Showing posts with label Not Tonight. Show all posts
Showing posts with label Not Tonight. Show all posts

Friday, 25 September 2020

Last Week's Games: James Pond 2: Codename Robocod, Necromunda: Underhive Wars

 I’ve got quite a bit to say about the games I’ve been playing this week. I don’t know how much of it is going to make sense; I’m not very well today. But we’ll see how I get on:

The first thing I should say is last Friday I reached the end of the main campaign of Not Tonight; you can read my review here. I’ve enjoyed it, and it hasn’t outstayed its welcome so I might give the extra part of the game called One Love a go as well, but I haven’t got much more to say at this point.

I also reached the end of God of Word. As a game that I installed onto my laptop so that I’d have a game on there I could play without necessarily having to plug in my mouse, it certainly served its purpose, and I managed to spend quite a long time playing it over the last few weeks! I’m hopefully going to get a review out on Friday so I’m not going to say too much about it now, but it was a good time.

Back in the day when pickups increased your
score and didn't have to make any sense...
It was my birthday last Wednesday and my daughter Jessie bought me a game for the Nintendo Switch: James Pond 2: Codename Robocod. The James Pond series never really broke out of the fourth console generation (Megadrive / Super Nintendo) and hasn’t had the longevity of some of its contemporaries, but they’re still fun to play. A couple of my friends at school had Codename: Robocod, so I’ve played it a few times before, but never beaten it. It’s a side-scrolling platform game where you traverse colourful locations in Santa’s workshop, fighting your way through traps, hostile creatures and rescuing hostages. Interestingly, of all the James Pond games, it was Codename: Robocod that was ported and re-made onto several consoles after its generation, with some differences including level layout, music, and hostages. I have a vague memory of the hostages in the old versions of the game being penguins; these days they are Santa’s Elves – I suspect mainly because the penguins in the original game were a product placement for the McVities Penguin Bars, and the sponsorship deals have long since expired. The game was altered several times over the generations it was released on, so I don’t really know which version I’m playing – it could be that there was a new version entirely for the Switch!

I bet she's a sight for sore eyes...
Finally, on the PlayStation 4 I’ve been playing Necromunda: Underhive Wars. I’d been looking forward to this game for a long time and is one of the very few games in years I have bought close to release. I’d rather have got it on PC to tell you the truth, but for some reason it’s not designed to work on Windows 8.1 (My PC specs are fine in most other respects, but I wasn’t going to waste my money risking a purchase when it says on the Steam webpage it will only work on Windows 10.) So, I bought it on the PS4. Now, some of you will know that Mordheim: City of the Damned is one of my favourite games, and Necromunda looked like it was going to work much the same way but with guns. And it does – but there are other things going on as well. The campaign – the small amount of it I’ve played, anyway – is far more narrative than Mordheim, with each mission I’ve played so far supporting a plot point. I haven’t tried making my own gang yet, as the story mode drops you in with the Escher gang and presumably allows you to explore the other gangs (Goliaths and Orlocks) as you proceed. I’m not sure whether I like this or not – part of the fun of Mordheim for me was taking your warband through its own story and progression and having the occasional mission to do in between to move the plot along. I appear to have less agency over how the Necromunda gangs develop, but we’ll see how it goes. It may take some getting used to but I’m sure I’ll find the fun in it; it’s a GW game and I usually like those by default!

Friday, 18 September 2020

Backlog Beatdown: Not Letting People In Tonight with Not Tonight

Not Tonight is a game that I’d seen some coverage on during the time it was released for PC in 2018. I’d heard it described as somewhere between Brexit: The Game and Papers Please, and for that reason didn’t buy it for PC – even to this day I’m hearing about Brexit on an almost daily basis, and I already have Papers Please, so I didn’t feel any massive need to buy this game. Then Kieran, with whom I play in a band called Raphaella Kornarskis,[1] told me it was for sale on the Nintendo Switch and I should give it a go. So that’s what I did. Here’s what I found:

"Take Back Control." Hmm.
In Not Tonight, you play as a person of European Heritage in a post-Brexit Britain, who lives in a flat/habitation block and must work as a bouncer to earn enough money to prevent deportation. The game works on three levels: Your working patterns as a bouncer, managing your money and living conditions to prevent game loss through deportation or untimely death due to ill health, and working to support the resistance against the far-right Albion First government.

