Kiss of the Scorpion | SCORPION.PK3
Mike "Impie" MacDee
This review is dedicated to Rebecca Heineman, who worked on the DOS version of the original Killing Time as well as the 3DO version of Doom. With her passing after a bout with aggressive cancer, she leaves behind an enormous legacy in game development. Rest in peace, Burger Becky, you’re an inspiration to nerdy transfems everywhere.
It’s a shame to see talent wasted, to see true artistic ability devalued in the intentional creation of garbage. Mike “Impie” MacDee is, or was, one of the great talents of the Doom community, but he was ostracized and banished to the community’s darker corners because he can’t help but make things like a BLM massacre simulator or anti-feminist hypno conspiracy gibberish. These games debase the value of the GZDoom (now UZDoom) engine and are an utter waste of Impie’s genuine talent in making Doom maps and total conversions. Nevertheless, despite his continued grousing on his personal website, he’s still cranking out “normal” total conversions, most recently an 8 Eyes conversion for Hexen. Not too long ago I covered Mask of Sobek, MacDee’s love-letter to cult 3DO/DOS shooter Killing Time; I thought it was a pretty good time. A year after releasing that, he dropped another one: Kiss of the Scorpion. And I just played it and lived to tell about it.
It’s May 3rd, 1945. Hitler is dead. Berlin has been crushed. The Nazis are on the run. Germany will capitulate in a matter of days. But the denizens of an isolated Bavarian castle are unaware of all this; they’ve got bigger problems. Namely, the curse of an ancient pharaoh, triggered by a group of Nazis seeking power for the regime (or perhaps just for themselves); fortunately for the rest of us, they forgot about the American prisoner they’ve been keeping down in the castle’s dungeon. You are either Tom “Beowulf” Cody, U.S. Army, or Professor Ben Applebaum; whichever you choose, you’re here on behalf of the Monuments Men, an Allied task force made up of soldiers, artists, historians, academics and architects whose job is recovering Europe’s cultural history, stolen by the Nazis, but you’ve stumbled on something much worse. Exposed as a double agent and tortured for days, you wake up one day to screams across the castle, and then silence, before you’re freed by another of the Monuments Men (presumably, whichever character you didn’t pick, though they disappear from the story after that.) There’s only one way out, and that’s by breaking the curse.
If you’ve played Mask of Sobek, Kiss of the Scorpion will seem familiar to you. It’s got a lot of the same stuff: a hub structure that you can explore; a monster roster mostly from Killing Time; elements of Realms of the Haunting and PowerSlave, though I spotted Rise of the Triad’s MP40 and there’s indubitably some other stuff; and a bouncy jazz soundtrack. But where Mask succeeds, I think Scorpion falls flat. Overall it doesn’t seem as developed as Mask of Sobek; where Mask had some interesting characterization (as shown in the sundry notes scattered around) Scorpion feels a little undercooked. No explanation is given for why a Bavarian castle during World War II looks like a fever dream of a casino. Your enemies, despite ostensibly being Nazis, are unchanged from their Killing Time sprites, which requires a little bit of imagination to make the hunters work as shotgun-armed SS goons. Given the bespoke spritework done for the game’s final bosses, it’s a little strange this detail was basically overlooked.
Gameplay-wise, I just don’t really find it as compelling. Mask of Sobek had a lot of interesting encounter design and a few really big fights; Kiss of the Scorpion meanwhile tends to cram narrow corridors with enemies and drops a few situations one might consider a little unfair, like the encounter in the dining hall after grabbing the orange key, or by punishing exploration in the first map: if you manage to find your way into a dark room at the north end of the map, when you grab the red key the game unleashes a dangerous and invincible enemy that you cannot destroy until the very end of the game but will chase you all over the map regardless of what you still have left to do.
This isn’t to say Kiss of the Scorpion is all bad. It’s still great fun, with some genuinely spooky moments (Killing Time was meant to be a horror shooter, after all) and a few entertaining encounters. But it nevertheless left me feeling a bit cold; it felt like MacDee, fresh off the success of Mask of Sobek, wanted to capitalize on that mod’s popularity and the hype around the then-upcoming remaster, Killing Time: Resurrected, with another Killing Time mod. But something about it feels a little rushed, or underdone.
MacDee is possessed of great talent; I’m not here to use Kiss of the Scorpion to denigrate that talent, regardless of how I feel about his bizarre politics. But it does feel like he was phoning it in with Kiss of the Scorpion, and ironically, more than shit like Straydog or The Cronus Camp for Wayward Boys, I think that's the greater shame.










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