After years of waiting, Capcom has officially announced a late 2018 release date for Mega Man 11. For many, many fans of the franchise, it is a long time coming. The last flagship game in the series, Megaman 10, released all the way back in 2010. And while we’ve seen a few spin-offs, mobile games, and anniversary re-releases since, it’s about time fans got a main series that’s true to form.
Mega Man has championed a video game legacy leading all the way back to 1987 as a definitive early platformer. While Mega Man was never Capcom’s top seller (that honor goes to Resident Evil 5), the blue bomber has a special place in the hearts of many video game players. Though newer games might not know him well, many still fondly remember the challenging gameplay, cool power-ups, iconic soundtrack, and intense boss fights, Mega Man brought to the table.
The Developers at Capcom
One of the coolest things about the legacy of Mega Man was also that the development team never rested on its laurels. The series was constantly evolving and adding new features with each new entry, from the addition of the slide move and wall jumping to interesting new villains and sidekicks like Rush and Proto Man.
After the departure of famed Capcom Head of Production Keiji Inafune in 2010, the fate of the entire Mega Man franchise was put on hold. Fans of the old games and those looking forward to new games were stunned to hear that the company was not planning on releasing any more titles.
But Koji Oda and the others at Capcom (rightfully) believed that Mega Man was such an icon and an important character for their company that they didn’t want to give up on him. Now that Koji Oda and his team are picking up the project, die-hard fans of the franchise are hoping that this opens the door for a whole new exciting chapter for Mega Man with 2018 technology.
For the development of this new edition of the Mega Man series, Capcom executives surveyed American and Japanese fans extensively and researched the previous games to find out what made them so special.
This means fans can hope that the gameplay, character features, and design will take inspiration from the best bits across the series, rather than just copying, cutting and pasting from Mega Man 2, as was arguably done for Mega Man 9 and Mega Man 10.
New gameplay demos show that all the time used to prepare and polish this new game may have paid off in other ways too. The whole game is done in HD with tasty graphics and from the few minutes of gameplay that have been released already in the trailer, it’s by far the most visually cool looking Mega Man installment to date.
For those of us who are fans of the original graphics from the older Mega Man titles, the pixelated style may be missed. But Mega Man 11 could be the next chapter in something just as cool, with access for fans on Xbox One and Playstation 4 consoles.
The most popular selling Mega Man is still Mega Man 2, which was released in 1988 for the Nintendo Entertainment System. But Capcom execs and eager fans are probably hoping this new title can live up to the classics. Here’s hoping that there are many more adventures to come.
About the author:
Grace Li is a freelance writer from Omaha, Nebraska. She’s been published across many digital platforms for her expertise in event planning, game artwork, and DIY projects. When she isn’t playing video games with her two daughters, she’s volunteering at her local pet shelt
Cult-classic Yume Nikki Returns After a Decade of Silence, to Showcases Once Again the Artistic Merit of Pixel Art Games in the Pursuit of Abstract Storytelling.
I’ve always had a penchant for console games. I grew up playing them, starting with my dads NES and on to my own PlayStation’s and Xboxes, never really anticipating that I would ever branch into PC gaming until I was introduced to Steam, in my early years of university. It was cheaper, easier to access and the ability to mod games astounded me… the issue was I had only a seven-year-old ThinkPad, and nowhere near enough funds to purchase a computer capable of running any of the games available to me.
What then, is a starving student supposed to do?
Play RPG Maker games, of course.
A friend of mine, equally as poor but clearly more resourceful than myself, introduced me to a facet of independently made video games that were popular in the early 2000’s. Developed using RPG Maker software, a lot of these games were simplistic, but had developed an almost cult-like fan following, thanks in part to their popularity on the likes of 4chan and other imageboards. They were easy to install, took almost nothing to run, and were surprisingly captivating.
Starting out with games like Ib and Corpse Party, I took any recommendation my friend threw at me, eventually landing on a game that had garnered its fantastical reputation not only through its out-of-the-box gameplay, but through the mystery surrounding its creator and purpose.
Yume Nikki is a 32-Bit freeware game created by Kikiyama, a solo game designer, developed using RPG Maker 2003. It was initially released on June 26, 2004, and was updated until October 1, 2007.
