Monthly Archives: February 2015

Ten mimic treasure chests I passionately hate

gd mimic treasure chests post

Treasure chests are difficult to resist. They come in all shapes and sizes, more times than not offering the potential for greatness–gold, armor, weapons, whatever. Most people don’t leave behind rotten vegetables in their fancy treasure boxes, and so you are more or less guaranteed to walk away a richer player. Unless that treasure chest is actually a mimic in disguise, and then you’re thrown for a loop, battling with what once held your dreams of a new item or chunk of change to make a down payment on that fancy, street-side abode back in the hub city.

I passionately hate mimics.

Real quick, some history. Mimics took shape back in the good ol’ days of pen and paper roleplaying, which I enjoy from time to time, but I’m more visual despite having a decent enough imagination, preferring Talisman or Descent. Mimics are a type of fictional monster, initially birthed in Dungeons & Dragons. They are portrayed as being able to change their shape to disguise themselves as an inanimate objects, most commonly as treasure chests. Mimics also have a powerful adhesive that holds fast to whatever touches them, allowing the mimic to beat the creature with its powerful pseudopods. That latter characteristic did not seem to follow over with mimics as they transitioned into videogame enemy fodder.

Over my years of gaming, I’ve crossed paths with a number of mimics, all of which I passionately hate. This is a list of some. Forward, with the disgust!

Mimic-ffix

Here is a mimic treasure chest from Final Fantasy IX that I passionately hate.

319928-dq8_cannibox

Here is a mimic treasure chest from Dragon Quest VIII: Journey of the Cursed King, called a cannibox and originally introduced in Dragon Quest III, that I passionately hate.

rogue galaxy mimic chest capture

Here is a mimic treasure chest from Rogue Galaxy that I passionately hate. Look at that nasty blue tongue.

rogue legacy intro-4

Here are mimic treasure chests from Rogue Legacy that I passionately hate.

cc 140px-Big_boxer

Here is a mimic treasure chest from Chrono Cross that wants to punch me. I passionately hate it.

wild arms 3 mimic 69-34

Here is a mimic treasure chest from Wild Arms 3 that I passionately hate.

dark cloud king mimic

Here is a mimic treasure chest from Dark Cloud that I passionately hate.

mimic legend of grimrock 2

Here is a mimic treasure chest with a lot of teeth from Legend of Grimrock 2 that I passionately hate.

Mimic Borderlands 2

Here is a level 60 killer mimic treasure chest from Borderlands 2 that I passionately hate. Shoot it in the glowing green part.

suikoden 1 mimic chest slot man

Lastly, here is a mimic treasure chest from the original Suikoden, affectionately called a slot man, that I passionately hate.

Have I missed any key mimics from some of your favorite roleplaying games? If so, let me know in the comments below. During my search, I came across a few screenshots of mimics in the Dark Souls series, which I’ve not yet played and am now feeling less inclined to deal with, but maybe they aren’t too tough to battle. Ha, that’s a joke. From what I understand, they are brutal.

2015 Game Review Haiku, #17 – DuckTales: Remastered

2015 games completed gd ducktales remastered ps3

Scrooge loves his money
Magica De Spell wants dime
Pogo jumping, meh

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Home is people, not a place in A House in California

gd a house in california thoughts

I’m working my way through Cardboard Computer’s backlog, building towards the day where I bite the bullet and begin playing Kentucky Route Zero despite not all its episodes being available…yet. I recently traipsed through their conversation-heavy Balloon Diaspora, and now I’m here to talk about the quiet, unassuming charm of A House in California, which is a text-based adventure game with minimal graphics, but a lot of oomph.

In short, A House in California is the surreal journey of four characters working together to bring a house to life. I did a little research and learned that it was inspired aesthetically by the 1980’s Mystery House from Roberta and Ken Williams, which focuses more on greed and murder than remembering family and the pieces that were always there, what they stand for.

