Graveyard Keeper: The Stardew Valley of Death, Morality, and Donkey Strikes
I arrived in Graveyard Keeper expecting a Stardew Valley-esque farming sim, but with corpses. I got that, and so much more. I was burying bodies, sure, but also farming, crafting, researching alchemy, and even preaching sermons. Then there was the talking communist donkey demanding ale and carrots, threatening strikes if I didn’t provide. The game brilliantly blended familiar life-sim mechanics with a hilariously dark, morally ambiguous take on managing a medieval cemetery, complete with questionable body disposal methods and shady business dealings. It was delightfully macabre.
Pizza Connection 2: The Retro Tycoon Game Where I Became a Pizza Crime Lord
Booting up Pizza Connection 2 again was pure 90s tycoon nostalgia. I started with a small pizzeria, carefully crafting recipes (my “Ants on a Log” pizza was a surprisingly big hit with kids). But to truly dominate the global pizza market, I had to get my hands dirty. I hired goons to sabotage rival restaurants with cockroaches, launched smear campaigns, and even dabbled in arms dealing from my back office. Becoming a global pizza magnate required not just good recipes, but a ruthless entrepreneurial spirit and a willingness to bend the law.
Not for Broadcast: I Controlled a National TV Broadcast During a Dystopian Uprising (Oops)
As a broadcast engineer in Not for Broadcast, my job was simple: keep the National Nightly News on air during a radical new government’s rise. This meant live-editing camera feeds, censoring swear words (and dissenting opinions), and playing approved adverts. The pressure was immense. One wrong button press, one uncensored expletive from a chaotic guest, and public opinion (and my job) could plummet. My fumbling attempts to navigate propaganda, technical difficulties, and increasingly bizarre live-action segments often had hilarious, and sometimes terrifying, consequences for the nation. Oops.
Graveyard Keeper: The Ethical (and Unethical) Ways to Run Your Cemetery
In Graveyard Keeper, morality is… flexible. I could meticulously craft beautiful gravestones and ensure proper burials for a small profit. Or, I could harvest organs for the Inquisitor, dump bodies in the river to save space, and sell “mystery meat” to the local tavern owner. The game constantly presented these dark, humorous choices. While being an “ethical” keeper was possible, the allure of efficiency and the demands of various shady NPCs often led my character down a path of delightfully questionable cemetery management practices.
Pizza Connection 2: Crafting the Most Disgusting (or Delicious) Pizzas Imaginable
The heart of Pizza Connection 2 was its pizza creator. I spent hours experimenting with hundreds of ingredients. I crafted gourmet masterpieces like a “Truffle and Caviar Delight” for my upscale restaurants. But I also reveled in creating monstrosities: the “Sardine and Banana Surprise” or the infamous “Cockroach Crunch” (surprisingly popular with goths, apparently). The sheer freedom to design anything from a five-star culinary delight to a health-code violation on a crust was a huge part of its quirky, enduring charm.
Not for Broadcast: The Pressure of Censorship and Propaganda in Real-Time
The live broadcast segments in Not for Broadcast were incredibly tense. As the new “Advance” government tightened its grip, I was increasingly pressured to censor dissenting views, promote state propaganda, and choose camera angles that flattered party officials. During chaotic live interviews or breaking news events, I’d be frantically switching feeds, bleeping out unapproved words, and trying to maintain the official narrative, all while my family’s well-being depended on my compliance. The real-time pressure of shaping public perception under a dystopian regime was palpable.
Graveyard Keeper: The Grind vs. The Hilarious Dark Humor
Graveyard Keeper involves a significant grind: chopping wood, mining ore, researching tech. It can feel repetitive. But what kept me going was its pervasive, hilarious dark humor. The talking communist donkey demanding better working conditions, the Inquisitor’s obsession with witch burnings (and burgers), the Bishop’s questionable theological pronouncements – every interaction was tinged with absurdity. This constant stream of witty dialogue and macabre scenarios perfectly balanced the sometimes laborious resource gathering, making the grind feel like part of a larger, darkly comedic joke.
Pizza Connection 2: The Nostalgia of 90s Tycoon Games, Perfected
Playing Pizza Connection 2 felt like rediscovering a beloved relic from the golden age of 90s tycoon games. Its quirky pixel art, its catchy MIDI soundtrack, and its deep-yet-accessible business simulation mechanics (managing staff, designing restaurants, marketing campaigns) were all wonderfully nostalgic. But it also had a unique, slightly unhinged personality with its bizarre pizza creations and shady underworld dealings. It perfectly captured that specific blend of strategic depth and charming silliness that made tycoon games of that era so addictive.