Originally a little-known game, even less can be said about the eponymous developer Kikiyama, due to the scarcity of information regarding their identity and location. After updating the game one final time in October 2007, Kikiyama (who was already incredibly distant and secretive) virtually disappeared. Nothing had been heard or seen of them for almost a decade, until very recently, when Yume Nikki was released by publisher Playism on Steam in January 2018. Since then, Kikiyama’s website was updated (on February 6th, 2018), with the addition of a “Yume Nikki – Dream Diary” logo, seemingly advertising a 3D reboot by Kadokawa Games, to be released on Steam February 23rd, 2018.
Due to Kikiyama’s radio silence, and despite Yume Nikki’s gaining popularity, fans never received any explanation from the game’s creator as to what it was truly about. Without any concrete answers, the story emerged through the fandom itself, who were free to theorize with a zeal I have not seen since the early years of Silent Hill 2. Thanks to the mystery surrounding Kikiyama, and the abstract functionality and surrealist tableaus of the games dream-world landscapes, Yume Nikki is a brilliant example of the artistic merit of pixel art games in the pursuit of abstract storytelling, and helped to inspire a new genre of games, from fan-made sequels to original adaptations of exploration horror.
In game, players take control a hikikomori (a shut-in) named Madotsuki, who refuses to leave her apartment. The game begins, and takes place in its entirety, within that sparsely decorated space, where the only interactable items are a desk (where you can save the game), a Famicom (where you can play the worlds most nihilistic game, Nasu), a bed and a door. It is possible to interact with the door, but Madotsuki will not leave the apartment, and will vehemently shake her head if you try.
The only thing to do is sleep.
After Madotsuki falls asleep, the real core of the “game” begins when she dreams. In her dreams she can leave her room and explore various landscapes through a nexus of doors, which lead to places like a neon maze, a world of candles, a forest, and many, many others. These worlds are all interconnected in their own way, with no rhyme or reason dictating how they fit, and together, they form a large, expansive world for the player to explore.
There is no real gameplay. These worlds are mostly just sets of looping boards that the player needs to comb through ad nauseum in order to accomplish the single, concrete goal of the game: collect 24 objects, otherwise referred to as “effects,” and deposit them into the nexus. Each effect changes Madotsuki’s appearance and will sometimes allow her to perform certain actions, although attempting to interact with any of the creatures and objects you encounter in Madotsuki’s dreams will leave you disappointed. Because, while few may illicit some kind of response, they tell you nothing about why they are there, or what they are.
There is no game over, either. You can be trapped in an inescapable area by the skinny, beaked Toriningen, which are the closest thing to an “enemy” Madotsuki encounters in her dreams, but even then, there are no stakes. Madotsuki can pinch her cheek at any time to wake up. There is no way to lose in this game.
It’s winding and confusing. While there is a definitive end, it only brings up more questions then answers, and the fans have run rampant, beating themselves over the head with the age-old question of “what does it all mean?”
Because it has to mean something, right?
But then, what do dreams mean? Because that’s what this is: the whole story (or what little concrete information there is to be found) is only discoverable in Madotsuki’s dreams. Sure, you can spend your time in the waking world, playing the soul-destroying Nasu or turning her TV on and off, but then you wouldn’t be playing the game at all. The whole point is to discover what is going on with this silent protagonist through the exploration of her dreams.
Yume Nikki is best described as just that: a dream explorationsimulator. It’s something the game does exceedingly well, and which I am hard pressed to find any other example of that meets or exceeds its caliber. Certainly, there are many walking-simulator style games that attempt to emulate what it’s like to dream, but none of them succeed in doing so as fluently and unobtrusively as this one, and I believe that it owes its success, in part, to its style and platform.
Break down awareness in a dream, and you’ll realise that this game encapsulates it perfectly. The landscapes loop endlessly, and you can easily find yourself in a new place with no idea how you got there, or even the faintest idea of where you were ten minutes before. The characters you find are deeply unsettling, but they fit in their respective places, and the situations Madotsuki finds herself in, while fantastical, never seem to be completely out there. Sure, the spaceship she was on just crashed onto Mars, but she’s dreaming, so anything is possible, right? Maybe she has an interest in space? No one speaks and no one interacts with Madotsuki, but she doesn’t speak or interact with anything or anyone else, so it isn’t a deviation from her norm. It fits within the realm of our understanding, with surrealist fantasy flung overtop of it, because it is a person’s subconscious we are exploring.
