Monthly Archives: March 2014

This is truly Hideo Kojima’s legendary Metal Gear

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Last year, I put myself to the task of completing five games that I’ve always wanted to see through to the end, but never did for a variety of reasons. I was able to beat three out of the five, and I still plan on at least giving Final Fantasy IX a solid go this summer, as that type of JRPG feels like the kind one plays piecemeal-like across some warm, sockless nights. I thought about doing another list like that again this year, but secretly I’ve had another idea in mind ever since I bought Metal Gear Solid: The Legacy Collection 1987 – 2012 last fall and then never cracked its case.

The idea is simple, but lengthy. Possibly even maddening. Basically, I’m going to play through every game in the collection in the order of release. That means like this:

  1. Metal Gear
  2. Metal Gear 2: Solid Snake
  3. Metal Gear Solid
  4. Metal Gear Solid: VR Missions
  5. Metal Gear Solid 2: Sons of Liberty HD Edition
  6. Metal Gear Solid 3: Snake Eater HD Edition
  7. Metal Gear Solid 4: Guns of the Patriots
  8. Metal Gear Solid: Peace Walker HD Edition

Woah. Talk about a plunge. Some quick history is that I’ve played Metal Gear Solid, Metal Gear Solid 2, and Metal Gear Solid 3, all of them at least once. I know for sure I’ve mucked around on several occasions with MGS2‘s opening tanker level, just to try things a few different ways. Other than that, everything else above has never been experienced. And it’s been many moons since I did play those previously checked titles, meaning I remember very little of the story, the gameplay, the secrets, and the surprises. I’m looking forward to revisiting and seeing these games for the first time, all of which is, I guess, fine preparation for Metal Gear Solid V: Ground Zeroes and Metal Gear Solid V: The Phantom Pain.

Anyways, I spent most of Sunday playing the original Metal Gear. I was confused, I was pleased, I was determined, and I befuddled from time to time. First off, to play Metal Gear in this collection, you have to load up MGS3‘s main menu and select it from there. Took me a bit to figure that out. Then, right from the get-go, I realized this was some different version, seeing at it starts you directly with Solid Snake swimming up to Building 1 instead of in the jungle. I know about the jungle level because of the Internet, and so I immediately went investigating. Evidently, there’s an NES version (jungle) and an MSX version (Building 1), and the NES release was produced without any involvement from series creator Hideo Kojima. In fact, Kojima has been quoted as calling the NES version “complete garbage” so I guess it’s better that the collection comes with the MSX edition instead.

Set in 1995, Metal Gear stars the newest FOXHOUND member, a rookie soldier codenamed Solid Snake. His mission is to infiltrate Outer Heaven, which is militaristic state founded by some “legendary mercenary,” and destroy Metal Gear, a mysterious weapon capable of mass nuclear destruction. That’s kind of it for story beats, and you’ll occasionally get some more info through Snake’s transceiver and meeting other people in the buildings, but it doesn’t add much detail to the overall plot. I do like that you eventually learn that Metal Gear is being built 100 floors below Building 3, but when you take an elevator to go fight it, you only descend like nine or ten floors. Close enough, I guess.

Right. Metal Gear. It’s a top-down action-adventure game that puts an emphasis on stealth–but not a requirement. Solid Snake can shoot guns as well as punch soldiers in the noggin, and these are his two offensive tactics through the whole game. He can also sneak past unalerted guards, which works too, until you get spotted, and then you have to fight or flee. You’ll explore buildings and floors, looking for clues and hostages to rescue; once you rescue enough hostages, your class star will increase, which allows Snake to have more health and hold more ammo. You’re always being steered in a specific direction, whether it is to find a certain level key card or an item to help you move to the next area, but I will admit I used a walkthrough in a few spots where I missed a certain item, like the enemy’s uniform.

Even here, in its earliest form, it is still quite rewarding to slip past guards or make it through an entire room unnoticed while still taking out every enemy soldier. This is only lessened by the fact that enemies respawn immediately after leaving and re-entering a room. All that work for naught. Or, if you really enjoyed it, well…do it again. Sometimes it was not worth the effort, and I found myself either running for the exit or punching every guard in the face with little care to alarms. The boss battles always appear intimidating, but there’s a pattern to look for, and they come with some killer chiptune tracks.

