Monthly Archives: January 2018

2018 Game Review Haiku, #8 – Echoed World

Renew life, beauty
Just not through jumping, which stinks
Maybe promising

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #7 – Hitchhiker: First Ride

Riding with stranger
Results in questions, raisins
Where are you going?

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

Conceivably rising to Risen’s challenge of becoming the ultimate legend

I’ve always been intrigued by the Risen games, knowing they were probably something I’d never touch, mostly because big, open-world RPGs on the PC were just always that–on the PC. I mean, I’ve had a personal computer of some sort since my college days, then playing things like Elder Scrolls III: Morrowind, The Sims, and Age of Empires, but mostly sticking to consoles for my gaming time and leaving the computer for activities like reading, writing, blogging, adulting, and using Photoshop Elements 3.0 to make killer journal comics. I think the closest I got to playing something Risen-like was trying out the demo for Divinity II: The Dragon Knight Saga way back when.

Anyways, at some point, from one of those numerous too-good-to-ignore bundles, because I know I did not purposefully seek out these two titles on my own, I got Risen and Risen 2: Dark Waters. It might have been a Deep Silver-themed bundle a couple years ago. Regardless, I have them, and I see them all the time in my Steam library as I scroll past them to play literally anything else, and I finally felt bad enough to give one of ’em a try, specifically the first entry in the series, which now has a total of three games not counting the potential tie-in ELEX. Unfortunately, first impressions are key, and the original game in the series about rising up as a nobody does not make a strong one…even if I do feel compelled to keep playing a bit more, to see where it ultimately goes. Or could go.

Risen‘s plot starts out somewhat generic. See, the gods have forsaken humanity, and from that titans have begun wrecking the world with all their might and rage; unfortunately, the ship you are currently sailing on is destroyed while at sea, sunk, torn to bits. Miraculously, you do not drown during this crazy storm, waking up on the island of Faranga. Alas, you are now stranded, penniless, and unarmed. Strangely, you are not alone, as Sara is another survivor looking to journey beside you. Her attire consists of a handkerchief around her neck, a bra, and a skirt; she’s all midriff in your face, like something out of the early 2000s. Anyways, you quickly begin to explore the area, meet locals, and fight off fantasy-esque monsters like giant vultures with…a stick.

After helping Sara find a safe and temporary house, the player moves deeper into the island and meets a resident named Jan who talks about the ruins and temples that have recently risen from the underground, bringing along strange monsters and animals. Still, these temples are also rumored to house mystical treasures. Because of this, humans from other lands have come in and started an inquisition, as well as instituting martial law, forbidding Faranga locals from moving out of the main town. Anybody caught outside is turned over to the monastery and recruited to the order. Alas, I wasn’t paying attention closely to this cutscene–had Netflix up on the television, duh–and so after it was over I walked a foot or two in the wrong direction, resulting in my character being taken. Either way, my character is now inside this monastery, doing miscellaneous tasks like sweeping up dirt and solving a murder mystery. Also, I can’t seem to leave.

At some point, I’ll need to decide if I’m with the bandits or inquisitors, though that is probably dependent on getting out of the monastery, and I suspect to do that means I’m becoming BFFs with the robe-wearing, -wielding inquisitors. Well, prior to getting kidnapped, I did get to experience some combat which…is underwhelming. Battles are not complicated, and enemies will move around and try to flank you, which makes groups especially dangerous, but I generally only fought one ugly-as-heck vulture at a time. I’m playing on a laptop with no mouse, and the mouse wheel is evidently what brings out your weapon, so to get that to happen I need press both buttons beneath the trackpad together, right in the middle…let’s just say that I hope there’s never a moment when I need to do this action super fast because oh boy. I also expect magic spells to show up eventually, but for now, all I’ve done is hit big birds and bugs with sticks and it is not all that thrilling.

Risen is almost ten years old, releasing back at the end of 2009. By today’s standards, it’s not the prettiest thing to crawl out of the swamp, but I’m not one to get hung up on graphics so long as there’s something to be enjoyed here. Remember, I’m the guy that recently played some Sonic Blast. Alas, I don’t know if there is anything fun here, but again, something about these games has me curious to see more. I need to at least get out of the monastery and give the game’s combat another look before deciding whether to see more of Faranga island or begin the long swim away towards Risen 2: Dark Waters.

Hitchhiker a roadtrip into the strange and aberrant

I never have and probably never will hitchhike. It seems like the scariest thing ever, and if ten seasons so far of Criminal Minds has taught me anything, it is not to get into a car with an unknown person, man or woman or child, no matter what time of day or state/county. Still, there is something fascinating about the concept, of having two people unfamiliar with each other putting all their trust out there, for a little help getting from point A to point B. I’m sure there are some kind souls out there that are genuine good Samaritans, and I’m sure there are plenty that are not. That’s kind of what Hitchhiker: First Ride is about, but there’s also some other weird things happening that I couldn’t grok. Plus, raisin jokes.

Hitchhiker: First Ride, a Humble Original from Mad About Pandas and current freebie over in the Humble Monthly Trove, begins innocently enough. You’re a hitchhiker, taking a ride somewhere else. Unfortunately, you are unable to remember who you are or where you’re headed, as if something in your recent past has stolen your memory. The car’s interior and highway offer some clues, like a hidden matchbook, a photo of a young couple in the glovebox, reality-breaking billboards, and chatty crows. The man driving the car is a mustache-sprouting farmer, specifically a raisin grower, and he seems bent on helping you discover your memories while also revealing more about his life. Naturally, not everything is as it seems.

