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[Review] Despite the Fun Style, There Are Plenty of Strings Holding ‘The Showdown Bandit’ Down

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It is a truth universally accepted that puppets can be quite alarming when removed from the context of theatre. Their soulless eyes, fixed expressions, and uncanny resemblance to living things make them practically gift-wrapped for the horror genre. Cinema has been particularly enamoured with the concept, stuffing creepy dummies into everything from the Ealing anthology Dead of Night, to the Anthony Hopkins starring Magic, right through to the entire oeuvre of James Wan. Hell, there’s even a multi-film series dedicated to the idea, in the form of the Puppet Master franchise.

By contrast videogames have been slow on the uptake, only really using dolls as spooky set dressing and occasional jump scare fodder (e.g. Until Dawn). Indeed, there hasn’t really been a fully-fledged, puppet themed horror game yet, with Five Nights at Freddy’s serving as the closest we’ve ever gotten. 

Perhaps the industry has been reluctant to use these archetypes because their whole uncanny-valley gimmick wouldn’t be nearly as effective in pixel form, where everything (even the humans) looks that way by default. Or maybe it’s because they don’t work as enemies that you have to fight, what with their diminutive stature and slow mobility. Either way, it’s fair to say that – as far as videogames are concerned – puppets have been the perennial bridesmaids, constantly playing second fiddle to the likes of ghosts, zombies and even plain-old psychopaths. 

Well it appears that Kindly Beast- developers of the popular Bendy series – has taken note of this gap in the market, having dropped a new episodic release that couldn’t be more puppet-centric if it tried. Aiming to do for Howdy Doody what their previous title did for turn of the century animation, The Showdown Bandit puts a nightmarish spin on yet another beloved children’s pastime: namely marionette shows. Think of it as a nightmarish version of Woody’s Roundup from Toy Story 2 and you’re in the right ballpark. 

You play as the titular outlaw – the protagonist from a discontinued black and white television program – who has recently awoken from a deep slumber to discover that his studio has been abandoned by its human overlords and plunged into post-apocalyptic disarray. As you wander through the corny cardboard sets, surrounded by towering cameras and massive furniture, it becomes apparent that something terrible has happened in your absence. There’s a chilling silence hanging in the air, cryptic messages are etched into the floorboards, and ominous figures lurk on the border of your periphery. It’s a wonderfully chilling introduction, reminiscent of the opening moments of 28 Days Later only with Cillian Murphy recast as a cowboy puppet. 

Eventually, you happen across the rest of the gang, who inform you that the workshop is under siege by an ominous force known as ‘’the stringless’’. For context, these are featureless marionettes who are not bound by any wires, can go anywhere they please and do whatever they want. They come in a wide range of terrifying shapes and sizes, from the vanilla originals, to arachnoid variants and even zombies that must be downed by headshots. With this menacing hoard now threatening to overrun the studio, the showdown bandit must reassume his gunslinger persona and come out of retirement to save his friends. 

Right off the bat, it’s a gripping premise and the game makes a tremendous first impression with that eerie prelude. Aesthetically the whole thing is gorgeous presented, due in no small part to the characterful art direction that lends each and every room its own distinct flavor. You can easily get your bearings in this labyrinthine world, because everywhere is so damn memorable – from the ghoulish graveyard, to the rustic crossroads, right through to the rickety mine. What’s more, these locations are very authentic in terms of how they lovingly recall the cheesy sets that might appear in one of those old serials, albeit with a deliciously dark makeover. 

Speaking of which, praise is certainly due for the expressionistic lighting effects, which cast an oppressive gloom over proceedings. The dev team has found ingenious ways of staging things and placing their restricted light sources in exactly the right spots, so that they can get as much mileage from them as possible. A swinging lantern might momentarily reveal a huge pile of disused puppets and a shadow cast from a spotlight can tease an upcoming encounter. It’s all very impressively done, both from a technical and creative standpoint, like you’re navigating through playable concept art. 

The same affection has gone into designing the enemies too. Echoing Tim Burton doodles by way of the wild west, they all have clearly defined visual identities that are simultaneously unsettling and endearing. If you remember the movie 9, then that should give you a decent idea of what to expect, as you’ll be facing-off against wooden puppets that have had their limbs replaced, and sentient balls of string with needles for legs. Not only do these foes look the part, but their weird animations and haunting sound effects help to further reinforce their individual personalities, resulting in truly striking antagonists that you won’t forget anytime soon.  

You can also tell that a lot of care has gone into crafting the in-universe brand of the Showdown Bandit, with well-observed little details like the kitschy breakfast cereal tie-in and the fictional memorabilia that is scattered all over the place. In fact, the theming is generally fantastic across the board, adding a sense of cute novelty to otherwise generic mechanics. For example, the twitchy banker acts as your save point, attack cooldowns happen when you reel in your cork gun, and even level transitions are presented in a quirky way. In short, there’s charm to spar heree. 