Alas, not all is amazing in Metal Gear, even in Kojima’s preferred version. Here’s the stuff I hated in list form:

  • For some reason, Solid Snake has to take his gas mask off in gas-filled rooms to use a key card because there’s only one accessory spot to use, and you lose a decent sliver of health in this process.
  • The portable transceiver is steamy trash. No one ever answers Snake when he calls, and if they do, they speak batshit or just repeat text even though I already found the item they told me to go find. What was the point of Diane?
  • The checkpoint system is bonkers. Basically, it checkpoints every time you enter an elevator, but that’s it. You can “save” your data at any time through the pause menu, but if you die, you can’t reload to this save spot. Only the checkpoint. Thus, I don’t understand what the point of “saving” is. Thankfully, I played the game in a single sitting, so no worries there.
  • I wouldn’t say I hated this as it helped me more often than not, but you can basically grind for ammo and rations by entering and exiting rooms over and over. Seemed like a silly oversight.
  • Not enough reasons to use many of the items outside of their required spots. Like the bomb-blast suit or the cardboard box.
  • There’s no way to know what key works on what door. You just have to keep switching between them until the door slides open. Not a problem early on, but later, after you have cards 1-7, it can be a nuisance.

Lastly, for all you data nerds, my end game stats:

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As they say, it’s not a stealth game unless you kill 319 humans. Probably a dozen dogs, too, though that data wasn’t tracked. Okay, that’s it. On to Metal Gear 2: Solid Snake next!

The Half-hour Hitbox: March 2014

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Officially, March is the month that sees an end to winter…so why am I still so cold? Fact: I’m literally typing this intro text in front of a tiny space heater. Well, let’s not start deep-diving into things like polar vortexes and the death of the planet, but I’m really looking forward to spring becoming spring. For one, it means I’ll be able to play more console videogames since I won’t immediately crawl under the heated blanket every night after work just to stay warm. Two, well…um, I don’t know. I guess it just ultimately means I’ll have more time to play all them vidyagamez I have in my backlog.

Actually, there’s not too many games for this edition of Half-hour Hitbox. I’ve mostly written about the big games occupying my time this month–like Tomb Raider, Professor Layton and the Azran Legacy, and Wallace & Gromit’s Grand Adventures–and I’ve only dipped my toes into a few other games over the last thirty-one days. This is me attempting to remain focused and dedicated to the task at hand, of beating more games than starting new ones.

Enough babbling, on with the list…

Hitman: Absolution

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Remember all the trouble I had with Hitman: Blood Money? Of course you do. Well, thankfully, Hitman: Absolution plays much more smoothly than its older brother, but I’ve only gotten through the tutorial level so far. Again, there’s a lot of systems to play with here: you can be sneaky, you can be aggressive, you can be both, and you can be creative in all your approaches. I like that; I’ve always liked that. So long as thinking of an idea and implementing it via action buttons is, more of less, easy to do. That’s the ticket. The next stage up is the Chinatown one from all them demo trailers, and I’m eager to see what trouble I can get Agent 47 into next.

Dungeon Defenders

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Well, it finally happened. I played Dungeon Defenders. See, I’ve had a copy on both Steam and PlayStation 3 for a long, long time now. Just sitting there, waiting. Making puppy eyes now and then as I’d skip past it to play something else. And then, this month on the Xbox 360, Gold users get a free copy of the game, meaning I now have three versions of it across all my current platforms. Alas, the game never looked too appealing to me, both visually and from a gameplay perspective, so I never made it a priority, but I figured enough was enough. I needed to know for sure.

Unfortunately, my gut instincts were right–this isn’t a game for me. It’s boring solo, consisting of just you setting up turrets and defenses, clicking start, and running around like a madman to keep on top of every situation. You do this for several waves until you win, and then you move on to a new area that, from what I can tell, while aesthetically different, plays just like everything else. Maybe I’ll try to see if I can join someone’s online game, but if not, I’ll probably end up deleting Dungeon Defenders. FROM ALL MY GAMING DEVICES.

Celestial Mechanica

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In this collaboration from Roger Hicks and Paul Veer (animator of Super Crate Box), Earth was saved by celestial beings known as mechanians from complete destruction. However, since then, these beings haven’t been seen in like a hundred years. Naturally, in Celestial Mechanica, you play as one of these beings, exiled and now booted all the way down to Earth. Your mission is to get back…as well as try to sell some indie game soundtracks.