Madotsuki’s subconscious, wherein she has a penchant for Nazca artwork, neon lights and a morbid fascination with the body.
The effects provide a reason for the player to leave Madotsuki’s dream room and explore, but they do nothing to clarify why Madotsuki dreams the things she does, or what they are. There is a reason speculative fan-theory is such a prevalent part of Yume Nikki’s cult following, and its because the game gives you very little to go on. All you have is Madotsuki’s refusal to speak or go outside, and the strange landscapes, scenarios and creatures you see in her dreams, to help you formulate some kind of a plot.
And everyone thinks something different. There are multiple theories explaining away Madotsuki’s behaviour, ranging from her being bullied, abused, quarantined or a violent psychopath. The pixel art design and reliance on surrealist sprites adds to this, leaving the plot up to player interpretation. It doesn’t matter what Kikiyama meant; a story has no meaning outside of the mind of its reader, and a video game functions exactly the same.
But I feel like that is the purpose of this fundamentally abstract style of game. The whole thing functions as an exploration-simulator, with lots for the player to see and very little to do. Human beings are master pattern-recognizers, and we have an innate need to group seemingly unrelated things into boxes that make sense to us, be they stories or objects that relate to our life experiences. This is seen over and over again in pixel art games, and can be exemplified through something as simple as an octorock from the original Legend of Zelda.
Millions of people looked at that grouping of little coloured blocks and decided that was an octopus that spat rocks out of its mouth.
Our brains are fascinating.
In this way, we’re doing the work. The developer is putting something purposefully vague in front of us, and the idea of what it is and what it means becomes something for us to fill in on our own. We all have different experiences that inform what we take away from it, but in the end, we live relatively similar lives: we all have childhoods, parents and friends. We are all born, we all grow, we work and then we die. Similarities in our decision of what the game means is due to shared experience, persuasive arguments and confirmation bias.
And the success of this kind of story-telling is owed, in part, to the medium upon which it was created.
While 3D games tend to have an innate desire to emulate reality, a game like Yume Nikki is not reigned in the same way. Even in games like Banjo Kazooie, where there is clear suspension of disbelief in that you are playing as a bear who carries his best bird friend in his backpack, there are certain rules of realism that cannot be broken. Grass and trees still have to resemble what we know grass and trees look like, in order for us to understand it, and for it not to come off as buffoonish or silly (beyond a reasonable limit).
An RPG Maker game has more freedom in its simplicity. Anthropocentrism will always prevail in a game that mirrors our world, in situations that are focused on drama, character and conflict. But a pixel art game is closer to visual literature than an actual drama or story, as it deviates from rationality and realism, and we ourselves have to quantify and assign it meaning. This makes it the perfect format for a game like Yume Nikki, which relies on the adaptation and use of fantasy and imagination, rather than fundamental realism. This isn’t to say that a realistic game, set in a world that mirrors our own (ala Silent Hill 2) can’t achieve the same level of speculation and mystery. It just does so in a different way, one that doesn’t rely on purposeful ambiguity and a natural existence in the abstract.
Yume Nikki, despite its simplicity, redefined what psychological horror could be, and gave birth to a whole new genre of games, most of which are simplistic in design and functionality, but are no less impactful. It took a style of game that was most often assumed to be older and dated (in the era of 3D gaming) and revitalized it, by demonstrating a different adaptation. To butcher and paraphrase Tolkien, something is “not really less beautiful because we have seen or heard other like events,” and by taking a non-linear, abstract plot and attaching it to a no-stakes, explorative game developed in a simplistic, pixelated art style, Kikiyama created something completely fresh and new.
“Yume Nikki – Dream Diary” is set to go live February 23rd on Steam, and I will admit I have my reservations. As a 3D restyling of a game that, in its original iteration, owed much of its charm and success on the trappings of being a 2D, pixelated RPG Maker game, I am unsure of how well it will be received. However, while I am not convinced that the reboot will be able to hold on to the allure of the original, I am ecstatic that by benefit of its development, it will revitalize a game that might have otherwise continued to fade into obscurity, and will help Yume Nikki to reach a new generation of gamers and a greater audience.
You can download Yume Nikki free on Steam, and be sure to keep your eye on “Yume Nikki – Dream Diary” for its release later in February.