Which is fortunate, because the actual gameplay leaves a lot to be desired. The developers inexplicably conceived of this as top-down, point-and-click adventure, a choice that is counterintuitive to virtually all of the mechanics they’ve bothered to include. In particular, it runs firmly at odds with the stealthy approach you are supposed to take for the majority of your playtime. After all, sneaking is an action that requires the utmost precision, timing, and dexterity: three things that are denied when you only have partial control over your character’s movements. 

You see, in order to get the bandit moving, you have to click where you want him to go and then impotently hope that he arrives at that destination in one piece. The problem being that the route he decides to take will be unpredictable at best and downright suicidal at worst, with the avatar often waltzing straight into an enemy’s line of sight for no apparent reason. He’ll insist on doing this even when there’s an alternative way that would be much safer for him, and I can’t count the number of times I took damage because I didn’t expect him to veer off in a certain direction. 

The only sure-fire to prevent this from happening is to set closer waypoints so that he can’t get confused. But at that point you might as well be in direct control of him anyway! I mean, what’s the point in this being a point-and-click game if I’m expected to micromanage every step of this motherfucker’s leisurely-paced stroll? 

And boy oh boy does he take his sweet time getting anywhere. This game could give The Man of Medan a run for its money in the ‘’unbearably slow-walking’’ department. I’m not sure if it was just a clumsy way of artificially increasing the tension, but it really starts to get on your nerves after a while, especially when you’re replaying the same instakill section for the tenth bloody time! 

It also makes back-tracking a royal pain in the ass, as you’re forced to watch as the bandit sluggishly ambles from one end of the map to the other. This wouldn’t be so bad if you uncovered more shortcuts or if the levels interlocked more closely, ala Resident Evil or Castlevania, but more often than not you’ll just have to retrace the exact same long-winded path, with nothing really changing or being added along the way. It’s deathly dull! 

Outside of the stealth, there is an obligatory combat system that feels tacked on and lacking in any nuance. Essentially, you have a gun that can only be used when standing on a specific pressure pad, which will allow you to enter into an over-the-shoulder perspective. From there, you will have the opportunity to gun down oncoming enemies, in what amounts to a glorified shooting gallery.

However, because you can only do this at predetermined spots, when there’s an enemy stood directly in front of you, it might as well be a QTE for all the difference it makes. You don’t have to strategically position yourself, think about conserving ammunition, or even worry too much about aiming. Player agency is totally stripped away and it’s more a case of ‘’if there is a pressure pad, then you simply must use it to progress’’. To clarify, I’m not averse to this game having a combat mechanic per se, but why bother if its going to be this half arsed?  

Towards the end, there’s also this bizarre on-rails segment that comes completely out of nowhere. It’s quite disorienting and you receive no instruction on what you’re actually supposed to be doing, not to mention the fact that every time you go through a loading screen you randomly emerge facing in the wrong direction. It’s frustrating to the point that it almost singlehandedly killed my enthusiasm for the rest of the game. Someone on the team evidently thought it was worthwhile though, because upon completion of the episode you’re rewarded with the ability to replay it as a bonus mini-game. What a treat! 

At least one positive element of player interaction is that there are a lot of cool secrets to find in the environments – such as extra costumes and hidden Easter eggs. Some of the optional puzzles are pretty fun too, as they are tricky enough to be meaningful, without ever crossing the line into being annoying. Still, that’s not nearly enough to hang an entire game on.  

As it stands, the Showdown Bandit is sadly built on shaky foundations that barely manage to hold up for just one episode. It gets by purely on the strength of its delightful visual style and clever theming, but if Kindly Beast want this property to be sustainable in the long run, then they are going to have to make some big changes to the gameplay. Because my patience was wearing thin after just 2 hours. 

The Showdown Bandit is out now for PC.

Opinionated, Verbose and Generally Pedantic. Loves Horror in all of its forms.

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“AHS: Delicate” Review – “Little Gold Man” Mixes Oscar Fever & Baby Fever into the Perfect Product

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American Horror Story Season 12 Episode 8 Mia Farrow

‘AHS: Delicate’ enters early labor with a fun, frenzied episode that finds the perfect tone and goes for broke as its water breaks.

“I’ll figure it out. Women always do.”

American Horror Story is no stranger to remixing real-life history with ludicrous, heightened Murphy-isms, whether it’s AHS: 1984’s incorporation of Richard Ramirez, AHS: Cult’s use of Valerie Solanas, or AHS: Coven’s prominent role for the Axeman of New Orleans. Accordingly, it’s very much par for the course for AHS: Delicate to riff on other pop culture touchstones and infinitely warp them to its wicked whims. That being said, it takes real guts to do a postmodern feminist version of Rosemary’s Baby and then actually put Mia Farrow – while she’s filming Rosemary’s Baby, no less – into the narrative. This is the type of gonzo bullshit that I want out of American Horror Story! Sharon Tate even shows up for a minute because why the hell not? Make no mistake, this is completely absurd, but the right kind of campy absurdity that’s consistently been in American Horror Story’s wheelhouse since its inception. It’s a wild introduction that sets up an Oscar-centric AHS: Delicate episode for success. “Little Gold Man” is a chaotic episode that’s worth its weight in gold and starts to bring this contentious season home. 