Basically, we have a Metroidvania action-platformer here, that starts pretty slow. I mean, you can’t even jump at the very beginning. Gameplay involves exploring and solving large environmental puzzles, with checkpoints for deaths almost non-existent, making for frustrating rooms when spikes and lasers are the main adversary. I played for a little bit and got a few powers, but eventually closed the window to do something else. Perhaps I’ll return to this Earth some other time in the future…

Polar Escape

A very short “escape the room” adventure game, wherein you’re stuck somewhere cold–maybe Alaska given I saw a poster for The Thing above the bed–trapped inside a four-walled room. The puzzles are all extremely logical, like using a hose on a tank of gasoline to extract the gas to power the generator, and the only hiccup I ran into was figuring out the secret code that unlocked one of the lockers. Once I got through that, the rest of the items get used one after the other in the most obvious of ways. Wasn’t really expecting much here, but Polar Escape didn’t impress me at all in the end. Also: could use some editing.

2048

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Over the last few days, I’ve read a decent amount about the popular puzzle game Threes. As well as 2048, a clone that is also experiencing popularity. Alas, given my Windows 8 phone, I can’t play Threes, but I was able to download 2048 and see what all the fuss is about. You basically slide tiles around to combine numbers in hopes of reaching a big score and creating a tile with the number 2,048 in it. I’ve not done it yet, but it’s surprisingly addictive and easy to get into. I can only image what Threes is like then, being the original idea. We’ll just call this another good killer of five to ten minutes, something to play while waiting for the teapot water to boil.

Hexic

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When I first got my Xbox 360, I only had two retail games for the longest while–Fable II and The Elder Scrolls IV: Oblivion. I’d come home for lunch a lot and want to play, but didn’t have the allotted time for either of those two titles. Then I discovered that the Xbox 360 came with some arcade games pre-installed on it, with one of them being Hexic HD, a title-turning puzzle game that, despite its appearance, was deceptively difficult to master. And now you can play Hexic on your Windows 8 phone…for free. Uh oh. These last few months have shown us the truly nasty side of free-to-play games.

That said, I’m not even through the tutorial yet, so I have no idea if this game gets free-to-pay gross. It might, it might not at all. At this point, it’s just teaching me the basics that I already know while introducing special power-ups and moves to help clear the board faster. This reminds me greatly of what Tetris Blitz did, wherein you have Tetris, but also a handful of probably unnecessary and overpowering special items that, naturally, can be purchased with real money. I do like that there’s a tile with a single eye talking to you, calling you “a human”, and the presentation is quite nice, though some text can be a little small at times.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.

2014 Game Completed Comics, #22 – Don’t Drink the Pink

2014 games completed 22 - don't drink the pink facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Vying for political control in Lords of Waterdeep

lords of waterdeep play board games

Currently, I have a new favorite board game. For the longest time, it’s been Munchkin, and that’s not to say that Munchkin has lost any of its spontaneous, kooky fun, but Steve Jackson Games continues to churn out Munchkin-related product one after the other with no sign of slowing down in the future, and well…I just can’t keep up. Though I did get two new sets for Christmas–Munchkin Pathfinder and Munchkin Apocalypse–both of which are a lot of fun, but more or less the same ol’ backstabbin’, treasure-hoarding experience with a small twist or two, like Seals. There is strategy involved in every game of Munchkin, but also a lot of luck, like getting decent treasure early on to keep your character in the fight.

However, I’m always looking for more strategy elements over luck-based things–one big reason why I don’t play cards at the casino–and so we move on to Lords of Waterdeep from Wizards of the Coast, a fantastically unpredictable hour and change of planning, plotting, and plundering resources. It’s pretty much the best of both worlds.

Here’s how the publisher describes it: a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans. During the course of play, you acquire victory points or resources through completing quests, constructing buildings, playing intrigue cards, or having other players utilize the buildings you have constructed. At the end of eight rounds of play, the player who has accrued the most victory points wins the game.

That might not sound like a whole lot, but there’s actually a whole lot there to work with, seeing that you are limited in the number of choices you make. You have to start planning things out from your very first turn, as every turn taken should be to your advantage, whether it is playing a card against an opponent or visiting a specific building to get the right colored cubes you need to complete that secret quest in your hand. I find going to the harbor to play Intrigue spells very beneficial as, after everyone else has moved all their units, you get to move off the harbor to any free spaces left, basically giving you an extra turn. See? Strategy. You can also play Mandatory Quests on opponents to slow them down on their journey to the top, but other than that, it’s quite a civil game, much more than say Munchkin or Shadows Over Camelot.