Similar to traditional point-and-click adventure games, you interact with the world and items in it via a tray of different actions at the bottom of the screen, such as “look,” “listen,” “repair,” and so on. It’s a little more abstract than your standard “look at” and “pick up” mechanics like in Monkey Island 2: LeChuck’s Revenge, and it takes a bit to comprehend that to transition from screen to screen requires using the right word on the specific thing, such as “remembering” the stars to transport your protagonist to the moon, and not simply clicking on the edge of your field of vision. My favorite action was “learn,” which, like a Snapple bottle cap, tells you an interesting fact about whatever you’ve selected.

The challenge in A House in California is figuring out what action to use to progress or trigger the next sequence. The actions change with each of the four characters–Lois, Beulah, Connie, and Ann–so you have to be willing to explore and experiment. Thankfully, you can eventually exhaust your options, so you’ll figure it out in due time, though it took me a few tries to get the little boy to appear in the computer screen. There’s no inventory to manage or dialogue to select, and that’s fine–this is a story driven adventure, and the story does not need to change in big, sweeping manners, though I won’t say I understood how all four of the characters were related or affected each other.

A House in California‘s dreamlike environments are fascinating to explore, like swimming in slow motion through a Salvador Dali painting. Granted, visually, it is lacking in detail, but imagination can carry each scene to a new level, especially the ones with the singing birds and loose butterflies. The sense of discovery is strong in every location, and the game’s soundtrack backs the soft, soulful narrative, creating a safe, soothing sense of the olden days. Of wandering around outside a house and examining the flowers, the fountain, the jar of fireflies. I personally don’t recall doing it as a young boy, but A House in California makes me believe I did, which is comforting.

2015 Game Review Haiku, #16 – Rogue Legacy

2015 games completed gd rogue legacy

O’ random castles
Filled with gold, chests, runes, bosses
One more run, one more

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Where do you go in Go North, but forward

gd go north impressions overall

I’ve never been good at or immensely interested in text-based games. I mean, I didn’t even find the text-based computer game Reign of Grelok in Fallout 3, which paid homage to 1980s classics of the same style, like Zork and Planetfall–and I scoured nearly every inch of that game’s post-apocalyptic world for far too many hours. I also gave up on Frog Fractions once it stopped being about diving deeper into the ocean on that numbers-munching dragon and more about navigating yourself out of some small, cramped hatch.

And so, with that history behind me, I went into Go North not really expecting much, hoping to just stay interested and get through it. Well, I certainly got through it, but I’m not sure what the point was. In fact, I came away from this stroll forward from…um, I guess Jim Spanos and friends, feeling like it was mocking either itself or the genre greatly. It ends with a seemingly inside-joke, which might be hilarious to the creators, but fell flat with me, the player.

But what is this game, you ask as we get to the third paragraph? Here’s some descriptive text I myself didn’t write, but rather found on Go North‘s GameJolt page. See if you can grok it:

You know, sometimes, hope is needed in humanity to brace the terrible and the enchanted. To engulf our hearts with embers of the night, as we flow like lava under the moonlit skydome. Are we not men? In our minds, we are. Are we not soldiers? In our minds we are. And bewildered you stand if only to enjoy each other’s mindsets. But without further ado, the perception of the single, greatest, mind-changing game is here.

Poetic, frivolous, forever fallen into the hands of few

Yeah, I don’t know. It’s a text-driven game where you type “go north” to advance to the next screen. I tried typing “go east” and “go west” every few screens to no avail. You do this until the last screen, where the twist/inside-joke plays out. All the narration is overdramatically voiced over by someone either trying too hard or not trying hard enough–regardless, it’s a struggle to listen to.

Let’s chalk Go North up to both not my thing and not made for me to appreciate. Perhaps one day I’ll find a text-based adventure game worth my while, but for now, I’m off in another direction-most likely south–to play something else.

