As most gamers, I have a massive backlog of video games that I intend to play “some day", but as each year passes, that list tends to grow. No more! I intend to play through all my games, either completing them or deeming them bullshit and not worth my time. As I do so, I’ll post about said games here. They may be brandest new. They may be old as fuck. The goal is to beat 1 or 2 games a month until nothing remains of Backlog Mountain. Here goes...
Saturday, June 29, 2013
Ben There, Dan That
"Ben There, Dan That" is a point and click adventure game from a couple of guys who clearly have a love for old school LucasArts point and click adventure games. There's little references to the classics throughout the game. Ben and Dan's apartment, for instances, has posters up from "Day of the Tentacle", "Sam & Max", and "Full Throttle". Looking at the Day of the Tentacle poster elicits a Bernard quote of "Ooh baby, what a man.", while looking at the Sam & Max poster, Ben will talk about the "cheesy retro ambience", a la Max. I particularly liked when you looked in the mouse hole in their apartment, the character mentions that he doesn't keep money in there because that would be ridiculous. (Sam & Max reference) A bunch of little things like that stuck out to me as enjoyable just because you know you've had a shared experience with the game's creators.
I enjoyed their humor for the most part. They may have crossed a couple lines from time to time, but it was all in good fun. I will say that I don't agree on their stance that American Football sucks or that museums are boring, but they may be right on about American beer being akin to horse piss... These dudes are British, if you hadn't noticed. I guess my point is here, fuck soccer. Go 'Murica. Haha!
Regarding the visuals of the game, they appear simply drawn in a scribbly, couple steps above stickman kind of style. I don't mean this as a criticism as it was definitely distinct. I believe they made this game using Adventure Game Studio, which was of interest to me. I've wanted to create an adventure game myself, and this was a fun, enjoyable experience that was fashioned using this tool, so I will probably look into it further to potentially use it for my own purposes. Most excellent.
With gameplay, it's mostly what you would expect from a point and click adventure game but slightly paired down. You can LOOK at things, USE things, and TALK to people. That's it. There was no PICK UP, GIVE, OPEN, etc. to complicate things. USE did the job just fine. The inventory system is kind of clunky though. The object you just picked up would remain out to use rather than simply being put away in the inventory. It made it seem like you had to put it away yourself, which wasn't the case. Also, when you had several items, you had to page through your inventory because only one small line of them could be displayed at a time. This got cumbersome when you were trying to figure out which items to try to combine with each other. There were also some extra clicks necessary when trying to unselect inventory items when your combining of objects didn't work. This is all rather nitpicky though. It could have been improved, but none of this detracted from the game.
The only real technical issue I had involved the dialogue text. Each character was assigned a different color for their dialogue, and in some instances, this text blended in with the background or was some shade that made it difficult to read. For the most part, it wasn't a huge problem, but there were several characters that were slightly troublesome to read. The text speed was also iffy. I would read faster than they expected at times and click the spacebar to continue. If you pressed the spacebar too close to when the next block of text was going to appear though, it would cycle past the new text, and you'd miss it completely. Once again...being fairly nitpicky here.
"Ben There, Dan That" was a quick game, only 2 or 3 hours, but it's certainly worth giving it a go if you're a fan of the genre.
Monday, June 24, 2013
Mirror's Edge
Another backlogged game bites the dust. This time it's Mirror's Edge. This one would have likely languished in my backlog for ages if not for E3. Apparently there's a Mirror's Edge 2 coming out, which means hurry up and finish the first one, so I can pretend I've been looking forward to the sequel all along. I pulled that sneaky shit with Portal/Portal 2. Swish.
Mirror's Edge is set in a futuristic society in which the big bad government controls everything, eavesdrops on all your communications in the name of safety, and wants to put a bullet in you and your buddies' heads because you're "runners". Runners are couriers. Their job is to deliver messages and whatnot, circumventing the oppressive government surveillance that exists. The gubment don't like this, hence the bullets. You evade the baddies by running from rooftop to rooftop, climbing on scafolding, or whatever ledges, pipes, etc. you can get your hands around. You basically parkour around the environments, evading all the shooty bad people while trying not to fall to your death. ...but you will...a lot. Like most games where your character can fall to their death, it's best to have a cool head. Don't freak out. Calm your tits. Remember, spazzing results in splat. Lots of trial and error is the end result, which I didn't really mind. It would load back up quick, and you'd have another go at it.