Ironically, my favorite part of Lords of Waterdeep is when it ends. This is the moment when you get to reveal what lord you specifically are and how it affected your decisions, as well as add up how many units you have in your tavern, how much gold you have left, and so on. All of that basically turns into more victory points come the endgame, seeing everyone inch up further (or down further if corruption from the Scoundrels of Skullport expansion is a factor), and the best part is that, more often than not, it’s still anyone‘s game here at this point. Only once all the points are added up can you really see who is in the lead, the truest lord of the city.

Evidently, there’s an IOS version of Lords of Waterdeep, which is both awesome and not. Naturally, my Windows 8 phone swings and misses yet again. Oh well. Actually, no,  it’s okay. I’d much rather play a round of this game with my friends and food and the ability to watch their every move than tapping a phone’s screen on end until I win or lose. And just so it’s clear, I think I’ve only won once out of the handful of games my group has played since discovering the City of Splendors.

In search of imaginary elephants in Don’t Drink the Pink

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Don’t Drink the Pink doesn’t do much overall, but it’s still an effective slice of weird pointing and clicking, certainly inspired by that rather infamous intoxication sequence from 1941’s Dumbo, wherein Dumbo and Timothy accidentally drink from a bucket filled with champagne and then begin seeing dancing, singing pink elephants, a moment I’ve still not come to terms with some seventy-three years later. It was made for the January 2014 MAGS competition “Something Cold, Something Burrowed, Something Pink” and is self-described by its maker(s) as “a simple story about a man, few pints of pink and occasional elephants.” You still following?

It opens with you passed out in the snow. After you’ve awoken and prayed to the god of forgiveness that you didn’t do anything stupid during your time of unmemorable drunkenness, you begin exploring the world. Alas, it’s pretty much Hoth. Or the planet Winter from Le Guin’s The Left Hand of Darkness. Y’know, cold and white and not brimming with signs of life. That is until you come across a simple hatch, which brings you to a small bar selling Pink, a mysteriously powerful drink. The bar itself is not too lively; besides the bartender, there’s two other patrons, one of whom is passed out as well. It’s up to you to mingle and find out what happened last night and why you were outside, all alone in this snow. Naturally, this leads to you on the hunt for a pink elephant.

As you get one step closer to answers, your Pink-O-Meter also increases with each drink of Pink you acquire and down. This means the character is getting drunker, sloppier as he plays, forcing you to second guess every word and action that unfolds. Thankfully, you who is playing the game can solve many of the puzzles in a sober state through simple deduction, as there are only a few areas to explore, a handful of items to use, and so many characters to interact with. That said, the puzzles are still pretty clever for how quickly the game was put together, accompanied by jaunty blips in the limited soundtrack that feel like tiny rewards all on their own.

Again, there’s not much to Don’t Drink the Pink, but it’s still a solid, fun fifteen or twenty minutes of clicking around and discovery. I’d have like to have seen more detailed environments and dialogue trees, but there’s still enough here to sell the story and get the job done. Kind of like of Scaling the Sky ends, everything comes full circle in Don’t Drink the Pink, meaning you could potentially play it on end eternally, but you really need only one go to see everything here. Besides, clearly, too much Pink is not good for you.

Problem after problem in Wallace and Gromit’s new indoor holiday resort

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I don’t know how to get into this post without spoiling the ending to the first episode of Wallace & Gromit’s Grand Adventures, so if you are interested in seeing how Wallace and Gromit solve the problem of giant bees invading the neighborhood…well, don’t read any further. No joke. The next paragraph is going to lay it all out. Stop now, if you are behind the times like I am, catching up on these jaunty, whimsical 2009 point-and-click adventure games from Telltale Games. All right, here we go.

So, at the end of “Fright of the Bumblebees,” Wallace comes up with a way to counteract the hyper-powerful growth formula he fed to his flowers to make the bees happier, but resulted in them also growing to extreme and deadly sizes. You don’t play an active part in this puzzle solution after taking down the large Queen Bee, just see the outcome, which has Wallace coming up out of the basement beaming with excitement over his discovery. Unfortunately, in his journey to make the bees smaller, he has also shrunk himself down in size. Immediately cut to some bouncy, knee-slappy music and then the credits.

