Monthly Archives: December 2013

Not eliminating the memories of loss in Eternally Us

eternally us final thoughts 3

Grief is natural; we’ve all experienced the emotional suffering one feels when something or someone truly cherished is taken away, and if for some reason you haven’t, bless your lucky, cold-as-steel soul. No, really. I hope you never have to feel the lingering twist of a broken heart, but I kind of doubt you’ll avoid it in one form or another. It’s dark subject matter, sure, but worth exploring just as much as any other adventure game plot based around escapism, making a name for yourself, and standing up against persecution.

Eternally Us is about grieving. I didn’t know this immediately going into it, but by the end, all is made explicitly clear. It’s self-described as a tale of love, life, and friendship. Created for the April 2010 MAGS competition by Infinite Grace Games, this somber story from Steven Poulton (writer, programmer, scorer) and Ben Chandler (designer, artist) starts innocently enough, with two young girls sitting on a park bench. Amber and Fio, short for Fionna, are feeding the pigeons, enjoying the nice weather as friends are wont to do. Alas, just as Fio is about to hit her childhood best friend with some very bad news, a magical door appears and opens, revealing some monstrous zombie-like being. And then, just like that…Fio is gone.

Amber now has to travel across five strikingly different locations in search of her stolen friend, solving puzzles and speaking her mind to any that will listen. The scenes are diverse, with one set in a dark, marshy swamp and another in the quiet snow and the final one in the middle of some tranquil, autumnal woods. Chandler’s colorful art makes each place highly expressive and detailed, with the supernatural mixing with the natural in a fairy tale way that had me immediately thinking of The Neverending Story. It’s amazing what adding glowing eyes can do to personalizing bark and branches, but it’s extremely effective here. There’s also a weather effect on top of the painted backgrounds in every scene, with my favorites being the rain and falling leaves. Small details, but they matter. They help you–and maybe even Amber too–forget that this place is not real, that you are traveling through portals and doorways, trapped in the otherworld, looking for someone you actually lost long ago.

Sound-wise, there’s falling rain and peaceful bird-chirping, as well as some surprisingly strong voice acting. Naturally, Amber is the one voice we hear the most, and her voice actress Miranda Gauvin does a fine job of playing someone that is unable to cope, that is begging for answers, but would also rather not hear them. The more inhuman characters dance the line between creepy and ridiculous, but again, I like them talkative trees. A soft, unobtrusive melody plays on a few of the scenes, too.

It’s a point-and-click game, and fairly limited in what you can actually do. The left mouse button lets Amber use items, and the right button examines things, which is the standard we’ve all come to know these days. Yeah, I’m looking at you, Two of a Kind. Found items immediately go to her inventory, which can be accessed by moving the mouse cursor to the top of the screen. Any items you find relate to that scene only and vanish when you move on to the next area, so if you get stuck, just keep trying every possible combination/tactic. I only ran into problems with the squirrel at the end, and that was more of technical issues than not understanding what I was supposed to do. I did not see a strong connection in some of the puzzles to what was happening in Amber’s mind, but maybe others will.

Eternally Us is ultimately a downer, but a fantastic way to fall. The puzzles are not terribly difficult and contained to a single scene to make things easier, but it’s the dialogue that you want to hear and the way Amber grows over the course of the short game. There’s also some cleverness afoot, such as how Amber “sinks” through the swamp to the depression area. Basically, you should play this short adventure game to put her and her friend at peace–and maybe find some solace yourself. It’s free and can be downloaded here.

2013 Game Review Haiku, #51 – Eternally Us

2013 games completed eternally us

A best friend is gone
We all grieve differently
Amber points and clicks

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

2013 Game Review Haiku, #50 – Oiche Mhaith

2013 games completed oiche mhaith

An abused young girl
Unhappiness breeds more pain
Beyond disturbing

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Takes two to solve puzzles in Two of a Kind

two of a kind final impressions

Chances are high that I would probably enjoy being an archaeologist, digging deep and surveying, excavating, and analyzing collected data to learn more about the past. As a kid, I had more than just rocks in my rock collection, occasionally finding some broken piece of clay or a weirdly shaped hunk of metal, and a small part of me always believed I had stumbled upon greatness. Now, the true purpose of archaeology is to learn more about past societies and the development of the human race, but I think we can also apply the science to videogames. However, I’ll pass on all the constant danger that Indiana Jones finds nipping at his heels, like rolling boulders, pits of snakes, and Nazis.