There are a lot of interesting options for game development on the web these days, many that exist in their own quiet little communities, and while anyone with even a passing interest in game development knows Unreal, Unity, and RPG Maker, it’s easy to overlook these hidden gems. Last year I discovered a “fantasy console” called the PICO-8 which had released in 2014 (version 1.0 released in 2017) and had already been the progenitor of hundreds of quirky little free games.
But what is a fantasy console?
A fantasy console is essentially a development environment with its own text editor, sprite editor, map editor and tracker for creating sounds and music. On top of this, these fantasy consoles are designed with strict restrictions for colour, RAM allowance, file size, or graphical resolutions.
To encourage creative thinking and problem solving, the PICO-8 has some very strict requirements.
Display
128×128 16 colours
Cartridge Size
32k
Sound
4 channel chip blerps
Code
Lua
Sprites
128 8×8 sprites
Map
128×32 cels
Controls
D-pad + 2 buttons
The PICO-8 is altruistic in that it feels reminiscent of the old-school BBS days where each game can be uploaded and shared online through a special .png format, via a web cart player, or exported to stand-alone HTML5, Windows, Mac and Linux apps.
On top of this, players can see the source code for the games to understand the tips and tricks of other developers. It cannot be understated how useful a tool for newbie developers looking to understand how a game is put together this is. Heck, I’ve been to university for game design and this is still useful!
PICO-8 cartridges are tiny programs that run in-browser or through the PICO-8’s cartridge browser. With the strict limits of the system you’d be pretty hard pressed to find a game that won’t run on even the most archaic of laptops (Retronuke makes no guarantees, hyperbole is the spice of life).
After browsing through the available games and picking out the ones that I found most interesting, here are my top picks.
Kid Bludd’s Treacherous Tower takes the a lot of inspiration from the Taito classic Bubble Bobble. However instead of the old bubble attack, Kid Bludd has a dash attack that feels responsive and powerful.
Like Bubble Bobble hitting an enemy isn’t the end. In this case, the enemies are launched around the level, bouncing off the sides and wrapping from bottom to top until you hit them again. Chain a nice combo up and satisfaction is guaranteed.
The 8-bit vampire castle art style is wonderfully done and keeps everything crisp and clear.
My only complaint about Kid Bludd is that for now, there are only 5 levels. Hopefully the developer continues working on it.
This one is full of charm and wonderful jazz inspired blips and bleeps. You play as Max the saxophone player trying to keep your sax solo going as long as possible. Trumpets spawn and are tossed at you, dodge them or stop them with your music to earn points.
Its wonderfully simple and works perfectly but it’s purely the music that gets it into my list as the procedural nature of the notes makes for a great digital representation of freeform jazz.
An interesting trend among PICO-8 developers is to take an existing game and to boil it down to its core design. In this case Dungeon Keeper gets an interesting arcade-ification.
The player controls a host of dungeon creatures, digging out gold and protecting their minotaur king from meddling heroes.
While the game lacks any tutorial documentation, a few attempts is all it takes to get to grips with what’s required of you. Namely, strategic planning as your monsters do not attack on their own except to defend themselves and cannot pass by each other.
It has a wonderfully cartoony charm where each character has just a bit of personality dashed over their restricted sprite.
As developers continue to share their work, tutorials are made, and code is refined, we’re seeing a repeat of that same explorative golden age. There are already 3D games that developers have managed to cram into a 32K file.
If you would like to get into game development as a hobby then I would definitely recommend the PICO-8. For only $14.99 it is a versatile and interesting tool and gives you access to its own dedicated content portal which is always great.
You can get the PICO-8 Here and you can play free cartridges Here.
It’s a great time to be alive and making games people! Retro game developer New8BitHeroes’ NESMaker Kickstarter has, at time of writing, reached $172,000 of its £23,000 goal.
What can you do with NESmaker?
Design sprite graphics and color palettes that are automatically constrained to the NES limitations.
Create assets with properties and behaviors to give developing for the NES an object-oriented feel, similar to modern tools such as GameMaker and Unity.
Use a text editor to create text strings for NPCs or other narrative devices your game might have.
Create *special screens* like start screens, end screens, menus, maps, and more.
Customize AI
Set initialization parameters (items obtained, player strength/defense, starting screen, etc) for easy testing.
Use the base engine to create adventure games, basic RPGs, basic platformers, basic brawlers, and several other types of games.