Not for Broadcast: The Multiple Endings Based on Your Broadcasting Choices
My choices as a broadcast engineer in Not for Broadcast had real consequences. How I censored footage, which adverts I played, and how I framed the increasingly authoritarian “Advance” government all influenced public opinion and the game’s branching narrative. Did I fully comply with state propaganda, leading to a “stable” but oppressive society? Did I subtly resist, risking my family’s safety for a chance at rebellion? The game offered multiple distinct endings, each a direct result of the thousands of small, morally grey decisions I made in the editing booth.
Graveyard Keeper: Unlocking the Tech Tree and Automating Your Sinister Tasks
Initially, every task in Graveyard Keeper was manual labor. I’d dig graves, chop wood, and carry corpses. But as I delved into its surprisingly deep tech tree – researching everything from basic carpentry to complex alchemy and theology – I unlocked ways to automate my sinister duties. I built zombie porters to haul resources, zombie farms to grow crops, and even zombie lumberjacks. This progression, from struggling medieval gravedigger to a master of undead automation, was incredibly satisfying and darkly humorous.
Pizza Connection 2: Sabotaging Your Rivals with Roaches and Stink Bombs
While crafting delicious (or disgusting) pizzas was key in Pizza Connection 2, sometimes a more direct approach was needed to crush the competition. I’d hire shady characters from the local bar to infest a rival’s pizzeria with cockroaches, plant stink bombs to drive away their customers, or even vandalize their storefront. These underhanded tactics, while risky if caught, were often a hilarious and surprisingly effective way to gain an edge in the cutthroat world of global pizza domination. It added a delightful layer of gangster sim to the tycoon gameplay.
Not for Broadcast: The Live-Action FMV segments – A Triumph of Indie Production
The core of Not for Broadcast is its full-motion video (FMV) segments, portraying the “National Nightly News” and other programs I had to edit live. The quality of these live-action performances, especially for an indie game, is astounding. The actors deliver convincing portrayals of news anchors, bumbling politicians, chaotic celebrity guests, and even disturbing children’s entertainers. This commitment to high-quality FMV, creating believable (and often hilarious or unsettling) television broadcasts, is what makes the game so uniquely immersive and engaging.
Graveyard Keeper: The DLCs – Stranger Sins, Game of Crone, Better Save Soul
Graveyard Keeper’s DLCs significantly expanded its macabre world. “Stranger Sins” let me build and run my own tavern (selling questionable booze, of course) and delved into NPC backstories. “Game of Crone” involved helping a group of escaped prisoners, vampire shenanigans, and a refugee camp. “Better Save Soul” introduced remote corpse processing and explored the morality of souls. Each DLC added new mechanics, storylines, and hours of content, enriching the base game’s dark humor and complex systems, like adding 10-20 hours of gameplay per expansion.
Pizza Connection 2: The Characters and Their Quirky Personalities
Pizza Connection 2 was populated by a cast of memorable, quirky characters. From the demanding mafia bosses who’d “request” specific pizzas (or else!), to the eccentric chefs you could hire, each with unique skills and bizarre personality traits, and the distinct customer archetypes (like punks who loved spicy food or business people preferring bland options). These characters, often depicted with charmingly exaggerated pixel art, added a lot of personality and humor to the otherwise strategic gameplay of building a global pizza empire.
Not for Broadcast: Managing Your Crew and Upgrading Your Broadcast Studio
Beyond just live-editing, Not for Broadcast involved managing my small broadcast studio. I had to keep my family happy (or at least, not destitute) by making enough money from my ethically dubious job. I could spend my earnings on upgrading my broadcast equipment – better censors, improved vision mixers, even a fancier chair – which made managing the increasingly chaotic live shows slightly easier. There was also a meta-game of interacting with my (unseen) family and dealing with the societal impact of my broadcasts, adding another layer of consequence.
Graveyard Keeper: The Complex Web of NPC Quests and Relationships
The NPCs in Graveyard Keeper were a bizarre, interconnected bunch. The Bishop wanted church improvements (and donations). The Inquisitor needed body parts (for “science”). The Merchant was always looking for a deal. Each character had their own questlines, often requiring items or services from other NPCs, creating a complex web of tasks and relationships. Unraveling these connections, figuring out who needed what, and navigating their often morally questionable demands was key to progressing through the game’s surprisingly deep storyline.