Which leads us to Two of a Kind by Dave Gilbert, the man who has given us numerous adventure games over the years from his small, but growing Wadget Eye Games. If you’ve not been paying attention to the most recent activity on Grinding Down, I’ve been on a point-and-click kick as of late, finishing up Machinarium, Deponia, and a number of smaller, shorter adventure games. Plus some Ben Chandler joints that I’ve yet to talk about, but will be doing so next week. Truthfully, this is all in preparation for two forthcoming titles: The Blackwell Epiphany from Wadget Eye Games and Broken Age from Double Fine, which I both expect to have some tricky, dastardly puzzles, and I plan to play them as soon as they release, with no chance of an online walkthrough handy. Gotta brush up on my pixel-hunting and inventory management skills.

Anyways, Two of a Kind is a small adventure game released for free at Adventure Game Studio in November 2004. It’s about an unusual town called Bluff City, which is full of people with unusual abilities. For instance, Tim and Tiffany Walters, fraternal twins operating a struggling independent private investigation business. Tim has the power to float off the ground, and Tiffany can communicate with animals. Other townspeople you’ll bump into also have powers, and it’s kind of like X-Men, but without all the smoke and rubble and misshapen limbs. The Walters siblings are very close to each other after experiencing a traumatic childhood, which they no longer discuss. Bills have been tough to pay as of late, but a new case offers a great financial opportunity. A priceless crystal was stolen from the local museum, and it’s up to them to find out the who, the how, and the why before the press gets wind.

Now, in all my years of gaming, I’ve not actually played many old-school adventure titles, the kind controlled by means of text icons like “look,” “open,” “use,” and so on. Think LucasArts started this trend. When I played Monkey Island 2: LeChuck’s Revenge back in 2011, it was an enhanced version, updated to be more convenient for a controller. Basically, I came into the genre really late, and so my experience in using these text-based commands is quite limited, rusty. This was more than evident when I struggled to have Tim leave his apartment building; first I tried using “use” on the door, but that did nothing. Turns out, I had to use “open/close” on the door, and then “use” to walk through it. Oi. Like I said before: archaeology. Playing a text command-heavy game in 2013 was a slow process for me, as I found myself trying everything on everything. Can’t “use” that trash can? Well, let’s try “talking” to it and “opening” it and “giving” it to Tiffany. Been coddled for too long with just a right and left mouse button clicks.

After getting used to have to do things the archaic way, puzzles in Two of a Kind are fairly easy to deduce, especially if you’ve played some of the Blackwell games. Because just like in those, you control both Tim and Tiffany independently, just like Rosangela and Joey had their own things to do. I got stuck in a few spots, but only because I missed picking up an item earlier, and there is actually a walkthrough out there still for the game. Otherwise, so long as you keep trying items and different combinations, the solutions will come. Every item gets used; yes, even the ones Tiffany holds in her pockets from the very beginning of the game. Ironically enough, I was not aware that the final puzzle was being timed, and actually got a GAME OVER screen after failing to solve fast enough.

There’s no voice acting, which is all right, as there is a lot of text to digest, and I just can’t imagine anyone reading for the part of Tiffany doing it any kind of bearable justice. She’s a teenager that acts like a child–probably because of that previously mentioned traumatic childhood–and is constantly talking in kiddy gibberish to animals and being overexcited about literally everything. At one point, inside a mansion, I had her examine the most mundane items like a toaster or sink, and she responded to each with genuine excitement, a being of pure innocence. That aside, Gilbert’s writing is fun and personable, and his characters do come alive from it, especially the quiet bartender, the soaps-loving Oracle, and the drunk bum with the funny hat. The plot, which revolves around open sleuthing and chatting with animals and using magical powers, moves forward at a reasonably logical pace, but kind of jumps the (acid water) gun at the very end and fizzles out with a Candy-Land joke. I was hoping for more resolution, maybe a trip back to the museum to see Tim and Tiffany explain all the crazy antics to the concerned curator.

Overall, I think Two of the Kind is still a solid experience some nine years later, definitely worth playing for the solid writing and killer soundtrack, and I think Wadget Eye Games should re-release it like they did recently with The Shivah and get Ben Chandler to do all new art for it. C’mon, think about it. I know you’re reading this.

