Mundaun is an (Unexpected) Indie Horror Masterpiece

Mundaun is an (Unexpected) Indie Horror Masterpiece

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this video is sponsored in part by expressvpn every once in a while i stumble across a game that positively takes me by surprise and turns my brain into a rapturous miasma of tantalizing thoughts and feelings causing me to drop all my currently scheduled video projects because i just have to share them moondown was one of those games that completely sucker punched me with its unexpected brilliance in so many more ways than i had hoped or anticipated i saw previews of it in production a good while ago and solely on the premise
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of it being a narrative horror game set in a remote village in the beautiful alps of switzerland its unique lovingly hand pencil 3d art style and it being crafted by a tiny studio semi-local to the place it's set in i immediately wishlisted it and then avoided any and all spoilers until release when it came out i approached it expecting something completely different from what it turned out to be i went in assuming a super short narrative based walking sim horror experience man might have been fine with that but turns out that i
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deeply underestimated this game when i finally played it i was blown away by how good of an open-ended survival horror game mundown turned out to be chock-full of varied and interesting narrative twists and turns clever game mechanics and systems that support the story to the fullest and the constant stream of perfectly paced gradually introduce new concepts challenges and ideas until the very end of its satisfying 7-10 hour run time mundane easily became my horror highlight of the past year if not more
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so if you love deeply immersive culturally rich lovingly crafted open-ended horror games you should not miss out on this one i'm not going to spoil the whole game's story in this video but i will explore the first act pretty thoroughly and go on to show and discuss many parts and aspects mundane has to offer so the further you watch the more it'll inadvertently take away from you discovering it unbiased so at the risk of stifling my video's retention i hereby encourage you to should you reach a point where it clicks with you stop the video snag it and experience it for yourself
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and then come back so without further ado let's buckle up and take the chair lift up into the uncanny valley of mundo [Music] all right before we go on thank you to expressvpn for sponsoring the making of this video i've been using vpn since long before the recent decade surge of popularity for geo-blocking services like netflix and code to shield my online activity from prying eyes like government internet service providers and
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all data gets wiped with every reboot and this is regularly audited by external third parties after putting it to the test extensively in the past months i can honestly say it's been a really good experience the reliably fastest and hassle-free vpn i've used so far easy efficient and customizable application that runs natively on many different devices and os's with connection download speeds and even pings in online games that were reliably really fast and stable and i've never encountered a single site or service locking me out behind the captcha once which actually really surprised me through
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this deal expressvpn offers you an extra three months of subscription if you follow expressvpn.com ragnarok's to claim it which comes with a 30-day money-back guarantee so give it a spin and try it out for yourself this link you'll also find the description of the video by the way thanks a lot again and now i hope you enjoy the rest of the video [Music] have you ever noticed how the greatest
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horror games tend to start with a letter oftentimes a letter from or pertaining to a deceased loved one in mundane we take on the role of kurdin a young man from the city who grew up with his grandfather in the eponymous parish of mundane he received a letter from a local priest informing him of the passing of his grandfather florin in the writing it says that there's no reason for him to come visit but his intuition tells him that something about this letter is off so he takes the bus up the alps to follow his uneasy premonitions
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[Music] the first thing you'll notice is that the protagonist is neither dubbed nor an english-speaking outsider for whom all the locals have to assume the lingua franca all the characters in the game are native to the region and as such they speak the language of the area rumanch it's one of the official languages of switzerland spoken to date by around 40 odd thousand people predominantly in the canton of graubunden and all the spoken dialogue in this game was written and recorded in romansh this narrative choice immediately evokes a personal and intimate air
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making the protagonist feel firmly anchored in the setting for a game with such overtly surreal tones it makes it feel authentic [Music] a lot with a dichotomy between familiarity and the uncanny things regularly feel close and wholesome and at the same time foreign and obscure spliced into a grotesque harmony the choice of language is one example for that another was the striking and unique art style that's one of the game's most
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prominently advertised hallmarks the game's creator michele ziegler developed an unmistakable visual look for mundown where all in-game objects and ui elements are pan pencil 3d objects are modeled and mapped and then textured by hand straight onto the uv maps printed out on paper on the 2d image has a point on the 3d model when we drive up the mountain road at the start of the game this aesthetic immediately conjures a sense of wonder and awe it feels different