In my mind, since Wallace & Gromit’s Grand Adventures is billed as an episodic adventure series, I figured that the second episode “The Last Resort” would pick up on this zany plot twist and steer the story in its respective direction. Nope. It’s a whole separate story, and the second episode opens some time after Wallace shrunk himself, now back at his normal size with no comments on the matter. Huh. I found this really strange, and I guess we can blame The Walking Dead for its dedication to keeping everything connected from one episode to another. Granted, there’s still a loose connection to the previous events.

In “The Last Resort,” using the profits from their now-saved honey business, Wallace prepares to take Gromit to Blackpool for a little vacation time. Alas, the stormy weather both spoils their plans to hit the beach and creates a small flood in the cellar. Wallace comes up with the idea of converting the water-logged cellar into an indoor holiday resort for the rest of the townsfolk. If you build it, they will show up, and they do, but many are unhappy for various reasons, and Wallace makes it his personal mission to make everyone’s stay at West Wallaby Waterworld the most pleasant ever. Later, Ms. Flitt’s maybe-boyfriend Duncan McBiscuit is mysteriously injured, and no one is allowed to leave the house until the culprit is caught.

Gameplay-wise, nothing has changed from “Fright of the Bumblebees” in that you still both control Wallace and Gromit at different parts, walking around the environment with WASD or arrow keys and clicking on items to pick up/examine. There’s no item-combining; you just select an item from the inventory and use it on what or who you want. Something I never did in the previous episode that I discovered this time around was hitting the tab button, which highlights everything on a screen that can be interacted with. That’s neat, though it’s pretty obvious what items and people can be interacted with within a single scene.

I’m nearly done naming Duncan McBiscuit’s attacker(s) and proving it with hard-steel proof, but at least I know that episode three “Muzzled!” will only be loosely connected to whatever unfolds from here onwards. Regardless of that, I’m still enjoying the bombastic stories and silly character motivations and plan to see this whole series to the end. Truthfully, I just can’t get enough of Gromit staring into the camera, shaking his head.

2014 Game Completed Comics, #21 – Thomas Was Alone

2014 games completed 21 - thomas was alone facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

2014 Game Completed Comics, #20 – Spelunky

2014 games completed 20 - spelunky facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

There’s nothing zen about Koan’s keys, spikes, and fall damage

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In Koan, you play as a rather impatient disciple that only wants to climb higher up the mountain and become stronger. The passive ways of your master are bewildering, especially all that sitting and meditating and thought-inducing speeches about patience and looking within one’s self. And that’s it for the story here, though I think there are hints of other stuff, like that off-handed comment from your master about…uh, killing Buddha if you see him. Yeah, no idea if that is going anywhere, seeing as I got as far as “The Dream of Effectiveness” level before my lunch-break ended.

At first, Koan seems like a simple puzzle platformer, but then you learn the power of meditation. Through it, after collecting little spinning circles of energy, you can create blocks in the level to act as platforms or climbing points. The trick is that they only last for so long, then returning to their energy form to be collected and used again. You use WASD (or the arrow keys) to move around and jump, but pressing S or down has the disciple sit. From here, you can use your mouse cursor to select where you want to place an energy-based platform, depending on the number you have collected so far. And thus, your goal in each stage becomes using these temporary platforms to make your way to the exit, without falling to your death or landing on spikes. Oh, and sometimes you gotta collect a key or not get shot by projectiles.

Initially, I found the controls to be pretty stiff and jittery. Unfortunately, that feeling never let up, with the discipline occasionally moving forward too much too quickly…or not at all, despite buttons being pushed. Thankfully, for the most part, you’re never in a rush, and the mellow atmosphere and soothing pluck of strings in the background encourages you to take the time to take in your surroundings and plan your course accordingly. A couple levels involve grabbing a key before it falls off into nothingness, and those prove the most troublesome. I’m not also convinced I grok the hitboxes for the disciple and things like spikes, as a few times I died though it didn’t appear like I had stepped on something bad just yet.

Visually, Koan is pretty despite occasionally looking a bit too…videogamey. Yeah, I couldn’t think of a better descriptor. I mean, the backgrounds look like pieces of traditional art, depicting city structures and natural scenes…but just that. Art. The watercolor backdrops clash with the rather obvious climbing blocks and shiny golden keys and doors though I do like the minimalist look to the discipline and master.