I've never really seen a game like this in which your main goal is to run the hell away and gunplay is kind of secondary. There are guns, and you can use them, but it's not really a shooter. It's all about the running, which is enjoyable and a nice change of pace. Running the hell away was always my favorite part of Assassin's Creed, so I was digging this pretty quick. Jumping, sliding, and wall running around felt intuitive, and you needed to use a variety of combos and skills to make your way through each chapter. They don't hold your hand and tell you absolutely everything you can do, which had its pros and cons.
For the pro side, I liked that there was a bit of a sense of exploration and learning that occurred by not telling me everything. For example, I didn't know that some glass could be broke out by punching/jump kicking it. I learned this while trying to flee, and the only way out was to jump from one level to the other while busting out the glass of that second level while I was in midair. It was a nice aha moment that happened organically when I was spazzing out while being shot at and took a leap of faith. The fact that it worked surprised me and gave me a tiny sense of triumph.
On the other side of the coin, some things pissed me off because they didn't bother to tell me about important gameplay mechanics until it was absolutely necessary. For example, they didn't bother telling me that I could use "F" to zoom in and aim while holding a sniper rifle. I had taken sniper rifles from enemies before, and it bizarrely made the reticle disappear when I had one in hand. You couldn't aim accurately without it, and they failed to tell me the handy zoom hotkey. They kept this bit of information from me until I had a section that required me to pick up a sniper rifle from the ground and use it to shoot at a baddie convoy. This was also the first time that I realized I could even pick up weapons off the ground. It was never explicitly mentioned, and the only time I had a weapon in hand previously was when I disarmed a guy. I'm thinking this was an elaborate conspiracy to keep me running and jumping and getting shot rather than blowing the baddies away with my boomstick. I just assumed, okay this isn't a shooty shooty bang bang game. I was okay with this, but it was partially a lie.
Moving on. I was happy the gameplay itself was entertaining because, quite frankly, I didn't know what the hell was going on with the story at times. It wasn't the strongest element of the game, but I was enjoying myself enough that I gave it a pass. It was generic, kinda rambley, and didn't really come to any kind of satisfying conclusion. Despite the shortcomings of story, Mirror's Edge was still highly enjoyable. There weren't that many bugs that I encountered, the movement was smooth, fluid, and there were plenty of action packed segments. It was a good game, and I'll likely pick up the second one after it comes out.
Thanks E3 for forcing this game to the top of my backlog pile. What else you got?
Monday, May 27, 2013
Cthulhu Saves the World
"Cthulhu Saves the World"is a bit of an homage to old school Final Fantasy-ish games. It's a 2D pixel-art style turn-based RPG. The story goes, Cthulhu awakens with aims to destroy all things, as he's Cthulhu and that's kind of his thing. Before he can get started on the destruction though, he is stripped of his powers, and the only way for him to reclaim them is to become a hero. Once he's a hero, he'll have his powers back and theeeeeen he can destroy the world.
He meets various characters along the way who will accompany him on his quest, who have various skills in magic and ass kickery. Your merry little band travels from town to town picking up quests to prove your hero status, fighting baddies along the way. The combat is not too easy but not too hard. There are certain boss battles that I had to try multiple times, so there was some sense of satisfaction in besting them.
I'm not going to lie, I got somewhat annoyed by the whole surprise battle thing. I much prefer Chrono Trigger style battles where you actually run into monsters that you see rather than just randomly being thrown into battle when walking throughout a dungeon. However, I did like that they implemented this system where you would only have to fight X number of battles for each location. If a dungeon has a max of 25 battles, once you have won 25 battles, no more random battles will occur in that dungeon, and you can explore it with impunity. The dungeons are kind of long, not that visually interesting, and therefore start dragging after a little while, so infinite battling would have driven me insane, me thinks.
Don't get me wrong, it's still quite enjoyable overall. The humorous writing was a big strong point of the game. I just wish there was more of it. I wish there were more NPCs to interact with, more cutscenes, more objects that can be interacted with, etc. One little extra nugget is a commentary option that populates question marks around the game world that you can click on to read developer notes on some behind the scenes things about that particular section of the game. They're interesting, but word of warning...if you've got the commentary on during your first playthrough, it often has some spoilers for what's coming up in that zone.
Overall, I enjoyed "Cthulhu Saves the World". I got it on Steam for like two dollars, and I got about 11 hours of entertainment out of it. Seems like a good deal to me.
Tuesday, May 14, 2013
The Tiny Bang Story
"The Tiny Bang Story" is an interesting little puzzle game. I enjoyed it, but it's not going to get a rave reaction from most. I'm not gonna lie, the reason I chose this as my next game was because I had so much to watch on my DVR, and I wanted a game that wasn't going to require my complete attention. Half attention on TV, half on the computer...it worked.
