Monthly Archives: September 2015

2015 Game Review Haiku, #41 – The Novelist

2015 games completed gd the novelist

Meet the Kaplans fam
Use your ghost powers to change
Their lives, poor Tommy

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.

Dronefall imagines a pixel art future overrun by deadly drones

dronefall prologue gd impressions charity game

It really bums me out covering games much later than I intended, especially indie titles or tiny slivers of experimentation from the myriad jams that go down in this industry, as often finding information about these things months–or even years later, as is the case with Dronefall – Prologue–is nearly impossible. You’d think my seasoned Googling skills would unearth all the details, but nope, not for something as slight as this; that said, I dig the search engine company’s new logo.

Anyways, I’ll do what I can with what I got, but if you know more than me and want to rub my honker in it, by all means. Dronefall – Prologue was made by Inglenook, a company that is hard at work on something called Witchmarsh. The short little thang was produced for the Charity Game Jam back in 2013, along with almost one hundred other games, with funds going to the Reprieve UK foundation. Again, I do not remember where I was and how I came to download it, but its executable file was in my videogames folder…so I gave it a double click.

Basically, we have a future overrun by drones, machines unafraid to murder and cause chaos. They were not programmed to bite the hand that wires them, but they’ll do it without question. In Dronefall – Prologue, you play as a woman whose name I cannot recall or look up due to nobody else ever in the entire Internet-driven world having touched the thing. YouTube and Google continue to suggest Downfall instead. Anyways, naturally, she has just awoken up to this dark, dastardly future, and begins moving left to right in hopes of figuring things out. It’s a puzzle adventure game, though there’s only a little bit of both in this “prologue” chapter; you can examine items in the world and turn wheels to shut off machines or pipes leaking steam, and there’s truly only one puzzle to maneuver through at the end, which is not difficult to figure out. Then it fades to white and the dreaded “to be continued…”

Before I finish this post, I have to say that I’m pretty amazed with myself for breaking Dronefall – Prologue, a game that takes maybe no more than five minutes to get through. Towards the end, you have to take a lift down from the second floor to the first, and somehow, the lift got activated without our main hero girl on it. I could stand her over where the lift once was and still activate it, but that meant she rose into the darkness known as the ceiling as the lift rose as well. I walked her to the right onto the next screen, and everything froze, then crashed. It’s like accessing the warp pipes in Super Mario Bros, except instead of leaping forward a few worlds it teleports you back to your desktop.

Considering I can find next to nothing about Dronefall – Prologue or even Inglenook–its website is launching soon!–and that the developers are all hands on deck for their Kickstarter project, I don’t expect there to be a continuation of this adventure. Which is a shame. Not because there’s a fascinating story or mystery here, but it looks gorgeous, and a full-fledged dive into this unpredictable future through pretty, pretty pixel art is more than enough to count me in. That said, Witchmarsh, an action RPG set in 1920s Massachusetts, does seem to have a similar look, so perhaps I’ll check it out later this year.

St. Chicken is actually about surviving the perils of the ocean

st chicken Screen_Shot

I don’t think I can actually tell you where my copy of St. Chicken came from–probably a bundle from yesteryear–but I never imagined it was a game about a magical guppy leading its offspring to ancient relics while keeping them healthy and nourished and out of harm’s way. The game’s executable file has sat untouched in my laptop’s “videogames” folder, but I’m trying to make a dent and open up some hard-drive space.

Truthfully, I expected a cutesy, colorful platformer starring a cartoonish chicken, like a throwback to the early Sony/Sega mascot days, on some sort of religious mission to save his or her brethren from factory farm management or an evil tractor while gathering enough eggs to unlock power-ups. Nope.

St. Chicken is a quirky puzzle-lite maze explorer where you play as a lost pet guppy with special healing powers. Basically, you swim around as the titular St. Chicken, collecting white pellets that ding as you touch them, which I imagine are food. As the guppy eats each pellet, it grows larger, and after a set amount, spawns a tiny offspring, called fry, as well as shrinking back down in size. Your fry need to remain close to St. Chicken to stay healthy and alive, and by pressing the space bar you can summon the offspring over all at once. Kind of like the “all units” command from whatever RTS franchise floats your boat.

Your goal is to get all your fry safely to the end of the level where some glowing bit of treasure or relic awaits, which is not as easy as it sounds. Like in Pikmin, your babies are pretty vulnerable, and if an eel or sting ray makes contact with them, they will perish, with no way to get them back. You also have to stay on top of the fact that St. Chicken’s fry are always close because if they linger too long away from their parent, they will perish from general weakness. I ran into a few cases where one little fry got caught behind a wall and didn’t follow the others along the main path, perishing after a few seconds by itself.

From what I can gather, there’s a total of six levels to get through in St. Chicken, each gated by a specific number of rescued fry. Alas, I couldn’t get past the fifth level, as I found it beyond frustrating to lose all of St. Chicken’s offspring right near the end. Granted, it was my fault for not paying close attention, but the thought of going back and redoing the entire level over again–it’s fairly lengthy and tedious by nature due to having to move slowly and meticulously since many paths are blocked off at first–did not excite me. And so I’ll walk away from 2012’s St. Chicken with 64 fry happy and safe from underwater predators, but no more than that.