2015 Game Review Haiku, #15 – A House in California

2015 games completed gd a house in california

Learn your family
Listen to these memories
Bring a house to life

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #14 – The Last of Us

2015 games completed gd the last of us

Searching for hope, cure
To survive, they turn savage
Plants can be deadly

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #13 – Detective Grimoire

2015 games completed gd Detective Grimoire

Solve a Boggy crime
Use logic, clues, but no hat
Facile and foreseen

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Zoinks, it’s a murder mystery that only Detective Grimoire can solve

detective grimoire gd early impressions

I’ve been much pickier with indie gaming bundles as of late, even passing up on the recent one from those Humble Bundle bastards based around one of my favorite tabletop gaming mediums–cards. Oh well. I did end up downloading free copies of Card City Nights and Escape from the Aliens in Outer Space, though, so far, that’s all I’ve done with those titles. Both are of the print-and-play ilk; I need to sift through the rules a bit and see if these games are easy enough–and silly enough–to jive with my gaming group. We recently tried to play Nuns on the Run, only to get bogged down in the rules and lose interest before even playing a turn.

Hey, speaking of bogsDetective Grimoire. Yeah, you like that transition. It is just one of the many names included in the Humble Weekly Bundle: Adventures! promotion currently happening over you-know-where. I’d directly link to the topical page, but it seems that website is constantly changing, and nothing lasts forever, so make good with your Googling skills if you feel the need to see more. Of the many point-and-click adventure games added to my Steam library from this recent purchase, it seemed like the easiest and most inviting of the bunch.

Here’s the story, right out of an episode of everyone’s favorite American animated cartoon franchise Scooby-Doo. Detective Grimoire has been summoned to investigate a murder. The owner of a small tourist attraction, called Boggy’s Bog, has been found dead outside his office, with many believing the key suspect to be the very mythical creature the attraction is built around. Dun dun dunnnn. Of course, something else is surely afoot, and it’s up to Detective Grimoire–now hatless, but not hapless–to rattle the locals for clues into what really happened in this lackluster swamp.

Gameplay involves going from scene to scene across the swamp and clicking on the obvious parts of the screen, especially the ones that flash until you click on them. Sometimes this reveals a clue, and other times it leads to a mini puzzle, like moving papers out of the way on someone’s desk to see what was beneath them. You’ll also come across a small cast of eccentric characters, and you can speak with them, as well as toss clues or other character profiles in their faces to get a reaction. The clues act as your inventory, and through talking to the locals, you’ll gain more tidbits about each one. You’ll also unlock the ability to challenge someone, so long as you have the right logic and clues to back it up–for instance, piecing together why Mr. Remington went home early from the cafe on the night of his murder.

Detective Grimoire‘s two best qualities are how it looks and how it sounds (minus one thing, which I’ll get to in the next paragraph). Generally, I have no interest exploring swamps, but the digitally painted screens here are quite lush and inviting, and the characters, along with their dialogue animations, are unique and a joy to behold. I think the cutscenes could’ve used more polish, but everything else is nice to look at, especially the user-interface. All clues get their own drawings, which is much more gratifying to look at than simply a list of words. Sound-wise, the orchestral soundtrack swells and dips in all the right moments, and there’s this lofty, soft voice that reminds me of a religious hymn echoing around in some grand chapel. It’s easy to listen to and not distracting.

That said, there are a couple things I didn’t like about Detective Grimoire. First, it was too easy. So long as you exhaust your options, you’ll eventually get to the end of this mystery, and the only part that gave me pause was the challenge against Echo, as its wording was more confusing than anything else. Second, every time you get a new clue or a clue in your notebook is updated with additional information, a chime sounds, and it is a really goofy, extra loud, and out-of-place sound effect, often playing over-top someone’s dialogue. Lastly, the end credits whizzed by at an alarming speed; I understand the developers wanted to get to their post-credits sequel tease, but it shouldn’t have been at the cost of crediting the people that made and worked for the game.