Assemble with one click for testing in an emulator.
Flash to cartridge in one click for play on actual hardware.
What you get
For $88 you can get the NESmaker Toolkit which nets you the:
NESmaker software, a Kazzo usb cartridge cart flasher, and a blank, reflashable cartridge. This provides all of the software and hardware you need to make your NES game!
Or, for $36 you can pick up the software and get the hardware at a later date.
So far they’ve smashed their stretch goals and will include:
Adventure Module
Platformer Module
RPG Module
Brawler Module
Shooter Module
Troll Burner Demo
And a Music Maker
It’s likely going to be a long time coming before release (and as always there is the Kickstarter disappointment risk) but I’m excited and if you’re a fan of retro then you should be too!
At time of writing there are 18 hours left on the clock, so get in quick if you want to snag a copy cheap!
Maybe you and your companions awoke from your cryptosleep sarcophagi to the sound of sirens, making it out of your ship just in the nick of time. Maybe your tribe was devastated by the great blood machines sent by the gods, and are now without a home. Maybe you’re a rich socialite, bored with your glitterworld lifestyle and yearning for adventure amongst the stars. Either way, you find yourself on an unknown Rimworld, and you’ll have to utilize all your physical and mental fortitude to survive.
Rimworld is a space colony management sim along the lines of Dwarf Fortress, only a little more simplistic and a lot easier to pick up and play. Developed by Tynan Sylvester of Ludeon Studios, a Montreal-based game studio of which he is the founder, I’ve watched it grow from its infancy, and while my bias might be showing, I think this game is a definite must for any fan of colony management games that emphasize storytelling.
With three selectable AI-Storytellers, Rimworld utilizes emergent storytelling in lieu of a definitive plot. Each AI will analyze the situation your colonists find themselves in, and in doing so will select events they think will make for the most interesting story. Coupled with each of your colonist’s personality traits, which range from the good (kind characters grant a mood bonus to those who speak with them), the bad (a pessimistic colonist will have a permanent mood penalty) and the ugly (creepy breathers are universally reviled, and pyromaniacs will set your base on fire), the story unfolds while you play, and no two games are alike.
The three starting scenarios, like most of the game, are completely customizable. Whether you choose to start with three crash-landed survivors, a displaced tribe or a wealthy glitterworld native looking for some excitement, you can hand pick your colonists, cycling through a random generation of skills, traits, backstory and intersecting relationships until you’re satisfied. The characters, though randomly generated, are balanced, and you will be hard pressed to find a good character without some sort of crippling personality trait, or a bad character with no redeeming qualities. Apart from the colonists you start with, you will collect more over time, either through capturing and recruiting raiders, or by assisting those in need.
The game generates a whole planet, with biomes from tundra to arid plains, which contain different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain, as well as unique sets of difficulties (surviving in a snowy, arctic tundra, for example, requires a vastly different skill set than in the jungle). Trade and travel across the planet is possible, and relationships across different colonies are more pertinent in newer releases, with the addition of peace talks allowing you to mend your hostile relationships, while the ability to raid opposing factions does just the opposite.
Colony simulators are notoriously difficult to get into, and the learning curve is generally very steep. While Rimworld is intended to be played on harder difficulties, you have the option of using the scenario editor upon starting a new game, which allows you to choose the specific tech, knowledge and materials you begin with (to help get your colony on its feet), and any mod you could ever want is available to you through the Steam Workshop. Also, while each AI-Storyteller has their own unique set of parameters, they each have the same difficulty options, ranging from peaceful, wherein your base will never be attacked, to extreme, described in game as the option for those who “enjoy digital suffering.” From an adaptive teaching system that watches which facets of gameplay you’re have difficulty with, and unobtrusively attempts to guide you, to a newly instituted tutorial, it’s not necessary to sink upwards of fifteen hours just learning how to play the game.
On the opposite end of the spectrum, it is also possible to make the game more difficult. The AI Randy Random, set to a high difficulty, will bombard you with increasingly ridiculous scenarios, sometimes with no downtime at all in between them. You can be raided, hit with flash storms and blight, or attacked by herds of man-eating beavers, all without a second to breathe. With permadeath mode enabled, you are unable to revert to an earlier save file to fix your mistakes, and if your entire colony burns to death in their beds because they’ve all slipped into catatonic breakdowns, then too bad. However, even a bitter end is not an ending in this game. If your colony is wiped out, you still have the option to continue playing, watching and waiting for a new colonist to enter the map and take up refuge in the corpse ridden, burned down wreckage of your old base.
