And if you’re only interested in streaming it, we’ve partnered with IGN to post it to their YouTube channel. In addition, it will soon be available on the Epic Games Store, and I’ll announce it on Twitter when it goes live. By way of apology for the delay, I am hereby permanently setting the price for the documentary to $0.00 on Steam. We included it on a Blu-ray disc in the Axiom Verge: Multiverse Edition and later made it available for separate purchase on Steam. It was filmed and directed by 2 Player Productions, whom you may know from their work on the Double Fine Adventure documentary, Mojang: The Story of Minecraft, and many others. One of the positive things that came out of our disastrous foray into the world of retail was a behind-the-scenes documentary about the making of Axiom Verge. So I’m going to try and make it up to you with some free stuff that some of you may already have. Still, I know a lot of people will be disappointed. Suffice it to say that the game will be better for the additional time, and I won’t have to burn myself out crunching to hit a date that I set for myself. But unfortunately, that execution doesn’t extend to the gameplay, which means you’re left with a creepy-looking painting that doesn’t do a very good job of drawing you in.I could go into a long spiel about why it’s taking longer than I originally forecast, but I don’t want to get too bogged down into technical details. The former, after all, is quite admirable, while the latter is executed quite well. If we were grading games solely on their intentions or their aesthetics, I have no doubt that Neverending Nightmare would score extraordinarily highly. It also doesn’t help that you move at a crawl through each room, and any attempt to speed up ends with you wheezing and gasping for breath a few moments later. Wake up, walk, die, wake up, walk, die: however accurately that may convey the feeling of being an Obsessive-Compulsive person, it doesn’t make for the most riveting experience. As I said, the game consists of you waking up, walking around, dying, and then waking up again. Unfortunately, once you get past the atmosphere, I don’t think there’s as much to recommend. On a related note, the sounds - the creaks and groans and moans - do a decent job of making you feel a little unsettled, particularly if you’re playing the game with headphones. Not only that, Gilgenbach uses colours pretty well in a game that’s largely black and white, there’s something distinctly unsettling about the occasional splash of blood-red. For starters, there is that Gorey influence any time you can bring to mind creations like his, you’re doing at least one thing right. That, however, would be overstating things, because even if Neverending Nightmares ends up pretty dull, it also does some things fairly well. In fact, if I were a truly snarky kind of person, I might even suggest that the number of times is roughly zero. There are only so many times you can slowly shuffle your way through an Edward Gorey-inspired house before it loses its appeal. I get that it’s creator Matt Gilgenbach’s way of conveying his own personal journey through mental illness and OCD, and I wish I could say literally anything other than that, but the fact is there’s really no other way to describe it. I mention this in the context of Neverending Nightmares because it’s boring. (Though I’d like to think that the aforementioned dream ending with me turning into He-Man and being able to leave my house unimpeded would count for an unexpected twist.) After all, in general, when someone tells you, “I had the craziest/scariest/freakiest dream last night,” the story that follows is usually only of interest to the person telling it. Is that boring to read about? I would think so. I was trapped in my house, and every time I opened a door, found myself face-to-face with horrifying monsters. When I was, like, five or six, I had a nightmare I’ve never forgotten.
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