Your gig as a bouncer is where the bulk of the gameplay lies. You must check people’s identification and other documents to allow them into pubs, night clubs, parties or wherever it happens to be. Initially, you’re just checking that they’re old enough, the photos match the person and the ID card is still in date, but as the game progresses, you have to deal with things like Guest Lists where you have to manage two queues, VIPs who need no ID but you only have a short amount of time to get them in with the correct password, hidden objects, dress codes and nationalities. The game allows you to make a few mistakes, but not many, and if you let too many people in who shouldn’t be in, you get fined or lose the level all together.

Guest Lists: all the faff of checking ID -
AND checking if their name is on the list.
Managing your status is crucial as well. Initially you only have to worry about paying bills and can just about make enough money to do it, but as the game progresses, you’ll find that you start getting billed for things like rent and tax, plus you necessarily have to make improvements to your flat otherwise your health suffers. The only easy way to make enough money to do this is to do some work on the side – Some punters, for example, will offer you bribes if you initially refuse to let them in. Many of them will buy drugs off you if you can buy and supply them. And any money you make off this will stay with you whether you finish the level or not – but do it too much, and your Social Credit will fall to the point of losing the game entirely.

Finally, there’s an ongoing plot about the resistance: You must complete several tasks within the game to build your position in the resistance to activate the final plot device and get the best possible ending.

Later on, you start pulling duties on
government checkpoints. Sounds familiar...
The game runs reasonably well on the Switch; only once did I ever experience a bug in the game. The controls work well enough, though the arrow buttons are sometimes a little fiddly. The graphics are pixel art which have the delightful combination of looking dated but at the same time consistent and enduring, meaning the game will still look as good in 10 years. The sound is limited to some basic effects and mumbled dialogue, but the music is great. Not Tonight does have a rather British tongue-in-cheek sense of humour about it, and while I struggled with it initially (I’m afraid I don’t find the idea of Brexit the slightest bit funny,) eventually I was laughing along with the jokes it made. It’s more linear and binary than Papers Please; you don’t need to balance out your government’s obvious disdain for you with the desire to be a decent human being, but this makes it its own game and it tells the story it wants to tell.

Not Tonight is not for everyone, but if you’re interested, give it a go.

Final Score: 4/5: Great Game.



[1] It’s my blog, I’ll promote my band if I want to.

Thursday, 17 September 2020

Last Week's Games (or whenever it was; I've lost track!) : Not Tonight, God of Word

The original draft of this blog was supposed to open with a paragraph about how I’d only recently published the previous blog and didn’t have much more to say, so I focussed on games I’d been playing the week before. Then I forgot to publish it. Thankfully, I got to the end of last week with precious little more to say, so these notes are equally applicable. I’ll try to have something a little more interesting to say by the next one!

Most of what happens in this game is pretty grim...
I had another go at Not Tonight, the queue management game that I’ve been playing on the Switch. Some of you may remember that while I thought it was a good game, I was struggling with the humour as the situation it describes was just a bit to close to reality. Coming back to it after a few weeks, I found I was able to take it a little more on the chin and enjoy the game a lot more. I got as far as the second chapter in the game, where it adds some very uncomfortable mechanics. One is the dress code system – some venues don’t allow you in if you’re wearing beach gear.[1] But the most horrific one is the need to manage your own health. How this works is that you’re hit with a huge medical bill after the NHS gets privatised (which hasn’t happened in reality yet, but I don’t hold much hope for the future as long as this government is in charge of it!) and then you get a tracker on your own health. It’s affected positively by things like the condition of your flat, heating and bed, and negatively by things like going to work. It’s necessary to buy certain things to keep your health up like a fridge and a heater, but also you have rent and bills to pay and if you fail a level, you lose the money you would have got from it. Having low health but needing the money for bills that were already in arrears, I took my character to work for the evening, and found out he’d died during the night.

Now the game gives you the option to go back to any of the previous days and carry the game on from there. However, I thought I’d do a lot better by starting the game again and, now that I had a better grasp of the rhythm of the game, turn around a lot more money by the time I get to the second chapter. I learned a few crucial things – you can use the X button to find out the requirements for each level, (very useful when deciding what does and doesn’t count as “beach wear,” cheers Kieran!) You don’t need to allow the entire guest list in, (which takes a bit longer to do,) and you get to keep the money from bribes and drug deals whether you beat the level or not – that’s very useful.[2] So I’m doing as much of that as I possibly can, and I’m still only barely getting by but at least I’ve got everything I need for the flat now!

