Saturday, July 5, 2014

Prison Architect


I've just sat here for the past 5 hours, building a prison. I guess I was having fun. I'm still not quite sure.

"Prison Architect" is not the kind of game I play too much anymore, a build it and watch what happens/design on the fly type game. You build a prison, prisoners arrive at regular intervals, and you have to make room for them and fulfill their various needs or you'll have riots on your hands. It kind of reminded me of the game "Theme Park" that I used to play as a kid. There's no real end or way to win, you just keep accommodating more and more people and upgrading your facility until you get sick of it, which I have.

You have to build spaces for the prisoners to sleep, eat, exercise, visit family, etc. And as you research and unlock new abilities in your...it's not technology, but it's like a technology tree...you can build rooms in which to give medical attention, do laundry, press license plates, etc.

The game is still technically in alpha, so some of the tech tree options don't work 100% quite yet. There were some issues I ran into that I wasn't sure if it was a bug or if I just did something wrong. For example, I could never get people into my workshop to do the license plate pressing thing. I couldn't assign people to work there for some reason. Also, I could only assign 2 workers to the kitchen and laundry room when I needed to have three to fulfill the objective of one of my grants. Not sure if I needed a bigger room...or if shit was just broke.

Speaking of grants... The grants system is probably what kept me playing as long as I did. You can have two grants active at a time, and to get all the grant money, you have to fulfill the objectives outlined within it. For example, the Health and Wellbeing grant required you to build an infirmary, hire at least two doctors, and hire a psychologist. An infirmary requires medical beds and a psychologist requires an office to work out of, which has to be at least 4x4 and contain a filing cabinet, office desk, and chair. Grants kept me busy building new things.

Keeping with this example, having a psychologist opens up one of the reports tabs that was previously empty. With a psychologist, you can see what the prisoners are generally pissed about and do something about it. In my prison, everybody was pissed and fighting each other at one point, and it turned out it was because all the guys I was keeping together in a holding cell weren't getting any sleep. I was building individual cells for them, but that was taking a while. Dudes were getting cranky because the only requirements of a holding cell is a bench and a toilet. They were getting "Deadliest Catch" style sleep debt rage. I threw some beds in there, and they were happy as little clams.

Trying to complete the grant requirements keeps you moving forward and building all the various specialty rooms, and the constant inflow of prisoners keeps you building more and more cells. Kept me busy for about 8 and a half hours total.

I finally called it quits when I encountered problems with one of my grants. I had unlocked most of my research options, built most of the different types of rooms, and this grant required me to research mealtime preferences by serving a meal in which the quantity and quality of the meal both were set to low. Meal time came and went, and the objective didn't complete. I wasn't sure if it was because all the prisoners didn't get to eat it... If that was the reason, I wasn't sure if it was because my dining hall was too small and had too few tables to sit at to accommodate everyone, or if there needed to be more serving tables, or if I needed more cooks in the kitchen, or if the cooks needed more stoves, or if I needed to make the scheduled mealtime longer... There were just too many potential reasons why that mechanic was fucking up, and I had experienced enough of the game that I felt done.

"Prison Architect" is worth giving a try if you like that management/simulator style of game, but I'd probably wait until they're out of alpha to give them a chance to iron out all the kinks.

Tuesday, July 1, 2014

The Last of Us

Daaaamn, Naughty Dog... You're rull good at making games. "Last of Us" puts story first and accompanies it with great gameplay, excellent sound design, and it's a very pretty game for a post-apocalyptic wasteland. Like the "Uncharted" series, which Naughty Dog also makes, this game has excellent characters, writing, and voice acting. You become immediately invested in these characters and their plight.


In Last of Us, the world has basically gone to shit. Most of the population has fallen victim to infection. And those victims are creepy as fuck. They come in three flavors: Runners, Clickers, and Bloaters. Runners are the newly infected. They're quick, scream like banshee's, and if you call attention to yourself, you're likely going to get 5 of them in your face. Clickers are...well, horrible. They've been infected for a while, and as a result, they've got these crazy growths that cover up their eyes. So, good news, they can't see you, but bad news, they can hear you, and they make this awful clicking/gurgling noise to echolocate your sneaky self. It's kind of terrifying to hear a bunch of Clickers in a dark room. Fabulous sound design...I give this game so much credit for this. Stressed. Me. Out.