Each screen displays hand drawn backgrounds with puzzle pieces and various hidden objects throughout. The puzzle pieces depict the world, which has been blown apart (in convenient puzzle shapes). Assembling these puzzle pieces is how you reconstruct the world. You unlock new portions of the game world by solving mini-games/puzzles. These puzzles become available when you find a number of specific items to unlock each puzzle.
As I feel like my words may not have made any damn sense, look at this picture, and I'll attempt to make more of the sense.
The puzzle pieces are hidden in plain sight. See the green arrows. The top arrow shows one of these hidden bastards, and the bottom green arrow shows the count indicator. You'll need 22 more puzzle pieces according to this. Find all the puzzle pieces for a given level, and you get to put them in the world puzzle that looks like-a so.
To unlock the various mini-game puzzles, you need to find the number of objects for that particular puzzle, indicated to the right. In this example, looking at pink arrows in the first image, you see that you need 5 valves. There's one over there on whatever the hell that sphere is. It will unlock the valve puzzle seen below. Get it now?
Find the things, unlock the puzzles, solve the puzzles, advance to new rooms, repeat... After the end of the level, you'll be able to put together the puzzle pieces you've found. At the end of the fifth level, the puzzle of the world will be complete, and you win...I guess. I say I guess because it's not abundantly clear it's over. It turns out I'm a fan of credits. It pissed me off in Skyrim, and it pisses me off here. Just roll the credits. It gives me a sense of satisfaction. Humor me...
But instead of credits, you're in a new room where all the characters seen throughout the game are now gathered together. There's a wall of all the mini-games/puzzles you've completed, which can be replayed if you're into that sort of thing...or you can just call it a day.
I'm done. Onto the next game...
Tuesday, May 7, 2013
LIMBO
Well, I finished LIMBO. How can I describe LIMBO? It's a critically acclaimed platformer that I'd call enjoyable with a side of confusion. We'll start with the enjoyable...
I really like the sparse black and white art style they've gone with throughout the game. All the foreground elements were black silhouettes with multiple hazy background layers moving at different speeds to give a sense of depth. It's like that multiplane camera technique you see in old Popeye cartoons. It looks great.
Something you learn early on in this game is that death is around every turn, it's varied, and it's brutal. Pits with spikes, bear traps, a spider the size of Shelob, giant saws, machine guns, or...a mere three feet of water...all perilous. (Yeah, drowning is hella easy in this game.) The point is, there are lots of ways to die, and unlike a lot of games, when it happens, it had a tendency to make me recoil a bit. You'll be flung like a ragdoll, chopped into tiny pieces and violently strewn about, smashed, electrocuted, and probably impaled by a giant spider leg.
Part of this feeling of brutality comes from the excellent sound design in this game. I keep mentioning the spider because I think this thing was the cause of my first death, and it was memorable. The tremendous thud as its leg went through me and into the ground seemed to have a lot of force due to the sounds associated. Plus, the spider just walks away, my lifeless corpse still impaled on those pointy legs. What an asshole... The sound design is just very good. It's believable, and there's an economy of sound that causes anything out of the ordinary to make your ears perk up. You'll pause momentarily and perhaps proceed with a little more caution. In most games you won't notice the sound design at all unless it's so poor it calls attention to itself. It's nice when sound is used effectively to enrich the experience.
Regarding controls, you're limited to your arrow keys for directional movement and the control key for interacting with the world. (Pull a crate, flip a lever, etc.) It's not very complex, but it doesn't need to be. In a way, I felt like the limited amount of actions I could perform made the world all the more foreboding and scary. If something's attacking me, there is a relatively small number of things I can do. There are no weapons, so I can't fight it head on, which is unusual in the game realm. It seemed to make you feel a little more helpless in this dangerous world.
As you navigate through the world, the world evolves, bringing new challenges and perils. You start in a forested area and as you progress, the locations gradually becomes more industrialized. This evolution and variety of scenery made it very enjoyable to explore the world and as a result, nothing ever got too familiar. I wasn't sure where I was going or what I was looking for, but I was enjoying looking for it.
And that brings me to the perplexing bit... While I was playing, I didn't know what I was looking for, and after a time, there I sat, done with the game, and I still wasn't all that sure what I had been looking for. If you look at the tagline of the game, it reads, "Uncertain of his sister's fate, a boy enters LIMBO". Ah...I was looking for my sister. There was a person there at the end. A lady person... I suppose that was her...which means I win. Yay? I'm unsure how I was supposed to draw that conclusion by the content of the game alone, but I'll take that as a given since you bothered writing it and all.
