatives and recurring visions of animal mask-wearing cultists. One bit of Kafkaesque mutation particularly stuck out, proving to be the right mix of visually fascinating and instinctually unsettling. And the game marching along to its increasingly dire finale, even as it became clear exactly how things would shake out, was a wise creative decision.

Less endearing were the puzzles, at this point a requisite feature of the point-and-click adventure game. Many of them managed to charm through their truly bizarre resolutions and their contributions to the game’s overall tone (which walks a fine line between straightforwardly horrific and pitch black visual gags).



Some, however, proved to be a bit too rooted in the “moon logic” tradition of games past, requiring players to go through several hoops, collect various items and identify obscure solutions in order to progress. It’s not a deal-breaker by any means - enough of them work well and lead to more compelling story moments - but it does get to be a grind in later sections.

Fortunately, matters are aided by how Paradise looks and sounds top notch. The soundtrack remains consistently unnerving throughout, the vocal performances for the Eilander family are solid, and visually the game’s woodland and lakeside locales benefit from Rusty Lake’s choice of detailed animation style. And that final shot is something else…

Bottom line, good work’s been done here and it shows in every lingering bit of gore and fog. Not everyone’s going to be comfortable with where Rusty Lake Paradise opts to go, but for my money it’s plenty inventive and more than competent in its pursuits. Easily recommended, especially for horror aficionados looking to go off the beaten path, so to speak.


Comments

Popular posts from this blog

From the Archives: Squidlit Review

Still have some newer writing in the works, but for now enjoy this trip down memory lane with another review from the archives. This time: the delightful throwback platformer about a cartoon squid... Developed by Alex Barrett & Samantha Davenport (Squidlit Ink. LLC) Released on March 2nd, 2018 Version Played: Windows PC (also available for Nintendo Switch)   So I’m a fairly easy lay for the mascot platformer – partially of because the child-like whimsy it evokes in me, partially because these tend to be rather interesting games on multiple levels. Mechanically there’s various divergences that have come about in the post-Super Mario Bros space, from exploration-centric “Metroidvania” games to those works which toy with more specific gimmicks (like Sonic the Hedgehog’s speed or Sparkster’s rocket pack). And then there’s the variation in aesthetics, sound design, graphical detail, presence of an overarching narrative or themes… in short there's a lot to love there. But they also ...

Critical Round-up Volume II: An Assortment of Films

It's been a hot minute since I've had cause to discuss and critique films on here. Granted, my bread and butter tends to be writing about video games, so that's where my focus tends to gravitate. But that doesn't mean I don't view my fair share of movies OR that I lack things to say about them. So, to keep things varied around these parts, let's take a look back at some films I've had cause to view as of late...   Thor: Love and Thunder The Basic Premise Some time after Avengers Endgame , Thor has set out in search of a new purpose while continuing to aid various worlds in his own unique way. He soon discovers a new threat in the form of Gorr the God Butcher, a malicious figure who (as the name suggests) has set about murdering all the gods in the known cosmos. When Gorr successfully carries out a bold attack - and child abduction - on the colony of New Asgard, Thor sets out on a rescue mission alongside Asgard's new king Valkyrie, his old rock-based fr...

The Obligatory (Not) E3 2023 Round-Up, Part 2: Sifting through the Slop

Alright, it's been a while but we're back again to cover the PC Gaming Show, the Xbox Showcase and the Ubisoft Forward. After this, that's it, that's all, we're done here. PC Gaming Show The Most Questionable Stuff 3. Road to Vostok (???) Choosing to look down on a game for overt familiarity from the word ‘go’, even if all it has done at this point is have its existence announced to the world, is not inherently an act to be proud of. Much of gaming iterates and builds upon what came before, much of the medium as it stands (for good or ill) exists because someone looked at a past work and were inspired to develop their own take on the material. How many excellent games would cease to be if people decided that “it’s just a clone of X” was a valid argument in itself? I establish this now to make it clear that I do not roll my eyes at Road to Vostok for taking the form of a sparsely-populated shooter set in a post-apocalyptic wilderness area… but rather because it loo...