The third member of this creepy family are Bloaters. Giant motherfuckers...fat ass infected that huck spore bombs at you and will rip the top of your head from your jaw if they get a hold of you. It's quite unsettling.

The manner at which you deal with these baddies can be via beating the hell out of them with crowbars and such, shooting em in the face with shotguns and such, or stealth killing them via choke out or a shiv to the neck. Melee doesn't work so good against Clickers, and nothing but fire works all that well against a Bloater, so they all require different tactics, and their concentration in one area becomes a major factor with how you deal with them. Alerting any of them to your presence is generally ill advised, as they'll call all their buddies to have a go at you. So..sometimes guns are kind of a bad idea. You don't want to go wasting your ammo if you don't have to either.

Resource management is very important in this game, with ammo and with the crafting system. You can craft med kits, shivs, molotov cocktails, nail bombs, and smoke bombs to give you an added edge. You make these items by finding their components throughout the environment, and boy...do they come in handy. Molotov cocktails are my jam.

In addition to infected, you're also going to have to deal with regular folks trying to murder you too because people can be dicks. The game is very good about balancing the encounters and changing up the scenarios so you're not just constantly hiding and wetting your pants trying to evade infected. There's sneaky combat sections, there's running and gunning, there's puzzle sections, there's perfectly safe areas that you'll probably sneak around in the entire time all stressed out because paranoia, and cutscenes interspersed with some damn fine voice acting and animation. These feel like real characters going through real shit. I'm not going to go into the plot at all because spoilers, but this game will probably make you have some feels.


But the feels are worth it. Go pick it up. You will like.

Tuesday, May 27, 2014

LEGO Lord of the Rings

When the topic of LEGO games comes up, unanimously, I have heard nothing but good things. Therefore, I was pretty excited to see a Lord of the Rings one come out. I have never played any of these, so this would be my first foray into LEGO land.

There is a certain charm to seeing movie scenes play out with LEGO characters, I'll give it that, but the actual gameplay sadly wasn't really all that fun. Leaving the Shire, there wasn't really anything to do. You just follow the blue stud trail to your next destination. You can mosey around and beat the hell out of random rocks and plants so little LEGO studs come out, but since that is not fun, I just left. After you're out of the Shire, the four hobbits meet up, and you can control each of them. Considering they're LEGO people and very similar looking, I couldn't tell who the hell was who. This was only really a problem with the hobbits since the others are fairly distinct with their beards, blonde hair, or dwarfism.


Each character has unique abilities that you use to get around blockages and solve puzzles. These unique abilities are a little weird though... Merry can fish, Pippin can collect water in his bucket... Sorry to break it to you, Pip, that was a pity ability. Any motherfucker can do that. No one's playing you. Sam's abilities are more prolific. He can dig shit up, start fires, and grow plants. However, I kind of had a problem accepting the use of these abilities during gameplay and especially during combat. No problem was ever solved in Lord of the Rings by digging holes or fishing. Problems were solved by stabbing it right in the problem.

I encountered more brain resistance when I came across any side quest. While in Bree, for example, some guy had apparently lost his cooking pot and would be ever so grateful if we went back out in the woods and found it. Umm...no. There's a sense of urgency to this tale. We gotta go meet Gandalf at the Prancing Pony. No way I'm traipsing back in the woods to look for some asshole's cooking pot. In that same vein, I ran across an Uruk-hai that lost his weapon and wanted me to find it. Heeeelllll no. How about I try to kill you instead?

Pity...it won't let me. Whatever, I'm still not looking for your shit, and even if I happen to run across it, I'm not bringing it back. Deal with it.


I skipped quite a bit, actually. There are many side quests, items, and collectibles that you can't even get until your second playthrough. Each level has items that are unreachable unless you have a certain character with you. For example, Gimli's special ability is to break cracked LEGO tiles. These tiles exist throughout the game, even in places where Gimli never actually was, like Osgiliath. You'd have to play Osgiliath again after it's been unlocked, bringing Gimli the second time. Fuck that shit.


There's a lot of that though. I played through the main storyline completely, and at the end, it said I had only completed 24% of the game. I'm only a completist when I'm enjoying myself. 24% is just fine when I'm not.