There are a lot of theories about the meaning and symbolism present throughout the entire game and especially regarding the ending. A lot of them seem to be reaching a bit and others sound like total bullshit. I've never been one for symbolism and such though. *shrug* The developers keep the theorizing going by saying that it's up to the user's own interpretation. You smug bastards... I know you had a certain intent when you made the game. Nothing you did was on accident.
I won't go into the various theories because there are A LOT of them. Besides, LIMBO is definitely worth a play and going into it with preconceived notions about the meaning is going to alter your own interpretation, which will give the devs sad feels.
So yes, it was an enjoyable game, and they made me ponder on symbolism, which I hate. That's quite a success. I'm still pondering it, in fact, so my hat goes off to them. Well done, devs. Well done.
Saturday, March 9, 2013
King's Quest 1
I have always been a fan of the King's Quest franchise, but I never played the one that started it all. There's a perfectly good reason for that. It was released in 1984, and I wasn't...you know...born.
This is one of the earliest graphical adventure games, and the story is pretty simple. There's a castle with a king in it. That king is perfectly cool with people just waltzing into his castle, apparently. When you talk to him, he's like, "Bro, there's a mirror, sceptre, and shield that I want you to find. I don't know you, but if you find this stuff, I'm p. sure you'll make a good king." Paraphrasing but trust me, it wasn't much deeper than that.
The story's simple, yes, but you have to walk before you run. This game is the grandpappy of all the other graphical adventure games that were to come, and I appreciate it in all it's 16-color pixelated glory. It's interesting going back to early titles like this and seeing the evolution of these games. There are certain things that surprised me during the course of the game. For one, I was surprised by the number of items you can pick up that do absolutely nothing. Red herrings out the wazoo. I'm more used to the concept of if you can pick it up, you're gonna need it at some point. I was also surprised that multiple solutions were possible for some of the "puzzles". This seems like a more advanced concept.
I must confess, I know there were multiple solutions because I cheated a couple times. Give me a break. I know adventure games. Sometimes the solutions are ridiculous, especially in these old ones. I was only going to spin my wheels for so long.
You want an example? K, fine. There is a giant. I have a sling and pebbles that I picked up along the way. Logic would dictate that I fling a pebble in the giant's face to end him. Unfortunately, I couldn't figure out the correct word combination to actually do that. Turns out, the solution is to run around a tree for a couple minutes, avoiding the giant while he's chasing you, and the dude will fall asleep eventually. Uh...what? Perhaps the dude has narcolepsy. I don't know his life. But who in their right mind would think playing Ring Around the Rosie with a giant for 2 minutes would accomplish anything? I never would have gotten that. I regret nothing!
Long story short...I defeated a dragon with a quart of water, made some leprechaun's dance a jig, and may have inadvertently caused the king to drop dead by merely showing him the items he asked me to find. All in all, it was a very eventful day in Daventry.
I intend to play through the remaining King's Quest games in the coming months. I remember playing through the 7th one as a kid and watching my brother play those earlier in the series. He used to call me Lolotte to make me mad when I was around three or four... Yep, King's Quest has been a part of my life for a while, and I think I'll enjoy revisiting them. After all, Telltale Games is supposed to be rebooting the franchise in the near future. Ohboyohboyohboy!
Sunday, March 3, 2013
Puzzle Agent
I feel super efficient right now. In the past week, I have beaten "Resonance", "On the Rain-Slick Precipice of Darkness: Episode 1", and moments ago, I beat "Puzzle Agent" from Telltale Games.
"Puzzle Agent" was interesting. I enjoyed it overall, but the ending is very sudden and open ended. There is a second game in this series, however, so I'm guessing it picks up where this one left off. Most of the game was enjoyable. The puzzles for the most part were fun. I liked the fact that I had to whip out pen and paper at times to figure out some of them. There were 3 or 4 of them that pissed me off though. There were either too many instructions or not enough instructions, that I felt no matter how long I looked at it, I wouldn't get it because the puzzle seemed flawed in my mind. Of course, it's quite possible that I just wasn't comprehending what I was supposed to be doing. I am very tired after all... In these instances, the Hints didn't seem to help much. The hints either told me stuff that I already had gathered or it essentially just threw up its hands and was like, here's the solution, dipshit. Begone.
It's nearly 2AM, so I'm not going to go on and on here. Puzzle Agent was fun enough that I'll bother with the sequel. That's all I could hope for for a game I bought on sale for 2 dollars. Well done.
Now sleep.
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