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strange and unusual sometimes even ugly but in an aesthetically pleasing in a beautiful way it's a contrast that feels like it shouldn't work but it miraculously does since it's rendered with a familiarity of a state-of-the-art 3d engine making elegant and cautious use of modern shaders and post-processing effects it's gorgeous to see how the grotesque hand-penciled mountain range protrudes from the world below separated by a thick layer of smoothly animated clouds samplers
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it feels uncanny like something is not quite right as if by crossing the threshold through the clouds we stepped into another part of the world where things work in different ways where the owls are not what they see we take our first steps up a small path towards the charred remains of flooding's barn as we approach a foreboding musical cue gives us an eerie premonition of evil lurking about but that gets promptly interrupted by the first citizen of the village welcoming us with
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a curious bleed [Music] if you'd want to showcase the tonal duality of moondown it's perfect dance between horror mystery and wholesome slice of live tale in a single instant this welcome moment encapsulates it perfectly of course you can pet the gold it certainly makes a strong case for the game being one of the greatest of all time but we didn't come here to pet goats we are here to investigate the mysterious circumstances surrounding our grandfather's demise so we give the barn a brief inspection
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and find out that most of it is completely buried under the rubble [Music] upon the foothill near the barn we notice an easel it appears that someone had been painting the barn this is some kind of csi mundane style crime scene documentation and it's almost like we can still hear the flames roaring where am i just imagining it we've been pulled into the painting by some inexplicable blood magic and find ourselves transported to the very moment the barn
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is burning to the ground and stepping right out of the flames a mysterious man in black with a broad hat greets us as if he's been expecting us we have a short reluctant conversation with a shady fella which confirms that claudine's hunch was right there was indeed something sus about our grandfather's death
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something that the priest chose to hide before we leave our new acquaintance gives us a questionable gift we come to in the present on the inside of the burned down room that was previously shut off by rubble and were greeted by the burned corpse of grandpa himself [Music] still left in the place he died in his hand he's clutching his beloved pipe
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which remained mysteriously uncharred we find that with the mark the devil left us we can will the walls that block our exit magically out of the way so knowing that the town's priest has lied to us we make our way to the rest of the village follow the road sign and open the little gate that leads us down into the valley taking a wonderfully scenic stroll down the slope and into the parish at the foot of mount moon down
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[Music] we stroll past grandfather's old house that we'll visit a bit later and come across the various quaint spots and locations in the area like the local coffee brewery barns and hay fields the tunnel leading up to the higher areas of the summit and several picturesque little footpaths leading around the cliff where we can sit down and take a timeout on one of the multiple lookout spots across the open-ended regions of the game where we'll just take a breather relax for a minute while drawing charming
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little maps of the place in our journal for later orientation one noun features an almost exclusively skeuomorphic interface meaning instead of abstract captions and ui menus it conveys its information via actual haptic in-world objects our inventory is a real backpack that the player character carries on his back and his journal is a palpable handwritten and drawn booklet that we can sift through like a real textbook it feels super immersive and we'll get to quite a few more of these examples over the course of the video
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the beauty of this environment makes it easy to get sidetracked in this landscape you sometimes just forget that it's rendered exclusively in sepia tones and textured in pencil scribbles because of how pretty modeled it all is boasting a loving amount of attention to detail that i completely forgot on my first foray that yes the cemetery grandpa's grave right so we make our way up to the chapel on the hill but our attention is drawn to a ridge towering over it where a little girl is standing with two goats
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hello she tosses a paper plane our way with remarkable accuracy her intervention seems to make the day shift moving the sun around the chapel so that the cross at the top of the tower casts a shadow at a spot near the cemetery and if this isn't clear enough we find that her paper plane contains a crude little drawing that clarifies it for us so we follow the mysterious shadow marker and find that it's highlighting the secret hiding spot of father yetimiya's graveyard key
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so we snag it and enter and confirm what we already suspected florine's grave is empty as a drum fossa i think it's time to confront the preacher we make our way over to the chapel and step into its claustrophobic little altar room it's walls lavishly decorated with historic figures and the moment we walk up to the altar the devil's mark on our hand pulls us to our knees and we realize that we accidentally smuggled the devil himself
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into the chapel to take possession of the poor preacher before we can even speak to him we come to from this demonic intervention back in the present real world whatever you want to call it collect ourselves and carry on with our initial plan calling the timid confused priest out on our findings and the suspicions at the barn of the cemetery [Music]