Now hold on, I wasn't hating my life the entire time. I did quite enjoy the Helms Deep section. There were lots of orcs to kill, and you had to keep the different ladders off the walls in different ways which kept it interesting. Some you had to shoot down, others you smashed, so you had to switch between Aragorn, Legolas, and Gimli. It was also kind of cool to use the tossing a person mechanic to throw Gimli across at the orcs carrying the battering ram, just like in the movie. The "LEGO humor" was pretty good in this section as well. I remember specifically enjoying that when they were bracing the gate with various things, they pushed a piano in front of the doors. Being an ent and smashing the shit out of Saruman's machinations was also quite enjoyable. Hooray for joy!

For the most part though, I was just waiting for it to be over. It was very repetitive overall. Once you figured out what to do, you had to do it like 12 more times. I was going through the motions for most of the game. I know these LEGO games skew younger, but I had heard all these positive things from grown ass people. I've now decided that they're all liars.

Friday, May 16, 2014

Saints Row 2

Welp, I did this in the totally wrong order... I played Saints Row 3 first, then Saints Row 4, and now Saints Row 2. While it seems a stupid way to have played it, I'm glad I did it this way because 2 would have never hooked me on the franchise like 3 did. I very well could have tried this game and not come back to the franchise. Not that it was bad...it just wasn't great.


My first issue was a technical one. This was an Xbox game originally, ported to PC. My copy I got from Steam had a known flaw in which everything was sped up to an uncontrollably fast tempo. I spent about 5 minutes attempting to just drive a car around, accidentally crashing into everything, and wondering why everything looked like an episode of Benny Hill. To fix it, I had to download some files to shove in the game folder and edit the speed to something tolerable.

After that was out of the way, the theme to this playthrough was "Man, I'm glad that's better in 3." Granted, if I'd played this one first, I wouldn't know what I was missing...in the future...

Anyway, there were plenty of these moments:

THE PIDLY STUFF

1. There is a mechanic where you can tag walls with some Saints graffiti. You have to spray within the lines, and if you go too far outside the lines, the tag fails, and you can try again. It's lame and not fun, and it would have been better if they'd just say Press "E" to tag like the photo-ops and whatnot in the later game.

2. That lovely mechanic in which you can jump through a windshield to hop in a car is not in this game. I'd run full speed at a car and just bounce off and roll on the ground, forgetting that I have to stop the car like civilized folks before I jack it. Lame.

3. The stores that are for sale are not shown as For Sale on the map like they are in 3. I only bought stores that I happened to see had a For Sale sign as I drove by. Pretty sure I missed 60% of them.

4. In this same vein, there's no way to know how much a place costs without going there. I took many wasted trips to a $50,000 crib that my broke ass couldn't afford at the time.

5. The ability to get your cash from anywhere via your phone was a wonderful addition to 3 because in 2, you have to go to one of your cribs and find the little money icon, which brings me to my next complaint...

THE FUCKING ANNOYING STUFF

6. Horrible level design... I could not find anything in my larger cribs, most frustratingly, my money stash. Sometimes I'd drive to my shithole crib just because it was only one room, and I wouldn't get lost in it. Bad level design was a problem in many of the mission locations, where you'd have to go through multiple floors of a building. The worst of these was a mall. Like a real mall, I couldn't find what I wanted, and I couldn't find a way out. I probably spent 20 minutes trying to get out of that place one time.

7. This could have been avoided if at the end of a mission I was just whisked to the front door of the building. I wouldn't mind. Truly. I don't need to walk down 30 flights of stairs to get out of this high rise. I walked up here, and it was much more entertaining on that trip because I was shooting people along the way, and as such, I was too preoccupied to take notes on how to get back out.

8. Fall damage is ridiculously high. I know jumping off stairs would probably break my legs for real real, but you're also allowing me to get shot like 27 times before I die. Give me some slack, man. Sometimes you gotta jump off a building.

9. I'm forced to do the side activities in order to gain enough respect to unlock missions. I don't know if this was removed in the next game, but I never encountered it as problem because I gladly played those side activities. Not so here because...

10. The activities all kind of suck, and to make things worse, each activity location has 6 levels of that one activity. I don't want to play the same bullshit 6 times in a row... Shit can stay incomplete. I ain't care.

THE "IT IS WHAT IT IS" STUFF

11. Saints Row 2 is a little more serious than the later titles. The over the topness is one of the things I adore about its sequel, so this tamer incarnation isn't exactly gripping. Yeah, my character's a bad motherfucker, but I prefer my bad motherfuckers with a side of humor.