Maybe I’ll go back later to Koan and see if I can get past “The Dream of Effectiveness” level. Until then, I’ll just meditate on the key-falling-through-shot-glass puzzle’s solution and hope the answer appears before me like a puff of cloud, voiced by Morgan Freeman, guiding me onwards.

There will bee honey in Fright of the Bumblebees

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I’ve been badly struggling with the cold weather this winter, and there are a lot of stupidly small and stupid–yes, stupidly stupid–details that I won’t go into, but to make a long story short, I’ve been spending a lot of nights getting into bed early beneath the heated blanket. While this warms me up and keeps me warm, it does take a toll on my gaming schedule, as I’ve had to let Tomb Raider and Spelunky and basically anything sitting on a console’s hard-drive in the frigid downstairs area sit idle until I can stomach the weather long enough to play ’em properly. Heck, even playing my 3DS can be tricky, what with my arms unmoving beneath a burning blanket. I know, I know…woe is me.

And so I thought, “What videogames can I play in bed on my laptop that don’t require a lot of quick reflexes and constant attention?” Certainly not a first-person shooter. Or an RPG with time-driven combat. Ah, yes. Yes. Point-and-click adventure games. Though not all of them. If I remember rightly, the ending puzzles of Telltale’s Back to the Future‘s first episode demanded fast fingers, but not to worry–I’ve got plenty of adventure games in my backlog to devour. Slowly devour, that is. In my Steam library, I have oodles, and I honestly don’t even remember when I got them, but the entire complete episodic series of Tales of Monkey Island, Sam & Max, and Wallace & Gromit’s Grand Adventures are there, installed, just waiting for me to get into bed.

I figured the safest–and less demanding of them all–were whatever Wallace and Gromit were up to, and so I loaded up the first episode “Fright of the Bumblebees” and tilted the laptop balancing on my chest enough that my fingers could creep out from the stashed warmth and click around. Well, Wallace has a new business called “From Bee to You,” which specializes in delivering fresh honey to customers. After some less-than-stellar results with Wallace’s prior inventions, one customer demands that he provide fifty gallons of honey in repayment. Unfortunately, Wallace has used up all the flowers in his garden and is now forced to improvise an enhanced growth formula to turn regular daisy seeds provided by his neighbor into giant bee-feeding flowers. Alas, while the formula is successful at creating giant flowers for the bees, it also turns the them into dog-size monsters able to terrorize everyone.

It’s a very cute story so far, and Gromit makes some of the best faces at the camera since Jim from The Office. I’m not too familiar with the stop motion animation movies and previous videogames–though I did lightly dip my big toe into Wallace & Gromit: The Curse of the Were-Rabbit–but it is a lot of puns and kid-friendly antics and consequences, with goofy-looking characters and colorful, charming locales. Oh–and cheese. And incompetent coppers. Anyways, the graphics are nothing to write home about, and either are the puzzles, but they are fun and logical enough to solve nonetheless, and the story moves along at a good clip, not wasting your time with too many pointless objects and unnecessary observations.

A couple complaints. While not as bad as in other Telltale products like Poker Night at the Inventory and The Walking Dead, the engine hitches for a second or two when transitioning from section to section. I also had the entire game freeze when I attempted to use the fast-travel map as Wallace. Also, while not terribly game-ruining, I wish you could have Wallace or Gromit walk to wherever you click, instead of relying on WASD or the arrow keys to get them investigating a room fully. Lastly, when you use an object on another object, if it doesn’t complete a puzzle, the item disappears from your mouse cursor, meaning you have to select it all over again if you want to use it on the thing right next to the thing you just checked. That might sound like I’m making a mountain out of a molehill, but it can be really tedious to have to keep selecting an item over and over just to see if it works or not.

So far, I’ve looked up a single puzzle solution–it had to do with cheese, so shame on me–and from the size of the walkthrough, it seems like these episodes are actually rather lengthy. Which is fine by me. I’ll keep nibbling away at Fright of the Bumblebees until I can come out from under the covers though I worry that the story is maybe too light and inconsequential to keep its stingers hooked in me for the other three episodes. Unless they are standalone-ish and all something else entirely. Only time–and the weather gods–will tell.