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he's clearly evasive and doesn't tell us all he knows but before he leaves he hands us florine's baptism candle and asks us to take it home burn it on the windowsills when we stay overnight for protection protection from what [Music] when we leave the church we find that seemingly out of nowhere night has fallen in the valley and when we make our way over to grandpa's house something not right the road back home is stalked by eerie creatures made of
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animated hay that attack us on site when i played moondown for the first time i approached it without knowing what kind of game to expect so based on this being a small development scope indie title with a unique art style and how the first segment until here was structured and felt i was expecting the game would remain a spooky walking simulator start to finish i had not anticipated any actual adversity in the form of enemies at all so this really took me by surprise and then finding out how well they were implemented made this quite a pleasant
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surprise i'm also very glad that it didn't go the amnesia outlast in the horror route where player disempowerment is drawn exclusively from the complete absence of any means of fighting back in mundon you're not helpless but you're also not armed with an inappropriate arsenal of ludicrous firepower out of nowhere fitting the scenario we find a fragile hay fork that serves as your only weapon for a large part of the game and it quickly becomes clear that you won't ramble your way through the opponents
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every time you jab your pitchfork into an enemy one of the prongs breaks off meaning after three attacks this thing is useless and they don't grow on trees so far i've only found two pitchforks across the whole game which naturally makes them a last resort option urging you to carefully consider when and mostly when not to use them also when you attack those hey men head on it turns out to be way too scary for courtin whenever an eldritch adversary spots us our protagonist's field of vision gets violently caged in by branches obstructing our field of vision and
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could in will start groaning in agony and hyperventilating in fear our movement constricted until we eventually perish from a heart attack or something we don't get away fast enough and despite giving you the means to take enemies down if you manage to sneak up on them you simply don't have the resources to clear the maps out like a grisoni and sam fisher mundane really has the best of not just both but many different worlds and it knows when to take its time it often gives you the freedom to let you experience vast areas and
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segments of the game without any opposition and through its beautiful sceneries and wholesome slice of life in the alps moments it fulfills all the satisfactions of a great scenic walking simulator horror experience but then it regularly switches to moments of intense adversity and through this carefully paced dynamic and engagement it manages to establish the iconic survival horror feeling of disempowerment being pitted against overwhelming odds isolated under-equipped and vulnerable without going the oftentimes
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cheap cop-out of stripping the player of any means of defense and the way mundo implements fear as a gameplay element something a lot of games have attempted and often failed at over the years it works wonderfully here it strongly disincentivizes offensive strategies and feels genuinely unpleasant like this is such a fantastic way of audio visually portraying panic through gameplay systems fear can literally paralyze you and cause a sensation of actual physical pain in your body
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pushing on your chest constricting your breathing and hampering your ability to think and act rationally or act at all this is eerily close to how a real-life panic attack can manifest so as effective as it is rendered here it should also come with a trigger warning for anyone to whom this might feel severely upsetting i'm just saying it is good game design it never says mega man mega man fighting head-on is a bad option you should sneak against these foes and then use these tactics that we now show you in an on-screen prompt and then hit the blinking spots
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it doesn't do that but through clever level and enemy design and thoughtful placement of items and adversaries avoidance logically becomes the most viable strategy like if you're crafty you can incinerate piles of hay which propagates the fire and sets enemies a light if they touch the flames but that uses up matches a finite resource and since we have no idea how many of them we'll find or need later on we regularly find ourselves in the agony of choice if we should make use of our limited supplies or rather
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avoid enemies as much as we can to save up for later remember the lighter fuel in the first resident evil same thing the game leaves it up to you and it's a perfect example of clearly telegraphing game design that at the same time doesn't hold your hand and while we're at it what do we do in resident evil when we want to escape all the madness and get a timeout from all the carnage that's right we seek out a safe room the all-time beloved chill-out space that makes you feel protected among the constant heart palpitating mayhem
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and let me tell you if you love save rooms moondown takes this concept and puts it on steroids so we make our way back to grandpa's house to spend the night there while we can still hear and see the scary already monsters roaming about outside they likely don't follow us in here we're safe for now but aside from managing our inventory and saving our progress at one of those beautiful old grandfather clocks there's so much more to do here than in a common survival or safe room this really is a home there are numerous