12. Continuing with the lack of over the topness, there's no big set pieces or big built up boss fights. They all kind of fizzle out, and they're not very interesting. I shoot through a bunch of guys to get to the main guy who is pretty much just like those regular guys except it takes a couple more slugs to put him down.

13. And when they did have a different mechanic, they were usually obnoxious in some way. Example: While fighting Veteran Child, who was using Shaundi as a human shield, you had to huck flashbangs at him to get him away from her and THEN shoot him. The obnoxious part was that he would step away from her occasionally without flashbang, and he would be invincible during that period. Why do?!

14. Voice acting. In Saints Row 3, I loved Laura Bailey voicing my main character. She was great throughout and made me laugh out loud plenty. Saints Row 2 voice actor...eehhhh...it was fine. Not too many laughs, just your standard hard ass chick.


THE ACTUALLY GOOD STUFF

15. There were a couple missions that really were impactful. The loss of an important character, the creative takedown of an enemy's main squeeze... Those few memorable moments drew me in and made me more invested in finishing the game.

16. I got to see the introduction of Pierce and Shaundi, who I love in the following game. They're not quite fully formed characters in this one, but you can see the beginnings of their eventual personalities.



So yeah...there was way more bad than good, but whatever lessons they took from making this game, they obviously used them to improve the next one, so kudos. The moral of today's story is, if you're gonna Saints Row, just start with 3. You'll thank me.

Saturday, March 15, 2014

Teenage Mutant Ninja Turtles Smash-Up

Wow... That was one of the shittiest pieces of shit that ever was shat. Maybe that was a tad harsh...while searching for other reviews to verify my disappointment, I didn't really find any. Everybody claims this game is solid. But hoooowwwww?

As a bit of background on this decree of shittiness:
I've never played Smash Bros, but I'm at least aware of its style of play.
I love Ninja Turtles, have since I was 5.
I only played the single player arcade/story mode of Smash-Up.

I mention Smash Bros. because, while I've never played it myself, I've watched plenty of Smash-Bros, and I know a clone when I see one. That's not a dig, apparently. That's a selling point. They tout that they use the same Smash Bros. engine, and the fact that it's just like Smash Bros. is one of the most positive aspects of the reviews I read. I don't really get the fervor about that franchise, but to each their own.


Secondly, as a Turtles fan, the number of characters available to play or fight are pretty disappointing and sparse. You've got the four turtles, Splinter, Casey, and April to start, and the unlockables include a Foot Ninja, Fugitoid, Karai, Nightwatcher, Shredder, Utrominator, and bizarrely a Raving Rabbid. No Bebop, no Rocksteady, no Tokka, no Rahzar, no Metalhead, no Leatherhead, no Baxter Stockman, no Usagi Yojimbo, no Krang, no...okay, you get the point. Also, of all the ones that they DID include, who the hell wants to play a Foot Ninja?

I only played Leonardo in this little run through, and I only experienced the Arcade Mode, which is the single player story mode, so if multiplayer is somehow life alteringly good, denounce my heresy and play to your little heart's content, but I'll still probably think you've been hitting some manner of Kool-Aid.

In story mode, Splinter decides that he wants to have a tournament to determine who is the best. This is depicted via some old school style art from the comics with really minimal animation of the still images. The art itself is kinda cool, but the overall presentation is pretty weak. You then get into the game, where Smash Bros. vomited some turtles, gameplay is whatever, you progress through different people, and then Shredder attacks, and you fight about three battles with his lackeys and then him. Win those 6 or so fights, and you win and credits roll.


I spent a whopping 26 minutes with this game. I didn't expect much, and I didn't receive much, so I can't be too upset. But still...*sigh*

Thursday, February 6, 2014

Psychonauts

The best way to describe my experience with Psychonauts was that it was an opinion rollercoaster. I had heard great things about this game and came in with high expectations, but once I started playing, I careened from bored to enjoying myself to just wanting it to be over and back again.

The story begins at a summer camp for people with psychic abilities. Your character, Rasputin, has managed to sneak into said summer camp with the hope of becoming a Psychonaut. They kindly allow you to stay and participate but only until your dad comes to pick you up. Shit goes downhill before that happens though, and before it's over, you're trying to stop a brain in a tank from taking over the world. It's all very dire.

There are two main arenas of gameplay. With one, you're in the summer camp and surrounding area, running around, talking to fellow campers, finding collectables and whatnot. The second takes place in the minds of various people you come across. You gain access to their mind by slapping a tiny door to their forehead and in you go.