Overall, Detective Grimoire was an okay sliver of adventure gaming, though nothing that will stick with me for a good while. I figured out what was going on much sooner than our titular hero did, which lead me to believe there might’ve been a twist, but nope, everything worked out as expected. It makes a jab at Professor Layton early on, but has a long way to go before it can even consider itself a passable clone, let alone a better game. Think I’ll try A Golden Wake next from the bundle.

A young alligator astronomer’s journey to find a star in Lost Constellation

lost constellation overall thoughts gd

Lost Constellation, as a supplemental to the forthcoming Night in the Woods, did its job–and did it splendidly. I’m officially onboard for Infinite Ammo’s full-blown videogame, which, in their words, is “an adventure game heavily focused on story, characters and exploration, with some platforming to get around town.”

Lost Constellation is all that, but condensed and only slightly related. In short, it’s a ghost story, a bedtime tale, a journey within a journey. Mae’s grandfather is the narrator, weaving together the night-driven adventures of Adina, a young alligator astronomer, and her journey to find a star, keep a promise. As she travels through the cold, harsh woods, Adina will stumble upon a number of interesting–if mostly untrustworthy–characters, like a blue fox that wants to sell wanderers coffins, a cat that is not a wizard cat, just simply a cat, an old, weather-controlling witch, and ghosts of the once living. Oh, and snowmen, but Adina makes those herself, rather than runs directly into them; more on that later.

Gameplay is exploration-based, with Adina moving left or right, discovering items and characters to interact with. She can also pick up and carry snowballs, which are great for hitting things out of trees or summoning a guard via some rung bell. Expect plenty of dialogue to unfold, the majority of which is amusing and interestingly presented, and there is the occasional dialogue choice to make, though they never seemed like the sort of decisions that would change what might happen next. Merely a different way of asking the same thing. Maybe Night in the Woods will explore this deeper.

The soundtrack by Alec Holowka is strikingly soft and eerie. Beautiful and off-putting. Happy adjective and sad adjective. Perfect for a walk in a strange forest under starlight. I’m personally a big fan of “Tundra” so much that I left the game up in a part where it played while I did some household chores, letting it loop (this was before I knew the developers had a separate site for it). The whole soundtrack actually reminds me a lot of Mass Effect, Transistor (minus the jazzy drums), and Fire Emblem: Awakening, all snowballed into one very low-key, laconic, haunting concert.

One of the big focuses of Lost Constellation is collecting special items and constructing a snowperson out of them. Or around them, if you will. You end up making four or five across Adina’s time in the woods, and the game lets you take a screenshot of your finished work, saving it directly to your desktop, free of charge. I will now share with y’all my four snowpeople, in all their creative glory:

snowman_2015-02-07_11-31-50 snowman_2015-02-07_11-22-54snowman_2015-02-07_10-15-51 snowman_2015-02-07_10-22-55

Overall, I’m pretty proud of my work. From what I’ve gathered based off screenshots and animated GIFs for Night in the Woods, it seems to be set in a modern city and during autumn, so this snowperson-crafting mechanic might not show up there. Perhaps we can help Mae create monsters from piles of leaves. Either way, I hope something like this is in there again, because, while not challenging at all, it made for a fun distraction and at least made the slight bits of backtracking rewarding. When I watched Giant Bomb play Lost Constellation last week, they found a dog collar for one of their snowmen; I did not, which makes me wonder if there is some randomizing happening under the hood.

Again, Lost Constellation is a side thing, a slice of maybe what’s to come for Night in the Woods. It has me intrigued over this world and the holiday called “Longest Night” and this astronomer Adina (though not-so-much about Mae). I don’t know everything, but I’m looking forward to learning more, and I have to wonder how much of what is in Lost Constellation will pop up elsewhere. Regardless, here’s hoping for a 2015 release. Or heck, even another pay-what-you-want supplemental. I just want more.