
The first victim of a 9/11-fueled hate crime was a Sikh man, Balbir Singh Sodhi. But after 9/11, things got exponentially worse. And there was a part of me that was not surprised.ĭIRKS: There's a long history of racism against Sikhs and South Asians in America. She remembers seeing the news on TV.ĭEEPA IYER: When I watched those images from the parking lot of the gurdwara, you know, I was devastated. And my mom was able to survive by kind of hiding in a closet.ĭIRKS: At the time, it was the deadliest hate crime in a place of worship in the U.S.īack then, Deepa Iyer was head of SAALT, South Asian Americans Leading Together. KALEKA: Both my mom and dad were inside the gurdwara at the time. Kaleka's daughter forgot her notebook at home. PARDEEP SINGH KALEKA: We were 10 minutes away from losing our life or maybe losing our life.ĭIRKS: They were running late. SANDHYA DIRKS, BYLINE: Pardeep Singh Kaleka and his family were supposed to be at the gurdwara that morning. As the community remembers the massacre, the number of hate crimes against Asian Americans, including South Asians and Sikhs, continues to climb. We Were Here Forever launches tomorrow, May 10 over on Steam (opens in new tab).Ten years ago today, a white supremacist walked into a Sikh temple in Oak Creek, Wis., and opened fire. I've really enjoyed stumbling through the challenges of Castle Rock with a friend for the past five years, and Forever has so far proved that it isn't out of new ways to serve up the same tricks.

There may yet be some frustrating bits in Forever that I've yet to see-more timed stuff, I'm sure-but Total Mayhem Games has really nailed what it does best on this one. Morgan and I spent two hours playing (the length of the entire first, still free, game) and made just a dent in our escape.

I'll leave you without spoiling the solutions to any of them, though you are welcome to borrow our excellent shell names if you like. If you've played the last three, Forever pulls a lot of familiar tricks: many puzzles rely on symbols, a love of film reels returns, and medieval weaponry gets its due too.

The shell contraption and trap door game board both showed off how We Were Here has reached the peak of its co-op puzzling concept for now. Luckily for both of us, navigating the trap doors with a helmet, sickle, dagger, and other medieval gear was less annoying than the constantly-changing labyrinth of We Were Here Too. I was put in charge of guiding him through safely, and of divining which spaces were safe at all based on a row of symbols visible only from my perch in the stands. I have not-so-fond memories of timed challenges in the series' history, and I instinctively feared the worst when I realized that Morgan had wound up beneath me in a checkerboard of trap doors with giant symbols on them. Just before we put We Were Here Forever down, conscious as we were of wanting to save plenty to experience with our other pals, we came across a gauntlet of timed navigation puzzles familiar from past games. In the end, switching jobs and getting a fresh look at the scarce information given to us is how we solved it, a convenience that We Were Here games don't often allow. Even more handily, we were at a point in the game where we could decide to swap sides and tackle the device in different roles.