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safe spaces across the length of the game and this first one here is certainly the largest and most impressive of them a three-story alpine hut with a lot to discover numerous paintings and framed photographs decorate the walls across the many rooms and when we inspect them closer they literally draw us in the field of view slowly narrows and acoustic ambience softly fades in such a beautiful immersive effect used to create atmospheric efficiency the same thing also happens to us if we
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stare into the bathroom mirror for too long and it makes us feel like we're peering too deeply into our own soul some serious silent hill 3 mirror room level creepiness at work here [Music] down in the kitchen we can spend some time to rest and recover sit down at the dining table enjoy a little bread meal and hey this even permanently increases our health [Music] and we find a cooking pot and this is one of my favorite features of the game when we fill it up with water there's no running water here so we have to take a
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short hike outside and fetch it from a well and add locally roasted coffee beans burn a log in the oven and let it simmer for a hot minute we have brewed ourselves a nice hot black cup of joe that will increase our resistance against fear when encountering monsters [Applause] you could argue this isn't a typically long winding process for a simple power up and yeah i guess some people might find that a bit arduous but honestly it is so perfectly
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in line with this duality of horror and wholesome that i didn't just not mind it i relished it there is a reason why resident evil safe rooms are so iconic and beloved and why the soothing music of those little safe spaces counts so many millions of playbacks and near endlessly looping 10 hour versions on youtube because there's something innately satisfying about the relief of reaching a safe haven amidst grueling horror and the threat of death around you at all times i also love how pretty much all the items we use in mundane make
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narrative sense like this story takes place over several days so cordin must eat and drink logically and what else would we have but a nice and hearty bread meal and locally brewed coffee it also might have to do with my own love for hand brewing coffee at home on a daily basis but whenever i found a new box of one down roast i savored the recurring act of preparing a nice cup in a hideout you don't do it so often that it becomes repetitive but instead it turns into a soothing ritual that felt like a reward in and of itself with the convenient
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bonus that increases your courage a notch games with character progression systems are abundant and in many cases they have the tendency to break suspension of disbelief by feeling too tacked on too gamey i recently noticed this when playing a plaguetail innocence which is a game that really does a lot to establish believable atmospheric environments and characters and makes your interactions feel as organic and grounded in the world as possible but then you take shelter at an old lady's house after escaping a hare's breath from a violent mob out to kill
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you and your brother one of the first things the crone says to you is something like oh by the way i have a workbench right here feel free to craft upgrades for your slingshot if you have enough material it's like ah yes thank you for reminding me that i'm playing a video game it's fine but mundone manages to make upgrades feel organic all the items you find and interact with feel like an integral part of the world and make sense and not just when it comes to progression systems and this is a much harder thing to pull off than most
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people might think [Music] but eventually we get to sleep and when we wake up early next morning the little girl from before florina is knocking on the window and beckoning us to meet her outside we follow her to the well where she leaves us another cryptic message folded into origami this one similar to the barn painting from before directly takes us into a vision from the past in which we witness the origin of the curse that has befallen
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mundon our grandfather as a young man together with a small band of soldiers all locals of the valley including a young father jeremiah find themselves in a predicament back during the never further specified war they faced an incoming invasion of a great army sheer impossible odds of survival when the man in the hat appeared to them in a puff of smoke and offered them a truly faustian bargain sign a contract with him and he will make the incoming army perish saving the soldiers and the
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entire valley from being overrun and sacked at the price of sacrificing an unbaptized soul to him afterwards we awaken from our vision in the chapel and find the head of a white goat on the altar we'd take it with us and confront the preacher under a hail storm of black rocks out at the cemetery where we find him praying for the soul of our grandfather he begs us to take alegrias the goats head up the mountain to corporal walter another one of the band of merry men from back in the war days and find a way
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to break the curse brought about by the sins of the grandfathers so now we know what's at stake our grandad has made a pact with a literal devil to save the valley but somewhere something had gone wrong so we have to make our way up the hill and to get his attention deliver the corporal some of his regularly requested supplies schnapps honey and a big delivery of hay which means we need some wheels so we solve a little combination puzzle in the attic of grandpa's house to find the key