Pizza Connection 2: The Global Pizza Domination Campaign
My ultimate goal in Pizza Connection 2 was global pizza supremacy. Starting with a single restaurant in Rome, I expanded across Europe, then to America and Asia. Each city presented unique challenges: different customer preferences, local ingredient availability, and aggressive competitors. I had to adapt my recipes, marketing strategies, and even my restaurant decor to succeed in diverse markets like Tokyo or New York. Achieving that final victory, with my pizza chain recognized worldwide, was a true tycoon triumph.
Not for Broadcast: The Dark Comedy That Makes You Laugh (and Cringe)
Not for Broadcast masterfully blends dark comedy with genuine tension. I’d be chuckling at an absurd fitness instructor’s on-air meltdown or a children’s entertainer’s thinly veiled political commentary. Then, the tone would shift as I was forced to censor a grieving protestor or broadcast blatant propaganda. This constant tightrope walk between hilarious satire and unsettling dystopian reality made me laugh uncomfortably, often cringing at the choices I had to make in the name of keeping the broadcast (and myself) alive.
Graveyard Keeper: The Best Ways to Make Money (Legally or Illegally)
Making money in Graveyard Keeper offered many paths. Legally, I could sell well-crafted gravestones, high-quality crops, or popular sermons for a decent income. Illegally (and often more profitably), I sold “burial certificates” for bodies I never actually buried (dumping them in the river instead), peddled “mystery meat” from said corpses to the tavern, or engaged in shady alchemy. The game constantly tempted me with these more lucrative, morally dubious options, making wealth accumulation a constant ethical balancing act.
Pizza Connection 2: The Challenges of Different City Locations and Demographics
Expanding my pizza empire in Pizza Connection 2 meant dealing with diverse cities. Paris demanded gourmet ingredients and sophisticated decor. New York was all about fast service and classic toppings. Tokyo had a taste for seafood pizzas and unique, minimalist designs. Each city had different customer demographics (students, business people, tourists) with varying tastes and price sensitivities. Adapting my menu, restaurant layout, and marketing to cater to these local preferences was crucial for conquering each new urban pizza market.
Not for Broadcast: The Stress of Live Editing and Avoiding Fines
The core gameplay loop of Not for Broadcast – live editing a chaotic TV show – was incredibly stressful. I had to juggle multiple camera feeds, censor swear words with a split-second bleep, avoid broadcasting technical difficulties (like interference or a rogue cleaning robot), and ensure the “right” message was being conveyed, all in real-time. Making a mistake could lead to fines, a drop in public opinion, or even worse consequences from the increasingly authoritarian government. It was a masterclass in pressure simulation.
Graveyard Keeper: The Deep Crafting System – From Simple Graves to Alchemy
Graveyard Keeper’s crafting system was surprisingly deep. I started by crafting simple wooden grave markers. Soon, I was quarrying stone for elaborate headstones, building complex machinery for my morgue, farming ingredients for potions in my alchemy lab, and even writing theological treatises to improve my sermons. Each new technology unlocked further crafting recipes, creating a satisfying progression loop that transformed my humble graveyard into a surprisingly sophisticated, if morally questionable, enterprise. It was far more than just digging holes.
Pizza Connection 2: The Marketing Campaigns That Can Make or Break Your Pizzeria
Simply having great pizza wasn’t enough in Pizza Connection 2; I needed effective marketing. I could run newspaper ads, radio jingles, or even sponsor local events. A well-timed “2-for-1” deal could boost sales, but a poorly targeted campaign (like advertising expensive gourmet pizzas in a low-income neighborhood) was a waste of money, sometimes costing thousands of in-game currency. Choosing the right marketing strategy for each city and demographic, and managing my advertising budget, often made the difference between a booming pizzeria and a bankrupt one.
Not for Broadcast: The Underlying Political Satire and Social Commentary
Beneath its chaotic FMV gameplay, Not for Broadcast offers biting political satire. The rise of the “Advance” party, with its populist rhetoric, gradually increasing authoritarianism, and manipulation of the media, felt like a disturbingly plausible commentary on modern political trends. The game cleverly satirizes news sensationalism, propaganda techniques, and the public’s consumption of media. Through its dark humor and increasingly unsettling scenarios, it prompted reflection on the power of broadcasting and the fragility of truth in a polarized world.
Graveyard Keeper: Is It Possible to Be a “Good” Graveyard Keeper?
