Read more of this story at Slashdot.
Read more of this story at Slashdot.
Read more of this story at Slashdot.

The video game preservationist known as Yuvi has managed to successfully preserve a copy of Biohazard: The Episodes, a spin-off of the Resident Evil franchise originally released for Japanese feature phones in 2007. Once considered lost, this mobile game now joins the ranks of other Resident Evil titles created for feature phones, Biohazard: The Stories (a trial version) and Biohazard: The Operations (partial), which have been preserved by members of the online Japanese feature phone community.

Yesterday Nintendo announced that it had added three additional SNES games to Nintendo Classics (its library of old games included in Nintendo Switch Online’s $20 a year subscription tier), and among this trio is a 32-year-old Mario game never released outside of Japan: Mario & Wario.
Originally released on the Super Famicom in 1993, it’s a puzzle game that required the Super Famicom Mouse accessory to play. Despite having a Japan-only release, the game is entirely in English, which, when combined with the Switch 2’s pseudo-mouse support, is probably why Nintendo decided to finally put it out worldwide.
To quote the game’s description from the Nintendo store, “Wario has dropped a buck on poor Mario’s head, and now he can’t see! So it’s up to you to lead Mario safely to Luigi. Use the forest fairy’s magic wand to create platforms, change the direction Mario walks, and defeat enemies. You can clear a total of 100 screens full of unique challenges using simple controls—just move the mouse to move the fairy and click the left button once to perform actions.”

When it came out over 10 years ago, Spec Ops: The Line was one of those games that got people talking, inspiring essays, books, research papers, and more, thanks to a storytelling approach that subverted the jingoistic tropes found in most military shooters. And now, that game’s director, Cory Davis, is co-directing a new project, a psychological horror experience called Sleep Awake. It’s being developed by Eyes Out, a studio Davis co-founded with Nine Inch Nails guitarist (and video game composer) Robin Finck, and published by Blumhouse’s nascent gaming brand.
And at least based on the demo that recently launched on Steam, it lives up to the promise of that artistic collaboration, delivering an assault on the senses that jolts us between sleep-deprivation-induced hallucinations and the unpleasant details of a post-apocalyptic world. While the game is a bit lacking when it comes to the act of actually playing it, so far, it has strong imagery and some degree of vision.
As for what it is, put simply, this is a first-person narrative-focused experience that calls to mind games like Gone Home and What Remains of Edith Finch—what I mean by this is that the gameplay mostly consists of walking. You play as Katja, a young woman looking for her loved ones in a world where sleep means death: if you lose consciousness, there’s a chance you’ll blink out of existence and never come back. This mysterious affliction, called The Hush, has completely destroyed human society, resulting in a pandemic of self-induced insomnia as cults with varying interpretations and solutions to this problem vie for power.
The premise taps into sleep-related fears, and anyone who has struggled with insomnia or any number of sleep-related conditions will likely relate to the stop-and-start pull of tiredness as Kat fights back severe exhaustion to concoct the elixir she needs to stay up. The process of finding what she needs to brew this potion is mostly an excuse to get the player to explore Kat’s apartment, a messy collection of cables, grow operations, and haphazard messages carved into walls that capture the lived-in qualities of this space. Inscriptions like “NO SLEEP” are found in every room, and while at first it comes across as an overly on-the-nose bit of environmental storytelling in that Dead Space-ish “Cut Off Their Limbs” sort of way, the specific details of these surroundings help ground the story’s psychodrama framing.
Another interesting element is that while Kat is living in a hell nightmare world where everyone is suffering from some degree of sleep deprivation-induced psychosis, her narration and the specifics of her home help these elements avoid beating you over the head with how “messed up” she is. For starters, like her family, she’s more or less a scientist, and while her handwritten notes hint at her severe lack of rest, there’s the clear mark of scientific rigor in her diagrams and jottings. In the opening, we get narration of her dad describing how he’s looking for a medical cure to this whole situation, with this family’s more rational view of the world contrasting against the various cult-factions you discover when you’re eventually forced to leave the safety of your home.
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