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and then we buckle up to drive the move the movable is the wonderful hay wagon that's going to be our open world traversal vehicle from now on we got a glimpse of it before in the photo of the protagonist as a kid driving around the movie with grandpa and now we take the wheel and collect some hay before we make our way up the mountain one down is a game that establishes a wonderful feeling of familiarity like we're experiencing nostalgia through someone else's eyes those memories of driving the hay wagon across the lush pastries of the
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alps with grandpa feel as if the maker of the game had lived these or similar memories himself and passes them on by turning them into interactive art probably not the specific memories of fighting a curse by the antichrist himself but hey what do i know maybe that part is true as well this is a game that makes you feel at home by proxy and this is not just set dressing it also has a direct gameplay purpose i already said how things like save rooms coffee making or in this case the simple pleasure and nostalgia of a
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joyride in grandpa's move will add to a rich smorgasbord of positive feelings fun astonishment safety calmness and excitement discovery and many more wholesome sensations in between bouts of tension anxiety and horror great horror games rely on careful pacing a game in which the player is constantly hounded chased and rushed from run spook into the next jump scare without ever letting up becomes exhausting really quickly in order for tense moments to be
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effective and climactic they require downtown to stand out and that is something mundane provides an abundance with amazing loving variety vast parts of the game are relaxing and peaceful and do not pull the player through any adversity at all they consist of varied and interesting explorative things to do so that downtime never gets boring and that's why the game is truly brilliant because the things you do between the pacing peaks of terror aren't just distractions from the scary moments they serve to create funds for the
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setting so much so that the bulk of things you hear from people praising the game won't be the monsters or the combat but the things between them that make the setting worth fighting for if you want to raise the stakes in a horror tale you have to make me care and as you can hear from my continuous gushing mundane succeeds admirably at that task which has the effect that once things get intense they have weight purpose and are actually creepy and intimidating without having to pull that off by being punishingly difficult
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the game offers difficulty sliders though for those who want a little bit more of a gameplay challenge this part that i just took you through is what i consider the first of four acts over which the story plays out the bulk of the mechanics are set up and introduced our goal and motivation is established and the story is kicking into gear we're making our way up the mountain across a range of different landscapes and set pieces as we follow in the footsteps of the forefathers faustian packed gone awry which is haunting mundane to this day
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i'm not going to explore every story beat of the game in the same granular detail as i did for the first chapter this game still has a great amount of twists and turns in stores and i want you to explore for yourself instead i'm going to keep on gushing through the rest of my list of observations on things that stood out to me one thing that kept impressing me is how effective the game is at making orientation and exploration feel organic and rewarding in an open world without relying on an interactive map or any kind of objective or map markers
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some of the areas are well they're not vast but surprisingly expansive for such a rather small indie horror game but because every hill and valley every lake and cliff is unique and lovingly handcrafted the game bursts with instantly recognizable landmarks so intuitively designed that i've not once lost orientation in the serpentine-like mountainscapes this goes perfectly in line with the game highly encouraging the player to explore every nook and cranny not because you fill up non-diegetic progress bars for an extrinsic scanerian
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pat on the shoulder but because it makes excellent use of what game designers call negative possibility space look in every corner and under every rock and you regularly get rewarded with finding an item or two that always feel good to stock up your supplies with or often enough with other little rewards for your curiosity like a playable memory of a sleigh race with florina that serves both as a fun little mini game as well as an optional tutorial for later sections in which you escape the claws of a viciously stomping horned yeti creature and an army of resurrected
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soldiers from the war days while on the back of a sleigh riding down the snowy mountain range and as we make our way across multiple areas of the mountain we always have our overarching goal in our view to reach the snowless black twin peaks of the summit of mount moondown that always beckon us from the distance serving both as an ominous foreboding omen as well as a perfect fix point to orient us by [Music] knife one down also surprised me with its scope
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several times during my first playthrough i had anticipated that i was right around the finale when the game pulled yet another twist on me open up another big area with lots of things to do that i hadn't foreseen or some other shenanigans this game had so much more to offer than i anticipated and always in an enticing and exciting way a sensation that i've regularly experienced in recent years and massive 60 plus hour triple a open world games is the feeling that the story it wants to tell could easily be conveyed in like
