103 is a Kickstarted walking simulator and puzzle game developed by Australian group Dystopia Interactive. First person seems to be Dystopia Interactive’s marmite and toast (hacky Australian joke is hacky), as both 103 and their only other game, Make A Killing, share this predilection for protagonists without faces. Mystery should be 103’s real title, because solving said mystery is half of playing 103. Lily is an overly imaginative individual whose night out with friends ends abruptly and the player must piece together what went on, and potentially what went wrong (I went into 103 narratively blind of this premise and now you know more than I).
Playing 103 involves walking through a cozy house, filled with stylish 1910’s Alphonse Mucha posters and adverts with drinking skeletons, in order to find…something? From the beginning, after quickly turning down the camera’s sensitivity because it was giving me motion sickness, 103 does not inform the player of anything. A blonde mannequin is present, often found finding value in staring at mirrors or enjoying the rain visible through the house’s sole window (which is honestly rather calming), and only she and the game’s patchwork bear mascot are the navigational devices. Those arrows drawn on the carpet? Totally worthless.
Have they been here long?
Maggie’s Apartment is a point and click adventure game from 2017 by designer and animator Anatola Howard and programmer Duncan Cross. The game centers on the titular Maggie Mallowne, an underwear-clad young women whose claim to fame is being the president of famous singer Randy Rosebud’s fan club. Maggie would argue her true biggest claim to fame is being Randy’s girlfriend, but she is not allowed to tell anyone this but her talking radish roommate Beauty. Over the course of Maggie’s Apartment’s short length, Maggie finds herself locked down in her 2000 story apartment, a bomb scare forcing her to really dwell on her relationship with her boyfriend Randy.
Maggie’s Apartment’s big draw is that it’s a point-and-click-adventure where the character stays in the same room for the entire game (Maggie does go out onto her patio a few times, but it could be argued that it is technically not leaving her apartment). Maggie lacks the usual point and click standard by not having a pocket/void world inventory system. Any object Maggie would normally collect instead stays fixed to the apartment floor until the plot decides, for example, Maggie no longer, requires two T.V. antenna to perform a puzzle. However, the game maintains the genre standard wherein most of the puzzles involve combining X item with Y item to make some combination solution.
Really wish the developers opened an Etsy shop just to sell this poster.
I have a system when it comes to playing video games in my personal backlog wherein I break up playing long games with shorter games. This system helps me to recover from potential burnout after playing lengthy games, and lets me pace myself. After recently finishing two Ace Attorney games back-to-back, I was in desperate need for a short “buffer” game, so I could later transition to something else. Luckily, fortune smiled upon me, and Steam put the Hateful Days pair of games on sale. Were the games actually as good I hoped? Today, we’re going to find out.
The Hateful Days pair of games were written and developed from 2012 to 2013 by Christine Love, an indie developer from Canada. Love has created multiple visual novel games since 2007, including Digital: A Love Story (which is considered a spiritual predecessor to the Hateful Days games), don’t take it personally babe, it just ain’t your story, and her (as of this writing) currently in-progress work Ladykiller in Love.
By ‘assistance’ she means giving you the archive files to actually read. That’s really it.