Bob the Hamster in the Crypt of Baconthulhu
A Review by Kingston C. Rockwell
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The dungeon lives and grows...
Engine mastermind James
Paige's OHR games can be few and far between, so when he releases one
people tend to take notice. Recently, the community was given quite a
surprise when he not only participated in the Terrible Games Contest,
but even won it, too! The game is Bob the Hamster in the
Crypt of Baconthulhu, and let me tell you, it's really
something.
It starts with Bob and
friends (all ch
aracters
from
Wandering Hamster) have a picnic, but
everybody only brought bacon, and Bob just can't help himself.
Overdosing on bacon, he finds himself in what may or may not be
cholesterol-induced delusion. The story has a an almost storybook
quality to it, especially the way James reads it in his
commentary
video, but you'll have a time before you get to see the moral
at the end.

The game plays out as a
rogue-like maze navigator, with each floor randomly generated as you
enter it. This apparently all but broke the engine to do, but came out
rather impressively. Complete with fog-of-war, Pacman-esque
money collecting, and wandering monsters, there's a lot going on in Baconthulhu's
mazes. In his commentary, James claims the game lacks the rogue-like
vastness, but as you progress through the ever-larger floors, getting
lost will be one of your biggest concerns, especially as you will need
to a lot of backtracking for a short fetch quest in order to beat the
game, which can be a little trying on the patience since you'll have to
play it all in one sitting.

Yes, because of the strain
already put on the engine generating the dungeons, and because map
states aren't part of save data, you can't split the game into multiple
sessions unless you just leave the program open whenever you walk away
from it. The game does meet you halfway here by giving you the option
of Save Scumming when you die, bringing you to the entrance of whatever
map you're on, so you don't have to play it from
the beginning every time, but Save Scummers don't get to see the best
ending. (Which is, in reality, the only ending. The Save Scummer ending
is essentially just a textbox that says "Congrats! Now try it without
save scumming!")
Combat is pretty simple in
practice, as it just involves pushing up against an enemy. Most of the
work is in the background with your stat setup. It's a little tough to
tell which stats are real and which ones are gags, though it appears
beyond the obvious ones (Health, Attack, Hit %), your Burden is the
rate at which you lose Stamina, which is your ability to make an
attack, and Recovery is the speed at which your Health replenishes?
None of it is ever explained anywhere, and James is a little too busy
talking about the programming to get into the system itself in his
commentary. (I'm really disappointed he cut it off at one video when he
would've easily had so much more to say!) The only way to alter these
stats is with equipment (though there is a potion that's supposed to
raise your maximum health, but it didn't work the time I tried it),
though some of it raises your Burden to the point of being almost
nonviable without a heavy quantity of Herbs. In addition, there are
various spell scrolls you can buy that carry different effects, like
showing you where the exit (Monarch) or the shopkeep-cultist (Bat) on
each floor is, or setting fire to nearby enemies for area damage
(Burning). There's also Vegify, which turns nearby enemies into
Soybeans, a necessary element to the fetch quest, but also a really
good way to clear a path when you're surrounded (Which'll happen a lot
on the lower floors).
And that's essentially what
you have in the game, only--well--longer. It's a great idea with a lot
of effort poured into it, and I appreciate that. For the first few
floors it's a really fun game, but once the mazes get bigger and expect
you to backtrack it just
draaaaaaaaggs! I kind of
found myself trying to like it in spite of itself because it has a lot
of charm! The bit with Misa was cute, and it was refreshing to see the
fun-loving Bob again after being stuck for so long with the serious and
boring one in
OHR House Heroes, but it just wore me
down so much. I'm not going say it didn't deserve to win the TGC, but
it wouldn't have been my pick. It is a good game, don't get me wrong,
but it has a few big problems really dragging it down. It's really
weird to say this in an OHR-centered magazine, but at least for right
now
Bob the Hamster in the Crypt of Baconthulhu
might have been served better by not being made for the OHR, though it
is very likely that the experience taught James things about the engine
that will manifest in future updates. He's discussed updating the game
once the
save format's been overhauled, and
I will not be happier eat my words once he has. There's a lot of
potential here I'd like to see met.
