Mothmen 1966 is the first in a series that its creator, the two Argentine indie developers, call Pixel Pulp. A limited-edition visual novel with a limited color scheme reminiscent of a computer from the 1980s, it’s a little weird story inspired by the types of pulp fiction. CGA monitor.
This is an American cast of a small town surrounded by strange beings that appear between meteor showers, Stephen King’s anthology like Skeleton Crew, or perhaps a very violent episode of the Twilight Zone or The Outer Limits. It reminds me of the story I get at. Twisted and concise, it punches your face straight.
You go back and forth between the perspectives of the three protagonists, all suffering from secrets, even before the appearance of a black man and a moth man. There is a hermit Holt at the gas station. He has a mysterious project he is working on. Lee, a young man with a lot of anger and dad’s problems, is trying to keep him squeezed. And his girlfriend Victoria has something to tell Lee if only she can speak. There is a writer, Lou, who knows all sorts of folklore and plots, but unfortunately he is not a playable character.
Over the night, these four are drawn together and go through the refinement through puzzles and mini-games. Puzzles and mini-games can be disastrous if you make a mistake. (Not all of them are so deadly, and there are variations of solitaire that you can play directly from the menu, like the Zachtronics game.) You’ll be asked to drive away the coyote pack and make it across the parking lot. You can do a lot without being attacked by Mosman or spinning blocks to make weapons.
Some puzzles are pure trial and error, just select options from a nested menu, so redoing them is more trial and error than it should be. You can do that with your mouse, but there’s no way to just click on the illustration of what you want to do. Even when playing solitaire, you can move the cursor one at a time by selecting left or right from the text.
Narratives and art are real attractions. Read John Keel’s “Mothman’s Prophecy” Terrible Richard Gere movie (Opens in a new tab) Based on that, you might think you know where things are going, but Mothmen 1966 is the original twist of this slice of West Virginia folklore. It breaks the connection to what feels like a larger universe. This makes sense given that it will be part of a volume containing two more pixel pulps in the future.
Next is Varney Lake, which has a substantive demo included in Mothmen 1966. It has a different color scheme than the 1980s kids on bike atmosphere and includes different solitaire variations. These bonuses make up for the short run time of Mothmen 1966. It will probably take a little over an hour to reach a good ending. In conclusion, many loose ends remain unresolved.
I was able to play it back to see all the results I missed and look for the benefits of dying in every way, but in the Mothmen 1966, with its essential visual novel component. There is no chapter selection menu. You can make some saves at different points and fast forward the non-puzzle parts, but that doesn’t allow you to explore as thoroughly as in a zero escape game. If conciseness and minimal playability are an issue, you may wait for the trilogy to complete.
But art is outstanding. With a limited blue, green, and red palette and Zip-A-Tone pixel shading, you can suggest much more than you can see. Characters range from small sprites showing the character talking to the currently controlled character to medium-detailed yet expressive profile pictures that pop up on the border to show the current emotional state. Rendered at multiple levels of detail. The main art of movie posters and cartoons.
Like the pulp it inspired, the Mothmen 1966 can feel a bit like a disposable, but just by looking at its lush, reddish eerie, what’s happening behind those covers You will want to know more about whether you are there.