2013 Game Review Haiku, #49 – Two of a Kind

2013 games completed two of a kind

A priceless crystal
Gone, new case for Tim and Tiff
Dachshund bonus points

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Grand Theft Auto V, crass comedy in a crazy world

GTA V final overall impressions just okay

Grand Theft Auto V is the first game in Rockstar’s entire hooker-killing franchise that I’ve actually completed, and by that I mean I successfully played all of its main story missions, picked my A, B, or C choice for the finale, and watched the lengthy end credits–over thirty-five minutes long–scroll by as I pondered my collective time and experience as three unsavory souls stuck in Los Santos. And…exhale. Considering I still can’t even get past the second mission in Grand Theft Auto: San Andreas, this is a real, genuine accomplishment, a feat worth featuring.

To be honest, I don’t think much overall about GTA V. Now, please be sure to read that sentence a second time before you blow a blood vessel; I did not say “I don’t think much overall of GTA V,” but rather about. It’s kind of everything I expected it to be based on past experiences with the franchise, and I feel like it went through all the motions, and I went with it, a mute player. If you must know, I enjoyed what I played of Grand Theft Auto III, really dug Vice City for its vibe and tunes, and never got too far in San Andreas. Also, Chinatown Wars is a surprisingly good time, but quite a different beast from its bigger siblings. Truthfully, Saints Row: The Third is more my kind of freedom.

The story in GTA V revolves around three men: former bank robber Michael Townley, repo man Franklin Clinton, and uncontrollable psychopath Trevor Philips. They have their own personal stories to see unfold, but they also eventually all get mixed up in the same nefarious business, which involves running a bunch of heists and making some serious moolah. It’s clearly a videogame story, as things happen so that the player can take part in extravagant setups and scenarios and leap from tall buildings and blow up important locations and all that. A few missions feel like they just came up with some third part to play, spur of the moment, so all three protagonists could be there, even if there was absolutely no need to bring the greenhorn Franklin along. Of the three main characters, I was most disappointed in Franklin’s overall journey, as it seemed like the whole “other guy got the girl” subplot fizzled within the game’s first hour. Michael has heavy family stuff that gets resolved, but not in a way that fills me with confidence. And Trevor…well, he’s pure crazy, a lot of fun to watch, but just walking insanity, and GTA V would actually be a lesser game without him to keep everyone on their toes.

The open-world gameplay in GTA V is everything you’d come to expect from the company that certainly had a big hand in creating the genre. When you’re not accepting main story missions as either of the three gruff dudes, you can drive around the sprawling city and its outskirts, play a round of golf or tennis, do some yoga, get a haircut, shop for new clothes, invest in buildings, visit the strip club, surf the Internet, watch TV or a movie, take the dog for a walk, and so on and so on. There’s quite a lot of miscellaneous, nontrivial time-wasters for those wanting just a bite of action, as well as larger side missions in the forms of Strangers and Freaks. Random events like “Stop that purse snatcher!” occur from time to time, and you can also just stand still and watch the world go by or sit in your car listening to your favorite station. I found a lot of the side stuff more interesting than the main missions, as they are clearly trying to be big and bombastic, and there’s always an excuse for a gunfight, no matter what the scenario. Thankfully, thanks to a rather easy auto-aim feature, shooting down gang member after gang member is no big thing, and probably the biggest aid I had for completing this game next to Franklin’s bullet time mode when driving.

Let me talk briefly about the collectibles scattered around and outside of Los Santos, as I only stumbled across one during my entire criminal career. Which is very similar to my experience in finding those golden film reels in L.A. Noire. Either they are extremely well-hidden or I’m going blind, a likely case. According to the Internet, there’s a ton of things to find: Spaceship Parts, Stunt Jumps, Letter Scraps, Hidden Packages, and more. I found a single Letter Scrap, which ties into the Mystery of Leonora Johnson side quest–and that’s it. I started the missions that opened up the ability to find Spaceship Parts, but never came across them, and I felt like I did a lot of “off the path” exploring, mostly because I was trying to hide from cops, and changing elevation is a vital tactic.

