More Indie Game Photography
More Video Game Photography
Sign up now to stay up to date with the latest posts!
Beyond Blue.




























Sign up now to stay up to date with the latest posts!
Time is a balancing act.
Death Trick: Double Blind is a detective visual novel. And it is a very good one. There has been a murder at the travelling circus and it is their last day in the area. We have until the conclusion of their big show tonight to solve it and it is up to us to use our time wisely.
This game was satisfying on both a narrative and mechanical level, the game-play providing a fantastic spin on the genre while the characters played a large part in populating this colourful world.
In Death Trick, we play as dual protagonists. A private detective hired to investigate the case, and a magician, here to ensure that the show goes on. Through both of these characters we get to know the cast of the circus from both an outsiders perspective and within.
The game is played in hourly blocks. First, we play as the magician, behind the scenes of the circus getting ready for our big performance. We are under cover as the famed murder victim herself, meaning that not only do we have to work to be accepted by our peers but we must avoid public areas to keep our performance a surprise. Then, we play the same hour as our down on his luck detective, re-orienting himself after a nasty black-out. As an outsider, we are not allowed into the behind the scenes sections, catching the entertainers for a word in the public areas between their performances.
Conversations are made using Action Points. Every hour they refill, and it is up to us how we use them. As we chat to different characters we gain topics and evidence that we can then question them about. Each question takes up an action point so you really want to take care to ask the questions that matter. Scouring environments for clues and calling out contradictions also use points. You can’t talk to everyone about everything, so a huge part of the game play is prioritising your questions, deciding whether you want to chase up every lead immediatly, or get to know a character in ways which may or may not get you closer to solving the mystery.
The circus setting is pleasing, the cast are colourful to say the least, the currency of points adds an angle of puzzle and the dialogue, as well as the mystery itself are well written, entertaining to read and easy enough to follow along. The music sets the scene, the art is evocative and does a good job visually presenting the characters personalities and styles alike.
I discovered two things playing this game. One is that I want more games set in a travelling circus. The other, is that I want many other games that follow this structure, set in their own weird and wonderful locations and telling their own fantastical stories with their own cast of characters. If any of this sounds appealing to you then I would urge you to give the game a go for yourself.
Developer: Misty Mountain Studio
Publisher: Neon Doctrine
Release date: 12 March 2024
Average Playtime: 7 1/2 hours
Available on: PC, Switch
Sign up now to stay up to date with the latest posts!
There is a nearness and its gravity is echoing.
I already wrote at length about my first impressions of 1000xRESIST. Instead of rehashing that, I am going to talk about what I consider to be the games strengths. I would also talk about the weaknesses but I honestly have difficulty finding any beyond the slow start that I mentioned in those impressions.
The more you try to recommend this game to folk, the more you realise how difficult it is to define the genre. There is a surprising variety of touchpoints for comparison, but every similarity I point out is usually a specific tone or mechanic, rather that the game itself being similar to any other. Here, I want to talk about what this game does, and why it works for me.
I often wonder how people come up with stories like this. But then I read something from an AMA with the developers. This game is a fantastic example of using what you have to inform what you do.
A question was asked about what birthed the idea using clones. There were two answers, one we will get into later, but the second one stood out to me.
“The other thing was SCOPE. Yes, it meant we could focus on making the character model that we had, better!”
It’s fascinating how a creative decision so important can stem from such a technical, meta reason. I personally find that given all of the freedom in the world, my work will often be weaker than the work I had to do under restrictions, which could be why this resonates so much. Scope takes discipline, and while they could have decided to spend more time creating more characters, they made it a core part of the story, giving them more time to focus on the intricacies of the world they were building.

Thinking of it this way, it begins to dawn on me that there are a lot of reused environments too. Many of the places that you go, you will see again for one reason or another. However, there wasn’t a single visit to any of these locations that made me feel sick of them. It never got tiresome. Every revisit was repurposed so carefully that suddenly, fewer environments become a blessing, allowing me that familiarity that makes me feel more involved in the story.
Nature vs nurture is something that has always intrigued me. It’s not something that can ever be researched ethically, but the questions remain ever fascinating. How much of a person is in their genetics, and how much is their circumstance? What would the best of us be driven to under difficult circumstances? Could an evil person have been good? Is everyone capable of anything? Is anyone capable of everything? We will never know and it makes for an extremely rich setting for a narrative to explore. One thing that no one can deny is that we are influenced by the people around us, no matter how much we want to be, for better or worse, and that is explored well here.
There are two reasons why we wanted to look at clones! One, was getting to explore the classic thematic of nature vs. nurture. How much of how we turn out as human beings is because of things we don’t understand?
The game also took on many tricky themes that could very easily have been too much. Generational trauma, oppressive regimes, faith, sacrifice, ends justifying means, intent, justice. It was a lot, but never too much. Everything was handled with care and in a world where everyone is waiting for the next thing to be outraged about, I found the game handled everything with class, giving no ammunition to the folk who try to drag things down. Equally, it felt like a safe space to consider these delicate topics without judgement.