There technically is a definitive end to the game: your goal is to construct a spaceship and make it off the Rimworld you’re stuck on. And it is possible to achieve. However, it’s extremely time-consuming if you are just starting out, and in the end, it feels a little anticlimactic. About midway through the game, no matter the difficulty you’re playing on, it gets much easier to survive. You have all the technology you need, you have (assuming you’ve been recruiting and not just murdering) more than enough colonists to get work done, and you’ve built up a sizable, defendable base. The hardest part of Rimworld is the beginning, when you are just a handful of civilians with no food, shelter or security, just trying to scrape by in a world that (more often than not) is actively trying to kill you, so once you’re past that, the difficulty drops off immensely.
But I would argue that the beginning is the most boring, as well. As I’ve mentioned before, Rimworld is not a competitive survival game… it’s a story generator. Its merit lies in its emergent storytelling, in the world that is fleshed out and the lives of the colonists that unfold as you play. Every time you start a new scenario it is completely different from the last, and every decision crafts a new facet of play that you may never have seen before, culminating in a rich, lived in world that you would never have expected from a colony management simulator.
For your consideration, here is the scenario I just ran through (and the one from which all of these screenshots were taken):
Crey, Sappy and Risa, three crash-landed civilians, are struggling to make it by in the hard, Boreal forests of an unknown Rimworld. They landed on the beach, and have set up a decent colony but are running low on food. Fighting against the clock to get their crops planted and harvested before the long and arduous winter, two huskies self-tame and join the colony. Their names are Grace and Boogie-Woogie.
Initially, the colonists are loath to let the dogs in. They’re running low on food as is, and these would be two more, largely useless, mouths to feed. But the dogs are cute and friendly, and they make the colonists happier when they nuzzle them, so they decide to let them stick around. Crey, in his downtime, even begins training them, and forms a close bond.
Soon, there is a pirate raid, and the base is attacked in force. New colonist Lenka is trapped outside the walls with no means to defend herself, and is slowly being stabbed to death. Without a moments hesitation, Grace and Boogie-Woogie rush past the gates, Grace pulling Lenka to safety while Boogie-Woogie mauls the attacking pirate to death.
The dogs are hero’s, and as the seasons progress, they do their part to keep the struggling colonists alive. They rescue fallen colonists, haul materials and food, and assist in hunting animals. But the winter is cold, and eventually the colonists run low on food. Slowly starving, they head out into the wilderness in search of animals to hunt, but there is only a single grizzly bear, one who hasn’t seen food in as long as they have, and when it catches sight of Boogie-Woogie, it attacks, killing the brave dog instantly.
The whole colony rallies. This wasn’t just a dog, this was their friend. Each colonist, armed with whatever long range weapon they could find, sets out to hunt the bear. Unable to stand against the combined force of their onslaught, the bear falls, with Grace dealing the killing blow on behalf of her sister.
The colonists now have a bear to eat, and are able to last the rest of the winter by carefully rationing its meat. Boogie-Woogie is entombed in the colony’s burial chamber, where Lenka lovingly engraves her sarcophagi’s with a mural entitled “Blue Boogie-Woogie.” And every morning, Grace pays a visit to her sisters resting place, paying her respects to the brave dog who saved the colony.
It’s a ridiculous story, right? But it’s a fully fleshed out one that, as a player, begins to tug at your heart strings. When that pixelated husky was mauled by that stupid bear, it was midnight where I live and yet I still couldn’t help but shout “Boogie-Woogie, no!” at the top of my lungs, to the chagrin of my sleeping neighbours. And while I may have embellished a little for the sake for story-telling, not one piece of that story was invented by me. That was all generated through Rimworld’s AI-Storyteller, based on my decisions and how I played the game.
There’s a reason the most popular threads on the Rimworld Sub-reddit are ones sharing player stories.
Rimworld is not a game for everyone, and seasoned colony sim players might not enjoy its rejection of the norm, but if you are looking for a game that is easy to get into, that’s immersive in its own casual way, and has a wonderful, non-intrusive soundtrack, you should definitely give it a shot.