I also downloaded a game I bought about a year ago and hadn’t got around to yet – God of Word. This is a word game set in Ancient Greece, where your character is trying to get a message to the king of Thebes, I think, and you must beat the monsters in your way by typing words rapidly. It’s a Unity engine game and lacks a certain polish, but I’m having fun with it so far. My main motivation for this was to have a game I could play on my laptop without having to plug my mouse or controller in; it’s a faff to have to do that when I just want to play a game for ten minutes!



[1] This required some suspension of disbelief as well, incidentally, since the venue in question is in Swindon, Wiltshire. I went out with someone who lived in Swindon for four and a half years. There’s no beach there. I’d have noticed.

[2] Reading that back, it’s a good thing everyone knows I’m talking about video games here…

Tuesday, 4 August 2020

Last Week's Games: Not Tonight and Enchanted Forest

This week I’ve played a new game on my Switch: Not Tonight. I’ve been playing it for a while now; it’s left me with a few things to say, and be warned: some are political…

Here we manage a guest list
and a regular line...

It’s a difficult game to describe, but if you could imagine a point between Papers Please and Brexit: The Game, that’s about where we are. In a version of the UK that had left the EU by 2018, a second-generation European immigrant has been confined to poor living conditions and has been forced to take a job as a bouncer in order to raise the £2500 per month needed to prevent him from being deported. You take jobs from some venues in the local area (beginning in the South West of England,) and the aim of the game is to manage the queue to get in to allow a certain number of people into the venue in roughly four hours of game time. You’ll be checking people’s ID – against their age to begin with, but the game soon escalates with guestlists, fake IDs, prejudice against people from certain countries, and the pressing need to keep on top of your own finances. This results in you having to micro-manage two queues and dealing with a horribly short time limit to get everything done – but get it done you must, or you will lose the game.

Even the title screen is sneering at Brexit...

Not Tonight is an odd game. The mechanics work well enough and make for an interesting and engaging experience. But beyond that, it seems to have a lot to say as an art form – or at least, how the developers thought a post-Brexit Britain might look like. As a British-born European on the edge of being deported, you’re treated with the upmost contempt from higher authorities than you, regular contempt from your bosses who are relying on you to make their night work (even the more friendly ones can’t resist a bit of Euro-baiting condescension,) a certain amount of grudging respect from people who are waiting in line to get in to their chosen venue, and the only people who treat you as equals are the other European people who are in a similar situation. It’s not without a sense of humour: even if Britain had left the EU as soon as the referendum result came in, the earliest it could have done so would have been roughly half-way through 2018, not at the beginning of it when the game starts, and even the most capricious racist is unlikely to be as open about it as the game suggests, so it’s obviously not meant to be taken too seriously. The problem for me is that as I sit on the pro-EU side of this situation, and I’m genuinely concerned for what Brexit is going to mean for my future for reasons I’m not going to go in to now,[1] some of the intended humour was lost on me. In a way, playing Not Tonight was a bleaker experience than Papers Please, as at least I’m a long way from the political situation the latter was purporting to represent. But ultimately, it is an uncommon experience that I’m glad I’ve had. Let’s hope I can see it through to the end!

The treasure is under the trees - who will find it first?
Beyond that, I’ve been on a bit of a painting kick – mainly because I’ve started a new painting section to the blog that I run alongside this, and I wanted to be able to say I’d painted something in the month of July! (Here’s the first edition, erroneously titled Last Week’s Painting.) For that reason, I spent a lot of my free time last week painting rather than playing games, but I did have a go with Enchanted Forest, a game about hunting for fairy-tale treasures in the titular forest. It’s OK – it appeals to my daughter because she likes fairy tales and treasure hunting, but the mechanics aren’t particularly well-designed, and it can get very one-sided towards the end of the game. Nonetheless, we enjoyed it while it lasts and will probably play it again.


[1] Mainly because trying to explain my concerns to people who voted leave has the same general effect as trying to headbutt a rhinoceros to death.