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10 15 hours talks but you're required to slog through multiple days literal days of padding to get there until i hear myself groaning when does it end even in games that i generally really enjoy modern open world titles are often designed this way so they can boast their excessive play time as a sales point unknown is the complete antithesis of this as i've said many times in this video we engage in so many different things across the lengths of the game we steal honey from ghostly beekeepers that set swarms of angry bees on us once
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they spot us basically they're the texas bee works ladies who really piss her off since there were quite a few clusters of bees hanging from the floor of the shed i just kept scooping in handful after handful they kept going right into the hive since they wanted to be with their queen and with their colony or witness lost ghost soldiers wandering across a mountain lake we experience lucid surreal dreams [Music] we follow a trail of memory apparitions
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through the haunted maze of old abandoned wartime bunker tunnels with our lantern we have conversations with the animate goat head in our backpack and give her some water when she's thirsty we deliver toilet paper to a poor guy stuck on the outhouse without it we solve survival horror typical age worn mechanical contraption puzzles and have fire fights with resurrected soldiers with grandfather's loud old wartime rifle
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and so much more than i'm not even gonna brush on here and in between we just indulge in laid-back activities like racing florina down the snowy hills on a sleigh drink coffee smoke a pipe have a bread lunch drive the removal or ride the chair lift up the idyllic summit and all those things we do on our quest to correct the past mistakes of grandfather flooding and his band of sudden soldiers has a place in this adventure and yeah you heard right he will eventually get a hold of an actual
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firearm not just a hay fork as a weapon and that's something that really baffled me by how late in the game it gives you access to grandpa's old service rifle it usually takes until the last fourth of the game until you get the possibility of acquiring it from your grandfather's attic and for a feature that's implemented so late in a game i was surprised by how good the handling of the gun in the gameplay surrounding it felt you get an achievement called this is heavier than i thought when you obtain it and that perfectly summarizes how it feels to use it in the game
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you can sense from the animations how heavy and clunky it is aiming takes a long time shooting it feels hefty you can almost feel the buttstock bruising your shoulder with a beautifully loud echo reverberating through the mountainscapes [Music] reloading the gun is even more cumbersome you have to open your backpack to grab the bullets you're carrying with you manually it feels like someone wielding a rifle who's seen in movies how to pull a trigger but who's never actually wielded a heavy firearm like this before himself so when you're having gunfights with
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those soldiers near the end the tension doesn't come from frenetic 360 no scope battlefield action but from the arduous seconds of build up after both opponents shot around in each other's direction and then finding themselves in an agonizing stalemate of the arduous reloading process of these ancient boomsticks the anticipation who's the first to fire the next shot makes these encounters tense and nerve-wracking but in a patient grueling way but yeah the fact that this really enjoyable well-executed gameplay element gets introduced
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so late while teasing the players throughout the game with things to find like bullets or rifle instruction manuals it's super indicative for what i've been trying to get across that mundone has so many different well-executed things to offer that fit setting and story like a glove while having the guts to hold them back for far longer than most games would dare the fact that you don't get access to the rifle until the last fourth maybe of the game is also a great microcosm for what a perfect survival horror pacing curve this game has you start out weak ignorant of the
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perils that await you completely under-equipped and disempowered which enforces an intuitive evasive careful approach without force-feeding it over time through careful micromanagement of equipment and resources gradually increasing knowledge and experience with your surroundings and enemies you become more and more adept in handling what the game throws at you until sometime towards the final act you emerge battle-hardened and comparably well equipped and the game ultimately rewards you for your persistence with at least something
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of a power fantasy effort justification moondown pulls the stands off gracefully when i made my way down to the final act i just about had it all memorable setting and characters beautiful sceneries engagingly spooky stealth and combat gameplay puzzles riddles micromanagement wholesome moments eerie encounters plot twists multiple open-ended varied and immersively designed levels and a story that ended up far more captivating and clever than i'd have expected
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including a number of surprisingly tricky moral dilemmas in which we have to carefully consider our choices it's been a while since the game exceeded the expectations with which i approached it by such a monumental margin and that made me think am i maybe so joyfully excited and passionate about it because of this positive discrepancy in what i expected i've come to the conclusion that no it ultimately really is that this game is fantastic and that i'd have just as good