In a person's mind, you'll find figments of their imagination which are harmless, mental cobwebs that you can clear, vaults which hold their innermost secrets, and emotional baggage, which appears as actual baggage, that you can get rid of by finding its baggage tag and reuniting bag with tag. There are also plenty of beasties that will attack you, trying to expel you from the mind.

These different minds are where the bulk of the game is played, and my opinion of the game swung wildly from mind to mind. The first couple are the minds of your teachers. You're just beginning to learn how to move around, that you have powers and what they do, etc.

It didn't take long, perhaps the second mind, to realize that there were things about the controls of this game that I despise. The controls are very clunky and are dependent on the camera angle, which has a tendency to change whenever and however it sees fit. When you're out in the real world of the camp, the camera is controlled via the mouse, when fighting bosses or in various other on-rails segments, the camera does whatever the hell it wants, generally remaining fixed on the bad guy. In these moments, the camera cannot be controlled by you. This wouldn't be so bad if the controls weren't totally dependent on what direction the camera is facing. This causes problems when the camera moves while I'm in mid-jump, when I need to make a precise jump onto a small target, or when I'm on the edge of something perilous. The camera moving often caused the forward direction I'm going in one second to change to lateral movement the next, which becomes slightly problematic when that lateral movement runs me off the edge of a cliff.

This happened a lot...

The camera thinking it knew better than me also gave me trouble when trying to figure out where to go next. I needed to look around, but sometimes the camera angle would be restricted to a few degrees left or right. Most infuriating.

After this second mind, I entered into the "I thought this game was supposed to be good" mode. I was surprisingly kind of bored already. Then it was time to enter another teacher's mind. Teacher Milla's mind is one big dance party. Here we learn how to use the levitate power. There are lots of crazy flashing colors, spinning things, faster run speed, and dynamic camera movements. I don't know what it was about this level, but I think it actively made me ill while playing it. I don't often get motion sickness while gaming. (It happened once during Portal.) But this one screwed up my guts twice. So from bored to sick to my stomach, it wasn't exactly going well, but I pushed on.

The first segment that I enjoyed took place in the mind of a lungfish. In this mind, you are Goggalor, a huge city-crushing giant traipsing about the lungfish city of Lungfishopolis. It took the game in a direction that I didn't expect, it was fun, and was the first bit of writing in the game that I laughed at.

The next area, The Milkman Conspiracy, was also quite good. The level design here is fairly excellent, all twisting, turning, and topsy turvy. Plus, the promise of funny was also delivered here. This area is populated by hidden surveillance equipment and trench coat clad secret agents pretending to be road workers, landscapers, plumbers, etc. by holding an item signifying that role. To get through each marked off area that they're guarding, you have to blend in with that group by holding that signifying item. For example, a member of the road crew would hold a stop sign. There were many good bits of dialogue here, as they matter of fact state what they are supposed to be to maintain their cover. A few examples, if I may...ahem...

"The dead people are underground. And I have brought flowers because...I am sad."
~ Grieving Widow Secret Agent

"Although over time, my husband will desire me less, sexually, he will always enjoy my pies."
"Rhubarb is a controversial pie variety."
~ Pie-making Wife Secret Agent

"Yes, we all work on the road crew. Our backs are killing us."
"Look at that woman's breasts. They're large."
~ Road Crew Secret Agent

While The Milkman Conspiracy section was quite enjoyable, the next one, Gloria's Theater...not so much. It took place in a theater, obviously, and you had to change the set and listen to them perform parts of the play over and over to progress. It was just too wordy. I'll allow wordy if some of those words are funny, but these were just words...and there were a shit ton of them.

The following section pulled it back from "Ugh" and got back into interesting concept land. In Waterloo World, you're fighting the inner crazy of Fred Bonaparte. This inner crazy takes the form of Napoleon Bonaparte, who he is playing in a board game. You hop into the board game and have to round up game pieces to fight for Fred. There were some tedious bits here; there was some obnoxious platforming; there were some bizarre limitations/possible bugs when holding inventory items that I discovered, but overall this one goes into the positive camp.

Black Velvetopia was up next, and I give it points purely on style. It was visually interesting. Using telekinesis during the Boss fight was clunky and pissed me off, but whatever...I give you a pass. Moving on.