I tried to be a “good” Graveyard Keeper. I focused on quality burials, maintained the church, and avoided selling questionable meat. It was… difficult. The game constantly pushes you towards more efficient, morally grey solutions to progress its intertwined questlines. The talking donkey needs ale, the Inquisitor demands body parts, and earning enough money through purely ethical means is a slow grind. While “good” is subjective, playing strictly by a conventional moral code in Graveyard Keeper is a significantly harder, though perhaps more noble, path.
Pizza Connection 2: The Furniture and Decor That Attracts Specific Customers
In Pizza Connection 2, my restaurant’s ambiance mattered. Upscale furniture, classical music, and fine art attracted wealthy patrons willing to pay top dollar for gourmet pizzas. Cheap plastic chairs, loud jukeboxes, and arcade machines drew in students and families looking for budget-friendly options. I learned to tailor my decor to match my target demographic and the type of pizza I was serving. A mismatched design could drive customers away, proving that in the pizza business, presentation is almost as important as the pepperoni.
Not for Broadcast: The Lore Hidden in Adverts and Incidental Footage
While focusing on the main broadcast in Not for Broadcast, I started paying attention to the adverts and brief incidental footage between segments. These often contained subtle clues about the wider world, the Advance party’s true agenda, and the public’s reaction to events. A seemingly innocuous children’s show might contain coded messages. A cheerful advert for a new product could hint at resource shortages. Piecing together this hidden lore from the periphery of the screen added another layer of depth to its dystopian narrative.
Graveyard Keeper: The Fishing Minigame – Surprisingly Addictive
Amidst all the corpse-burying and shady dealings in Graveyard Keeper, I discovered the fishing minigame. It was surprisingly complex and addictive. Different fish appeared in different locations, at different times of day, and required specific bait or rod quality. Catching rare fish provided valuable ingredients for cooking or alchemy, or could be sold for a decent profit. I spent many in-game days just peacefully fishing by the river, a welcome, almost meditative, break from the more macabre aspects of managing my graveyard.
Pizza Connection 2: The Importance of Staff Management and Training
My early pizzerias in Pizza Connection 2 suffered from slow service and burnt pizzas due to poorly trained staff. I quickly learned that hiring competent chefs, waiters, and managers – and investing in their training – was crucial. A well-trained chef could create higher-quality pizzas faster, while efficient waiters kept customers happy and tables turning over. Good staff cost more in wages, typically a few hundred currency units per month each, but their impact on customer satisfaction and, ultimately, profits, made them a vital investment.
Not for Broadcast: The Different Factions and Their Agendas
As the story of Not for Broadcast unfolds, different factions emerge beyond the ruling “Advance” party. There’s “Disrupt,” a grassroots resistance movement trying to expose Advance’s lies. There are also remnants of the old government and other shadowy groups. My choices in the broadcast booth – what information to censor, what footage to highlight – could subtly help or hinder these factions. Navigating their competing agendas, and deciding where my loyalties (if any) lay, added a compelling layer of political intrigue to my stressful job.
Graveyard Keeper: The Church and Sermon Mechanics – Preaching for Profit
Once I rebuilt the church in Graveyard Keeper, I could hold weekly sermons. This wasn’t just about spiritual guidance; it was a significant income stream. The quality of my sermon (influenced by my “faith” stat and crafted prayer books) determined the amount of donations I received. I could choose different sermon types, some focusing on generosity, others on condemnation, each with different effects on church rating and income. Optimizing my preaching for maximum profit, while maintaining a veneer of piety, became another darkly humorous aspect of my graveyard enterprise.
Pizza Connection 2: The Underrated Gem That Deserves a Modern Remake
Pizza Connection 2, with its quirky charm, deep tycoon mechanics, and unique blend of business simulation and minor gangsterism, is a true underrated gem from the 90s. Imagine its pizza creation tools, restaurant customization, and rival sabotage updated with modern graphics, improved UI, and expanded online features. A faithful remake or a spiritual successor could capture a whole new generation of tycoon fans. It’s a game that perfectly balanced complexity with fun, and it absolutely deserves to be rediscovered.
Not for Broadcast: The Personal Stories of the People on Screen
While I was managing the chaotic broadcasts in Not for Broadcast, I started to see the human stories unfolding on screen. The news anchors struggling with the propaganda they were forced to read, the celebrity guests having public meltdowns, the everyday citizens caught up in the Advance party’s increasingly oppressive policies. These were not just FMV actors; they were characters whose lives were being impacted by the events I was helping to shape. This focus on the personal, human cost of the dystopian regime added significant emotional weight.