It’d be one thing if “Little Gold Man” just featured a brief detour to 1967 so that this season of pregnancy horror could cross off Rosemary’s Baby from its checklist. AHS: Delicate gets more ambitious with its revisionist history and goes so far as to say that Mia Farrow and Anna Victoria Alcott are similarly plagued. “Little Gold Man” intentionally gives Frank Sinatra dialogue that’s basically verbatim from Dex Harding Sr., which indicates that this demonic curse has been ruffling Hollywood’s feathers for the better part of a century. Anna Victoria Alcott’s Oscar-nominated feature film, The Auteur, is evidently no different than Rosemary’s Baby. It’s merely Satanic forces’ latest attempt to cultivate the “perfect product.” “Little Gold Man” even implies that the only reason that Mia Farrow didn’t go on to make waves at the 1969 Academy Awards and ends up with her twisted lot in life is because she couldn’t properly commit to Siobhan’s scheme, unlike Anna.

This is easily one of American Horror Story’s more ridiculous cold opens, but there’s a lot of love for the horror genre and Hollywood that pumps through its veins. If Hollywood needs to be a part of AHS: Delicate’s story then this is actually the perfect connective tissue. On that note, Claire DeJean plays Sharon Tate in “Little Gold Man” and does fine work with the brief scene. However, it would have been a nice, subtle nod of continuity if AHS: Delicate brought back Rachel Roberts who previously portrayed Tate in AHS: Cult. “Little Gold Man” still makes its point and to echo a famous line from Jennifer Lynch’s father’s television masterpiece: “It is happening again.”

“Little Gold Man” is rich in sequences where Anna just rides the waves of success and enjoys her blossoming fame. She feels empowered and begins to finally take control of her life, rather than let it push her around and get under her skin like a gestating fetus. Anna’s success coincides with a colossal exposition dump from Tavi Gevinson’s Cora, a character who’s been absent for so long that we were all seemingly meant to forget that she was ever someone who was supposed to be significant. Cora has apparently been the one pulling many of Anna’s strings all along as she goes Single White Female, rather than Anna having a case of Repulsion. It’s an explanation that oddly works and feeds into the episode’s more general message of dreams becoming nightmares. Cora continuing to stay aligned with Dr. Hill because she has student loans is also somehow, tragically the perfect explanation for her abhorrent behavior. It’s not the most outlandish series of events in an episode that also briefly gives Anna alligator legs and makes Emma Roberts and Kim Kardashian kiss.

American Horror Story Season 12 Episode 8 Cora In Cloak

“Little Gold Man” often feels like it hits the fast-forward button as it delivers more answers, much in the same vein as last week’s “Ava Hestia.” These episodes are two sides of the same coin and it’s surely no coincidence that they’re both directed by Jennifer Lynch. This season has benefitted from being entirely written by Halley Feiffer – a first for the series – but it’s unfortunate that Lynch couldn’t direct every episode of AHS: Delicate instead of just four out of nine entries. That’s not to say that a version of this season that was unilaterally directed by Lynch would have been without its issues. However, it’s likely that there’d be a better sense of synergy across the season with fewer redundancies. She’s responsible for the best episodes of AHS: Delicate and it’s a disappointment that she won’t be the one who closes the season out in next week’s finale.

To this point, “Little Gold Man” utilizes immaculate pacing that helps this episode breeze by. Anna’s Oscar nomination and the awards ceremony are in the same episode, whereas it feels like “Part 1” of the season would have spaced these events out over four or five episodes. This frenzied tempo works in “Little Gold Man’s” favor as AHS: Delicate speed-runs to its finish instead of getting lost in laborious plotting and unnecessary storytelling. This is how the entire season should have been. Although it’s also worth pointing out that this is by far the shortest episode of American Horror Story to date at only 34 minutes. It’s a shame that the season’s strongest entries have also been the ones with the least amount of content. There could have been a whole other act to “Little Gold Man,” or at the least, a substantially longer cold open that got more out of its Mia Farrow mayhem. 

“Little Gold Man” is an American Horror Story episode that does everything right, but is still forced to contend with three-quarters of a subpar season. “Part 2” of AHS: Delicate actually helps the season’s first five episodes shine brighter in retrospect and this will definitely be a season that benefits from one long binge that doesn’t have a six-month break in the middle. Unfortunately, anyone who’s already watched it once will likely not feel compelled to experience these labor pains a second time over. With one episode to go and Anna’s potential demon offspring ready to greet the world, AHS: Delicate is poised to deliver one hell of a finale.

Although, to paraphrase Frank Sinatra, “How do you expect to be a good conclusion if this is what you’re chasing?” 

4 out of 5 skulls

American Horror Story Season 12 Episode 9 Anna Siobhan Kiss

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