Blah blah blah, real world asylum stuff happens, and then we get to the final level...The Meat Circus. I had read that this was horrible online, and they were kind of right. This was where the "I just want it to be over" feels entered into it. There were like 14 different stages to this final level, and once I conquered one that pissed me off, another would show up to take its place. The combination of time-sensitive platforming, plus the camera doing whatever the hell it wants, a stark ramp up in difficulty, and the sheer length of these segments made me want to punch a baby.

There is also a point where you have to fight The Butcher, this hulking behemoth of a man with meat cleavers that I couldn't figure out how the hell to take down. I ended up having to look it up. When his cleaver gets stuck in the ground, I was supposed to run up his arm and punch him in the face. I tried and tried. I could not run up his arm to save my life. I maybe got one hit in on him every 15 tries. I was doing so poorly that every two seconds, Agent Cruller kept repeating that I should run up his arm and sock him in the face. "I KNOOOOOOWWW!!!" If I know what I'm supposed to do, and I still can't do it after numerous tries, that's a bullshit mechanic. Something about that model is wonky or there's a path I'm supposed to take or a place I have to jump over that's just not obvious. That shit's on you, Psychonauts. That shit's on you. I eventually found out, due to a Youtube video, that running up his arm is a suckers game. Bouncing up there via levitation ball is way less bullshit.

I kind of was hoping that was the end but no...now I must show my acrobatic prowess as my dad tries his damnedest to murder me. Water is rising, time is ticking, flaming clubs are being thrown at my face. Ahh...family. The camera was once again my nemesis here. There were points that I'd be walking across a tightrope and jump to avoid a projectile, only to have the camera view change mid-jump and cause me to fall into the abyss. Thanks camera. You sure do know better than me... It also made my life extra difficult when jumping from partially on fire floating fence to other partially on fire floating fence. The place I needed to land was very specific, and for one, I couldn't turn the camera to get a better view of where I was supposed to jump. The perspective made it look like there was no place to jump that wasn't on fire, and two, when I did jump, the camera would rotate and my jump toward the lattice would turn into a jump in the complete opposite direction, sending me to my watery death.

After getting through that gauntlet and two more boss fights, the credits assured me that this hell was over.

Just kidding...just kidding... Overall, I'm more positive than negative about Psychonauts. It had its problems, sure. It pissed me off, sure. But there were some interesting concepts, and I commend them for trying something new. It was refreshing in that regard. Plus, it made me laugh so kudos as well for that. However, don't get too cocky. I'm still giving you a C+ for your shitty ass controls and camera. Those were bad, and you should feel bad... C+

Wednesday, January 22, 2014

HOARD

HOARD...oh HOARD. My first thought was, I do not like this. This is no fun. ...but then I played all the levels, so there's that.

In HOARD, you're a dragon, and your existence is all about amassing a hoard of treasure and burning to a crisp anybody that tries to keep you from said treasure, or that takes your treasure, or that looks funny at your treasure. If it exists, burn it and get gold for it. If it exists and has ouchy pointy things, burn it without letting it touch you and get gold for it. It's fairly straight forward.


I kept playing, even though I wasn't really enjoying myself all that much at the beginning. I think part of it is that the TREASURE mode levels are in short 10 minute increments. The bite size nature didn't require much of a time commitment from me, which kept me coming back, and once I started rolling, I relented...thinking, "Okay, this is enjoyable."

Once I had a dozen or so levels under my belt, I realized that there weren't all that many single player missions. I could potentially "finish" this game. There were three modes: TREASURE, PRINCESS RUSH, and HOARD. In TREASURE mode, collect as much treasure as you can in 10 minutes; in PRINCESS RUSH, capture 15 princesses as quickly as possible, and in HOARD, just stay alive as long as possible. The princess capturing was the most fun to me (stealing them from other dragons was particularly enjoyable), straight up treasure hoarding was a close second, and not fun to me at all was HOARD mode. Too stressful.

In each level, you could get medal status depending on how well you did. It's a standard gold, silver, bronze affair, but jokes on them. I'm enjoying myself but not nearly enough to give a shit about playing until I get gold status on any of these levels. I'm setting the bar low here. Bronze? Great. Let's move on. That's clearly not the intent of the game, but whatever, I do what I want. I experienced all the levels with mild levels of success, and now I'm done.

I give it a rating of three crispy knights. I wouldn't necessarily recommend it, but I wouldn't warn against it either.