Graveyard Keeper: The Dungeon Crawling Aspect – More Than Just Digging
Beneath the cemetery in Graveyard Keeper lay a surprisingly extensive dungeon. Initially, I explored it for iron ore and coal. But as I delved deeper, I encountered monsters, traps, and even mini-bosses. This light dungeon crawling element provided a welcome break from the routine of graveyard management. It offered combat, loot (often valuable crafting materials), and even a bit of lore, adding another layer of gameplay variety to an already packed, if macabre, simulation game. It was more than just digging; it was an adventure.
Pizza Connection 2: The Recipes That Became My Signature (and My Downfall)
I prided myself on my unique pizza recipes in Pizza Connection 2. My “Spicy Squid Surprise” was a hit in Tokyo. The “All-American Cheeseburger Pizza” flew off the shelves in New York. But then I got complacent. My attempt to introduce a “Peanut Butter and Jellyfish” pizza in Paris was a catastrophic failure, leading to plummeting sales and angry food critics. Sometimes my culinary genius led to global acclaim; other times, my bizarre signature creations were the recipe for my own downfall.
Not for Broadcast: The “Telethon” DLC – Even More Chaotic Fun
The “Telethon” DLC for Not for Broadcast threw me into the role of editing a live, increasingly disastrous, charity telethon hosted by the eccentric celebrity Jeremy Donaldson. Juggling phone-in donations, bizarre musical acts, technical glitches, and Jeremy’s escalating on-air antics, all while trying to meet fundraising targets and keep the censors happy, was a new level of delightful chaos. It perfectly captured the spirit of the base game’s pressure-cooker editing, but with an added layer of absurd, comedic pandemonium. It was a fantastic, stressful treat.
Graveyard Keeper: The End Game – What Is There to Do After “Beating” It?
“Beating” Graveyard Keeper usually means completing the main questline involving the portal. But the game offers plenty to do afterwards. I focused on optimizing my automated zombie empire, maxing out my church and tavern ratings, completing all NPC questlines I’d missed, and trying to craft every single item in the extensive tech tree. Some players aim for 100% graveyard quality or try to accumulate vast wealth. The end game becomes more of a sandbox, allowing you to perfect your macabre little corner of the world.
Pizza Connection 2: The Quirky Art Style and Humor
Pizza Connection 2’s charm was amplified by its quirky, cartoonish pixel art style. From the exaggerated expressions of my staff and customers to the bizarre animations for sabotaging rival restaurants (like little pixelated cockroaches scurrying across the screen), the visuals were consistently humorous. The game didn’t take itself too seriously, and this lighthearted, slightly goofy aesthetic, combined with witty descriptions and character interactions, made the often-stressful job of managing a pizza empire a lot more fun and memorable.
Not for Broadcast: The Impact of Your Choices on the Game World
Every decision I made in the Not for Broadcast editing suite, no matter how small, felt like it had an impact. Censoring a specific word could change public perception of a politician. Choosing to air a particular advert might fund a certain faction. My cumulative choices over multiple broadcasts directly influenced the narrative arc, leading to different societal outcomes, different fates for key characters, and even affecting my own family’s well-being. The game masterfully illustrated how seemingly minor media choices can shape a nation’s destiny.
Graveyard Keeper: The Talking Donkey – Friend or Fiend?
The talking, communist donkey in Graveyard Keeper is one of its most memorable characters. He delivered corpses to my morgue… for a price (carrots and ale). He’d go on strike if his demands weren’t met, leaving bodies piling up. He spouted revolutionary rhetoric and constantly complained about his working conditions. Was he a helpful, if demanding, assistant in my morbid enterprise? Or a fiendishly manipulative opportunist exploiting my need for fresh corpses? Probably both. He was certainly a hilarious, and essential, part of the experience.
Pizza Connection 2: The Challenges That Test Your Tycoon Skills
Pizza Connection 2 wasn’t just about making fun pizzas; it threw real tycoon challenges at you. Managing cash flow, especially with high staff wages and marketing costs, was crucial. Dealing with fluctuating ingredient prices, adapting to different city demographics’ tastes, and fending off aggressive competitors (sometimes with your own aggressive tactics) required sharp business acumen. Later scenarios introduced specific objectives, like achieving a certain market share or restaurant rating within a time limit, truly testing your strategic planning and management skills.