A lot of material in GTA V is extremely off-putting, and for good reason. Rockstar’s treatment and regard of women is abysmal. If they aren’t there to either have sex with the main characters or sex with someone else to anger the main characters, then they are on their way. Take Michael’s family. He has a wife and a daughter. His wife is sleeping with her yoga instructor, and his daughter wants to get into porn. Take Trevor. Past the early intro scenes, you first truly meet him as he’s having sex with meth head Ashley, who never plays a further part in the game. Later, he kidnaps a man’s wife and begins to have a relationship with her. And lastly, take Franklin. He lives with his aunt, who self-describes herself as a “new age feminist,” and the two are constantly bickering. I don’t recall a single time that I returned home as Franklin that she wasn’t whining or complaining loudly from the other room. He has a childhood friend Tonya Wiggins, who is a crack addict. At first, it seems like he’s a man all about winning back his ex-girlfriend Tanisha Jackson, but that plot fizzles very quickly, so much that her sudden appearance near the game’s end was befuddling. Aside from these, there’s a few other women that stand out: Devin Weston’s lawyer Molly Schultz, the athletic MaryAnne Quinn, and celebrity-crazy old Mrs. Thornhill. In short, why couldn’t there have been a female gang leader or a woman working closely with Michael to keep his identity better hidden? Or some role more involved. Because to Rockstar, men do the ruling.

Early on, I actually watched some in-game TV, something I never even attempted before in Grand Theft Auto IV, despite a lot of people going gaga over the fact that such a large and completely skippable thing existed way back then. I ended up watching “Gordon Moorehead”, an animated detective drama radio show that looks innocent enough, that is until anyone starts speaking. I don’t recall the specifics of the episode’s story, just the constant degradation of Gordon Moorehead’s assistant Molly Malmstein, who Moorehead constantly treating her as a woman of little intelligence, often slapping her. I think the show is trying to to poke fun at sexism and misogyny, but actually just reinforces it all the way. It’s extremely disappointing; you literally can’t go anywhere in Los Santos without some knock against women.

I dunno. Looking back over this post, maybe I do think a lot about GTA V, just nothing too great. It’s got its problems, but it also felt very routine and predictable and crass for no good reason. The use of crude language, especially. I played a single post-credits mission, but haven’t really gone back to do any further exploring or money spending, and I just don’t really see myself getting back into the swing of things. I guess I’ve had my fill.

A mysterious hatch leads to trouble in BNKR

bnkr game final thoughts

I’m attracted to games with strange names or, at the very least, strangely written names. For instance, ^_^XIII, Viewtiful Joe, and Big Mutha Truckers 2: Truck Me Harder. Some quick complete transparency though: I’ve never played that last title, but just the sound of it alone, the way it rolls off your tongue and hangs in the air like some glowing, ethereal angel, has me curious. But yeah, if your game’s title is non-traditional and a bit bizarre, then you already have my attention, which is really helpful when sorting through game jam lists, too. And all that is just to slip into talking about BNKR, a point-and-click game by Piter Games not from Philip K. Dick and not from some recent jam, but just out there, waiting for you to devour.

Here’s the deal: the world was once populated by humans, but now only androids roam the bereft towns and buildings, constantly searching for fuel vital for survival. One day, a hatch opens, demanding whatever lies beneath it to be explored. You play as an unnamed–yet numbered–android with a digitalized male voice who goes down the ladder to see if there is anything worth salvaging.

Not counting the first hub area, which is a small, closed off town in the form of an overhead map with a few buildings to explore, most of BNKR is played from first person perspective. Er, I mean…first android perspective. Thank you, thank you. No, please, I’m happy to sign autographs. Anyways, you can click to move from scene to scene or interact with your surroundings and items in the inventory. A changing cursor alerts you if there’s something worth investigating. And that’s it gameplay-wise, which is fine, as it’s very short, though I’ll admit it took me much longer than probably others to complete it as I got stuck on two less-than-clear puzzles. Spoiler: you can find the third piece of mirror glass hidden between a desk’s drawers, as well as the other half of the broken key in a vent near the ceiling out in the main hallway. There, that should help greatly.

BNKR is a beautiful, desolate world. Also: very gray. You wouldn’t be wrong to immediately think of Machinarium or Primordia immediately, to compare in looks. There’s some light narration atop some striking artwork, and the voice of the robot you control is both human and not, which only helped draw me in more. It’s a strange combination of familiar and foreign, with the robot’s comments on things like levers and desks and photos of once-living humans little puzzles themselves. You can tell that the robot is a little sad, a little unsure. You can mildly interact with another android at the beginning of the game, but other than that, you’re searching solo; I think more droid-on-droid interaction would have been nice–hey now–as well as some dialogue trees to help fill in story gaps. Other than a couple of really well hidden items, the puzzles are pretty easy to figure out if you keep on clicking, and you can probably breeze through the game in about ten or fifteen minutes.