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a time with it if i'd have approached it expecting it to be as good as it turned out to be this was one of those games that i could feel turning into an instant classic while playing it one note is as i've tried to convince you of the duration of this video a beautifully crafted atmospheric and highly engaging horror game it is inventive creative surprisingly well balanced and polished for a tiny studio and it tells an intriguing compact original story its scope is just about perfect for my personal taste with enough
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cleverly paced variety that it never gets dull repetitive or boring what truly elevates it to a model example of video games as meaningful art is that it's a lot more than just a good game it is a uniquely faceted portrait of a rich culture which is starkly underrepresented in video games and international media in general that paints the peculiarities and intricacies of the mountainous alps and its people with a loving intimacy and familiarity that can only come from the hand of someone who draws from personal memory and experience
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and it conveys this not in a picture book history tome or novel but through a video game it exposes and thereby initiates a new and unfamiliar audience to its indigenous legends and folk tales not by displaying exhibitions in the museum but by delivering a surprisingly engaging open-ended horror video game that's so well crafted that it can easily lock horns with the horror grades of old i didn't just read about the myth of the already or the tsauwa meister in some fairy tale textbook i was there i met them face to face
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i got hunted and frightened by them ran away from them observed them and eventually found my courage to fight them head on and live to tell the tale i wrote the local roasteries coffee in grandpa's kitchen it's noony while listening to the local radio broadcast i took in the majestic views on the many lookout benches slayed down the snowy slopes and drove the movie myself to collect hay for the goats and these moments are now forever ingrained in me as fond memories for the ages
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to look back on with a content smile when i reached the end of the game and was prompted to return to the bus station to leave the mundown valley for good i took my time i didn't once push the sprint button but i strolled serenely i took in all the sights and vistas one last time i gave the goats a good long farewell petting and i even found myself going through grandpa's turning all the lights off and shutting the windows and doors before my
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departure not because it was some secret objective but because the place felt like home to me maybe not my own home but like somebody's home and for the duration of my sojourn i felt welcomed and safe there it was the definition of a bittersweet goodbye folklore is the oral and written preservation of cultural identity and memory through the ages but there is no law that prevents modern media like video games from becoming vessels for folklore as well
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moondown is a work of art that will serve as a beacon to many people's curiosity for the beautiful sceneries the culture the language the many myths and the goats of the swiss alps who might have never discovered them otherwise it is modern folklore that proves the transcendent creative power of the medium of video games people will remember this game
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hey thank you so much for watching if this video convinced you to make a cozy spooky trip to the alps moondown is at the time of release of this video available for pc on steam epic store and gog as well as for the ps4 ps5 and the xbox one series s as well as series x in their respective online storefronts and a release for the nintendo switches coming soon you'll find the links in the description we should go to switzerland sometime max nah they always chip you on the cheese it's like half air for anyone who discovered me through this video hey i'm ragnar and on this
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channel i cover old games horror games indie games or combinations thereof and try bringing attention to titles that have fallen into obscurity as well as outstanding indeed gems such as mundane that i want people to not miss out on making these videos and the financial support of everyone who partakes in making them is in big parts crowdfunded so if you'd like to help us shed light on more forgotten and overlooked gems in the future then it'd be a great help if you consider dropping a buck or two over on my patreon it gets you access to high quality female versions of my videos because youtube's monster compression crunches
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everything to death no matter what you do one to several days early as well as the chance to leave your mark in the credits of my videos the generous help of patrons makes a tremendous difference it is the de facto financial backbone of this channel so thank you for considering and thank you to everyone who already supports me there and a special thanks this time goes out to shannon blue david zelenak pablo arcelos federico rocha faulty gear vincent cavanaugh hunter crawford and margaret strong canton podem augustine ortega ty
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mccandless catherine escobar alex papov isabella stoner swaggam billy lot dr haley isabella cauley terry collins maura quesadas thor haku jack taylor cannon ward chrissy bowie spookling max macula raul blanco nikon the brave kevin h yang giselle almonte nineball 9606 jyn hanson dana rosa revkins chris chan
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storina abramson pucca princess casper rahm cordelia crescendo lauren c buben matt gratton ian rhodes ronan crom aka daniel 24 2172 christine morgan k laird wackola andrew heinz and swallowtail knights until next time

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