Not for Broadcast: The Technical Aspects of Running a Live Broadcast (Simplified)
While simplified, Not for Broadcast cleverly simulated some technical aspects of live TV. I had to manage video interference by wiggling a virtual antenna, switch between multiple camera feeds to maintain viewer interest, choose appropriate advert breaks, and ensure audio levels were correct, all while bleeping out swear words and censoring unapproved content. These interactive elements, though not a realistic broadcast engineering sim, added a tactile, engaging layer to the pressure of keeping the show on the air smoothly (or not so smoothly).
Graveyard Keeper: The Community Tips and Tricks for Efficient Graveyarding
The Graveyard Keeper community is a goldmine of tips. I learned the most efficient ways to process corpses for maximum skull rating (vital for church income), optimal farming layouts, and a trick to get the donkey to deliver more carrots by leaving some in his cart. Players share complex alchemy recipes, best locations for rare resources, and strategies for navigating the intricate NPC questlines. Tapping into this collective knowledge often saved me hours of grinding and helped me unravel some of the game’s more obscure mechanics.
Pizza Connection 2: Can You Create a Five-Star Pizzeria Empire?
My ultimate ambition in Pizza Connection 2 was to build a global, five-star pizzeria empire. This meant not just expanding to every city, but achieving the highest ratings for food quality, service, and ambiance in each location. It required meticulous attention to detail: crafting exquisite gourmet pizzas with fresh, high-quality ingredients, hiring and training top-tier staff, designing elegant restaurant interiors, and running sophisticated marketing campaigns. It was a long, challenging road, but seeing those five stars next to my Pizzeria “Le Fantôme” in Paris was a proud tycoon moment.
Not for Broadcast: The Emotional Weight of Some of Your Censorship Decisions
Not for Broadcast often presented me with genuinely difficult censorship choices. A protestor might be making a valid point against the oppressive “Advance” government, but letting it air could endanger my family. A grieving relative might use an unapproved word during an emotional interview; bleeping it felt cruel, but not doing so risked fines or worse. These moments, where my professional duty clashed with my personal morality, carried a surprising emotional weight, forcing me to confront the human cost of complicity and control.
Graveyard Keeper: The Moral Ambiguity is Its Greatest Strength
Graveyard Keeper thrives on moral ambiguity. Am I a dedicated public servant managing the deceased, or a ruthless opportunist exploiting death for profit? The game rarely judges. Selling “mystery meat” from corpses is frowned upon by some NPCs but highly profitable. Dumping bodies in the river saves time and resources. This freedom to operate in shades of grey, to make questionable choices without explicit punishment (beyond perhaps a slight reputation hit), is its greatest strength. It allows players to define their own (im)moral code in a darkly humorous world.
Pizza Connection 2: The Game That Taught Me About Supply Chains (Sort Of)
While not a hardcore simulation, Pizza Connection 2 subtly introduced me to basic supply chain concepts. I had to ensure my restaurants were stocked with enough cheese, tomatoes, and more exotic ingredients like caviar or frog legs. Running out of a key topping for my signature pizza meant lost sales and unhappy customers. I learned to manage inventory, anticipate demand based on marketing and demographics, and even consider the logistics of sourcing rarer items. It was a fun, pizza-flavored introduction to resource management.
Not for Broadcast: The DLC “Live & Spooky” – A Halloween Treat
The “Live & Spooky” DLC for Not for Broadcast was a delightful Halloween-themed addition. I found myself editing a cheesy, late-night horror movie show, complete with a “ghost hunting” segment that went predictably (and hilariously) wrong. The new FMV content was filled with spooky tropes, jump scares (that I often had to censor or enhance), and the game’s signature dark humor. It was a fun, self-contained episode that perfectly captured the chaotic spirit of the base game with a festive, ghoulish twist.
Graveyard Keeper: The Best Quality of Life Mods
While Graveyard Keeper is great vanilla, some quality-of-life mods significantly improved my experience. Mods that increased inventory space or stack sizes reduced a lot of tedious back-and-forth. Others that provided more detailed information on item uses or NPC schedules helped streamline progression. A popular mod even allowed for faster movement speed. These small tweaks didn’t change the core gameplay, but they smoothed out some of the grindier aspects, allowing me to focus more on the game’s charming dark humor and complex systems.
Not for Broadcast: Why It’s One of the Most Unique FMV Games Ever Made
Not for Broadcast revitalized the FMV genre by making the live-action footage central to its core gameplay loop. Instead of passive cutscenes, I was actively interacting with the video – switching cameras, censoring dialogue, and playing adverts in real-time. This direct, high-pressure engagement with the FMV, combined with its branching narrative, high production values, and sharp satirical writing, makes it one of the most innovative and unique uses of full-motion video in gaming history. It’s a true standout.