Alas, BNKR ends right as it just starts getting good plot-wise, and so I’ll have to keep looking for whatever comes from the people at Piter Games, as finding out what’s actually inside that opened hatch is just the tip of the post-apocalyptic iceberg.

2013 Game Review Haiku, #48 – BNKR

2013 games completed BNKR

A bunker opens
Need android fuel to survive
Where is mirror glass?

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Dead Rising 2 should not have returned from the grave

Dead Rising 2 game final thoughts

There are some games I loathe from the very beginning, but a terrible, masochistic part of my brain keeps me playing, as I have to see them through to the end, hopeful that there is maybe still some aspect or single element I haven’t seen yet that can be called enjoyable or mildly so and see the whole experience retrofitted just a wee bit. Here, let me name a few: Shin Megami Tensei: Devil Summoner Overclocked, Mafia II, and Game of Thrones: The Game. They all have their problems, but I kept playing them save for Cyanide’s take on Westeros, blind with false hope. Well, I think we can also now officially add Dead Rising 2 to this selective category.

In Dead Rising 2, you play as Chuck Greene, a former motocross champion now housing it up in the fictional casino town of Fortune City, Nevada. He is an active member of Terror Is Reality, a controversial game show where contestants kill zombies for money and fame. Chuck only does this because he needs the prize money to buy Zombrex, which is a daily medication that magically suppresses the zombification process, for his bitten daughter Katey. However, while backstage after the show, Terror Is Reality’s supply of disposable zombies is released, creating havoc and panic and bringing everything good to a shambling halt. Chuck is able to rescue his daughter and reach an emergency shelter, but has to keep her supplied with Zombrex until the military arrives in three days.

That’s the story setup, and from there you can explore Fortune City at, more or less, your leisure. So long as you don’t suffer too many zombie bites, of course. Main missions and side missions are constantly available, but some won’t begin until a specific time and others only last so long before you lose out on whatever prize they offer. Basically, you have to choose what you can do in the time that you have, and I found myself, after restarting the story twice due to boss fight difficulties, skipping all the side missions and just grinding out PP from zombies near the safehouse until a main story mission began. By the end of the game, I had only killed five Psychopaths and rescued 12 survivors, which is just a drop in the bucket for both of those optional endeavors. I only fought a Psychopath or saved someone if the description mentioned Zombrex. When not killing zombies, you can also look around for items to make combo weapons and mixed drinks to further help you kill zombies later, which is both fun and frustrating, especially when some items are terribly huge and have to be carried all the way back to a maintenance room, which is across a sea of biters. I stuck with a few staples over the course of the game, namely spiked baseball bat, the Defiler, and whatever it is called when you mix MMA gloves and a box of nails.

Other than smacking a zombie in the face with a spiked baseball bat or running over a horde of them with a mobile trash bin, I did not enjoy much of anything that Dead Rising 2 had to offer. Chuck purposely moves slow and clunky, especially if you try to jump and then keep moving. His speed increases and additional melee moves are unlocked as you level up, but it’s a slow and seemingly random process, as by level 26 I still was missing a lot of abilities that would have made running around more convenient and a bit easier. You can only save at bathrooms, which are not surprisingly everywhere you turn, so I found myself constantly losing a lot of progress if Chuck accidentally bought the farm. Can’t set waypoints on the map. Weapons break after some time, and I understand why that has to be, but man do I not enjoy it, especially after it took so long to find the right pieces and construct it. Wearing goofy clothes is okay and thankfully completely cosmetic, and I do appreciate that Chuck has them still on in all cutscenes, but Dead Rising 2 is a very goofy game with batshit crazy side quests and zany survivor-saving missions, but then also a main storyline that really does want to be taken dead serious, with its twists and turns and real-life drama of a child potentially being turned into a monster and a man being wrongly framed. It’s all very conflicting.

That previously mentioned masochistic part of my brain wants to load up my last Dead Rising 2 save, which is right before what I thought was the final boss fight, and see if I can get the other ending, but I know it won’t enhance my experience any more. Hmm. In fact, after reading a bit about it, seems like quite a bother, and for what, a silly Achievement. Meh, no thanks. However, I’m pretty close to crossing the 5,000 mark for killed zombies, so maybe I’ll put on a favorite podcast and go out swinging.

2013 Game Review Haiku, #47 – Dead Rising 2

2013 games completed dead rising 2

Gotta find Zombrex
Up my zombie kill count, too
A gamble, restart

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.