As I mentioned in my first impressions, I didn’t like the writing at first. However, once I got used to the rhythm of the speech of these characters, I was finishing their sentences. I when I finished the game, I couldn’t remember the specific lines in some important moments, but I could hear their rhythm like a melody stuck in my head. And it’s believable. No one talks like this, but they do. It is another one of those bold choices that went well because they rightfully have confidence in the excellent quality of their storytelling.
The music goes a long way to setting the atmosphere of this game. Every time I sat down for a session, hearing the melancholic tones had me immersed immediately, whether it was light, sombre melodies or a little heavier.
The voice acting is another auditory factor that solidifies this games identity. There are so many characters, all so similar and yet so different. The hushed tones, words spoken so softly yet carrying so much weight. It is all so intentional and commendable. The voice acting also contributes to the rhythm of the speech as mentioned above. Without it, I am not sure the game would have bled into my thoughts the same way that it did.
The game does not have ‘impressive’ graphics. As in, don’t come here for photorealism or next gen aesthetics ala Hellblade. It is stylized. Sometimes, particularly walking around the hub area, the textures felt a little PS3 to me. However, I think any reasonable gamer, and particularly indie enjoyers, can accept that photorealism is only one choice in a medium that can achieve anything, and beauty can be created in other ways.
What this game does have is very impressive art direction and cinematography. It is ambitious in its style in every way except perfection. Colour is already an in game concern, but the use in a creative sense, alongside lighting, can be striking. Whether you are walking around a corner into a set piece, or being guided by a cutscene to see something new, the developers clearly had a vision and they did everything they could to put that on screen, succeeding with flying… colours.

1000xRESIST contains a huge, winding story, the likes of which is very rare to be told so comprehensively within a 14 hour experience. The reason that it is done so well is the balance achieved in the conceptual phases as well as the execution. This story is about disaster. It is about eras. Civilisations. But it is also about people. Individuals. It is about things much bigger than we can possibly comprehend, and it is about the nuance of being human within that. It never loses sight of either of these things.
Just because the scope was kept in check, that doesn’t mean there is a lack of anything. In fact, that is most likely the very reason that the game contains the density of detail that it does. Again, I am not talking about the textures or foliage. I am talking about continuity, and the stories that are being told indirectly throughout the entire game. It is worth looking around and talking to everyone that you find. You never know who or what will make a huge difference down the line. While it isn’t the focus of the story, I find there to be a bit of butterfly effect between the lines and it is really neat to identify the triggers that may change the course of history, no matter how small they seem at the time.

Possibly the thing that I found the most impressive above all else is the way that I felt respected as a player. In my initial impressions I complained that I felt I was supposed to care about something I had no understanding of or context for. I understand that decision a lot more as I have made my way through the game. The developers trust that you will come to understand, without any clumsy exposition dumps or codexes. We learn through experience, exploring the environments we are in, and observation. It is no coincidence that our main character is called ‘Watcher’.
Of course, there is exposition, there has to be, but it is weaved into the game so well that I never begrudged it. In fact I welcomed it as the more that I found out, the more that I realised I still wanted to know. There is even an exposition device written into the story in the form of communions, allowing us to learn about the history of the game world alongside our main character.
I felt respected in another way too. Throughout this whirlwind of heavy hitting themes, I never once as the player felt that I HAD to feel a certain way. These characters are flawed. They make mistakes, mistakes that we are making with them, whether we believe it is a good idea or not. Never once did the game then shame you for what you have done. It provides opportunities to think, but it never does the ‘What have you done?! You, the player, you did something despicable’ thing that some other games do. It could easily have gone down that route but I am very grateful that it did not and as a result it is a richer experience.

1000xRESIST appeals to the part of me that loves YA dystopian fiction. There is nothing wrong with that, but it also somehow feels very reductive. I think what I ultimately mean is that this is not going to be for everyone. For me, it came out of the blue, infecting my thoughts both in and out of the game for a while, but not everyone will have that experience. I think it is important to temper expectations, especially if you aren’t going in as blind as I did.
If anything that I have wrote sounds interesting to you then there is a good chance you will enjoy the game, but be aware that this is an immersive, experimental, narrative based experience. If that isn’t your jam then I don’t necesserily think this is the game that could convert you. My recommendation to everyone is that if you aren’t feeling the beginning, just like I wasn’t, try finishing the first two chapters and see if it grabs you. If it hasn’t by then it probably wont but that is a good amount of time to see some of the variety of storytelling on display.
One thing I do know is that I am not finished with this game.
This is a game about breaking barriers. Some characters giving their all to destroy them and some giving their all to stop them. But also the developers, creating a game that I can’t ever imagine a large studio having the courage to try. It is unconventional, it nails what it is going for, it is a breath of fresh (and emotional) air, and as I said in my impressions post, this is what indie gaming is all about.
Hekki Grace.

TLDR:
+ Scope
+ Themes
+ The Writing
+ Everything Audio
+ Visuals
+ Balance
+ Attention to Detail
+ Respecting the Player
Sign up now to stay up to date with the latest posts!
If at first you do not succeed, try and try again, and again, and again

The noir atmosphere and classic cartoon style complement each other wonderfully, setting the scene both in universe and to the player. In contrast, the UI is modern, clean and easily readable, almost as smooth as the jazz occasionally gracing our ears.
Often with these types if games it is impossible to tell in advance how well the full game will hold up. It is going to rely on the mechanics continuing to feel fresh, the story staying interesting and an appropriate runtime. However, the demo did enough to stop me playing. In a good way of course, I am interested enough that I didn’t want to play anymore until I could have the complete experience.
Sign up now to stay up to date with the latest posts!
Sea of Thieves.



















Sign up now to stay up to date with the latest posts!
Sea of Thieves.

































Sign up now to stay up to date with the latest posts!
Sea of Thieves.
































Sign up now to stay up to date with the latest posts!
Sea of Thieves.























Sign up now to stay up to date with the latest posts!
Sea of Thieves.
























Sign up now to stay up to date with the latest posts!
Game Pass is a service that I consume a little differently to others. Where PS Plus Extra is like my every day diet, Game Pass is my treat day – or treat months really. I don’t always have it, but when I do I binge the heck out of it.
I only got a PC within the last 3 years and never had an Xbox, so I never even really knew what Game Pass was until 2020. When I did get my PC, Game Pass were doing codes for a week of free access for first timers. I never jumped in because I wanted to make it count but I couldn’t find the right time. I thought I would save it for a rainy day or a broken leg. Then, they introduced their 3 Months for £1 deal.
To this day I cannot get over how good of a deal that was. Not only that, but there was an extra free month if you signed up to monthly payments (which you could unsubscribe to at any time). And if that wasn’t crazy enough, they did it again! Through all of these deals, Christmas gifts and a month I gifted to myself to make my 12 Days of Game Pass series, I have probably had a year total of access. Since my subscription status is on and off, everytime I do have access I try to make the most of it, as evidenced below.

Games Tried: 69
Games Completed: 34
Games Abandoned: 23
I think this list shows why I only like to have Game Pass in bursts. That is a LOT of gaming. There is an argument that if I had it more often then I wouldn’t feel the need to binge as hard, but 1. I have to pick and choose my subscriptions for income reasons and 2. Along with the joy of having access to these games comes the low key anxiety I get of wanting to finish everything before it leaves. Twice per month a selection of games leave the service and while it is always the same days (the 1st and the 16th), two weeks notice isn’t enough if I am recording/streaming, or if it is a long game. Also, if a game enters the leaving soon list then I know I have to drop everything and play it or miss out, which often dictates what I end up playing.
Regarding the table above, when compared to my PS Plus Extra list, there are a lot more dropped and paused games, particularly that I have made content for. I think it is important to note that this is not a negative. This is simply due to playing the games on the same device that I am making my content. It isn’t because the quality of games is low, it is completely down to convenience. Having access to so many games on my PC (the place I make my content) gives me so much opportunity to experiment without any barriers. I took advantage of that, getting to experience lots of different games and not having to feel bad about dropping them if they weren’t for me. I did 12 Days of Game Pass as I mentioned before, and I have done Game Pass Indie Showcase months too. These are series’ designed to experience a wide variety without having to commit. This explains the drastic difference between the tables I have made.
Secondly, most of the paused games that aren’t for content are multiplayer which is something that I have rarely ever tried on my PlayStation. Again, the convenience is a large factor here, but also more people I know tend to have Game Pass. Partly due to the fact that you could say ‘Don’t have Game Pass? No problem, its £1 for 3 months, get in here and play.’ That era is now over but it did the job of selling everyone on the value of the service.
Finally, the variety is a subject that I would like to bring up here too. Look at all of those different games. So many that I certainly wouldn’t have tried if the opportunity wasn’t there, lots that I wanted to try and got my wish. I was going to pick out some highlights but there are so many that I don’t even know where to start. Some of these games got me through some particularly rocky times and I am eternally grateful for that.
One feature that Game Pass certainly has over Ps Plus Extra is the ability to add games to your ‘Play Later’ list. I still keep this up to date even when I am not subscribed so that I know what I have to look forward to the the time comes. (Once again, these lists are accurate at the time of writing but the games available are ever changing so I will certainly miss some)
These are the games that I will would definitely like to make content for.
Total Games: 6
Games started: 3 (As Dusk Falls, Deaths Door and Tunic)
These are the games that I will try/play for myself without making content (probably).
Total Games: 22
Games started: 3 (Cooking Simulator, Coral Island, Medieval Dynasty)
These are games that I haven’t quite decided whether I should make content for or not.
Total Games: 14
I am quite passionate about low budget gaming. I don’t feel good about it as games mean so much to me, I want to support the continued development. However, that is a privilege that some people just don’t have. Game Pass has allowed me to play 69 games that I simply would not have been able to if the service didn’t exist. The value for money has been second to none (unless you include Epic Games, then it might be second to one). The big caveat is that it is only this valuable if you actually have time to play the games. That is why, for me, hopping in and out is the best way to go.
If you have enjoyed this read take a look at my similar post about PS Plus Extra!
GG App is where I do my tracking. Feel free to follow along here.
Sign up now to stay up to date with the latest posts!