In terms of gameplay, there’s a lot of sitting around and listening to your driving companion chat away the minutes and miles. You can also interact with different elements of the car, and sometimes these interactions lead to discoveries and sometimes they don’t, such as flicking the bobble-head on the dashboard. There are also dialogue choices to make at various times, like whether you will taste one of this farmer’s home-grown raisins or not. I know, that’s a big one. Harder than deciding Duck’s fate in season one of Telltale’s The Walking Dead. For a good while, honestly, I looked out the window and watched the landscape zip by, curious to know what was over that hill or if anyone lived in that house or if that billboard really said what I thought it said (it did).

At one point, Hitchhiker: First Ride takes a turn. Reality breaks, and I had a hard time following where everything was going. I might need to play it again. The driver knows things about you that neither you, the in-game character, or you the person playing the game know, and it’s a bizarre feeling, being left out of your own story. You begin to feel trapped, longing for air, a sinister aura surrounding you, judging every future choice you make. This is, by all accounts, a well-done metaphysical mystery, but I’m not going to stand here and tell you I completely got down with it on every level, especially the cartoon play-like storytelling near the end. Also, grapes are totally better than raisins, which, when you think about it, are dead grapes.

I think I liked 2000:1: A Space Felony a wee bit more, as I felt more in control of the unfolding story, but this was still super neat and different, and I’m excited to see Hitchhiker: First Ride develop into something more.

Echoed World is only the start of Algiz’s plight

I played Echoed World for two reasons, maybe three. One, I thought, based on its few screenshots, that it looked real pretty, like Monster Tale at a higher resolution or a piece of sci-fi concept art brought to life. I haven’t played it, but I can see a comparison to Ori and the Blind Forest as well due to its hand-painted graphics. Two, it’s available as a free download on Steam. And the maybe three part…well, it kind of reminded me of the character-driven platformers of yesteryear, like Jak and Daxter, Metroid, and, uh, Rocket Knight Adventures, which I do have a liking to. You know, you control a unique-looking hero and traverse an environment for some big and bombastic reason. Either way, that’s what I went in with, and the game–really, a demo, a practice sliver–didn’t exactly live up to expectations, but I think there’s promise here.

Echoed World was created as a student project, with the team putting it out for free in hopes of receiving feedback from players. You know, like me. Well, here I am, doing my civic duty. It sounds like most of Team DOTS had no previous experience with game development, churning out Echoed World over a few months of tutored game development classes. In that regards, it is impressive; in terms of something you play, it is less so, but I am no developer myself, only a player that plays.

The best thing Echoed World has going for itself is its world and opening cutscene. See, the creator of this place made a decision to split his almighty power up into seven Architects because of reasons. By doing this, he became nothing more than just an observer, a mundane human being. These Architects reshaped the world so that it brimmed with beauty and energy; however, the Architect Tyr was obsessed with perfection and struggled to make life as good as everyone else, deciding to steal the beauty from other planets. You play as the Architect known as Algiz, who can no longer create brand new life, but is still able to manipulate life that’s already been created. This process requires many sacrifices as he makes his way across a slowly dying world.

In total, Echoed World took me about 20 minutes to see to completion, but that could have probably been more like 15 minutes since I ended up having to reload a section due to a physics error, more on that in a moment. It’s a puzzle-based platformer where mechanics and story are bound together. You move generally left to right and make your way to the end of the level. Usually, there are some obstacles in the way, such as a large gap you can’t job; however, Algiz can borrow life from something nearby and put it into the dead tree stump by the gap to make it grow and create a bridge. There are also doors that need a specific amount of life energy to open, requiring you to take back life you’ve already used and store it inside until you get there. Lastly, on two occasions, a monster will attack you, and your only way to combat it is by manipulating the environment so that it falls into spikes and dies. None of this is challenging, and the monster sections are a little underwhelming, but I could see these ideas being expanded into more complex puzzles, especially if you had to juggle both monsters and stealing/dropping life into the world simultaneously.

That said, technically, performance-wise, Echoed World is not great. Jumping is vital to a platformer, obviously, and the jumping here is beyond bouncy and unresponsive. I never felt fully in control of Algiz and where he was landing. At one point, he got stuck on the edge of a platform, and the game didn’t know what to do, so I was stuck, body half inside a rock, unable to do anything but reload the whole section. Also, there are collectibles to find, swirling balls of light, six in total, but after I got stuck and had to reload, the game seemed to forget that I had already found four by that point and started me back at zero, despite picking up what I believed to be the fifth collectible. It was strange. Lastly, Algiz is not affected by any of the game’s lighting, which looks odd when inside a dark cave and the character model is cartoony bright and vibrant, like a new layer in Photoshop at 100% on top of another more subdued layer.

Anyways, that was a lot of words for a game that honestly is just testing the developmental waters. I hope my criticism is well-received because, again, I think there’s something here. Echoed World just needs more time and polish.

2018 Game Review Haiku, #6 – Dungeons & Dragons: Chronicles of Mystara

Classic coin-op port
Branching paths, monsters galore
Named my soldier Pault

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #5 – 2000:1: A Space Felony

Determine murders
Accidents, erroneous
Real detective work

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

Only Friday can get you safely past the pirates

I think Disney’s 1960 Swiss Family Robinson film, a tale of a shipwrecked family building an island home, which is loosely based on Johann David Wyss’ 1812 novel The Swiss Robinson, is my only association with the subject material, besides a random episode or two of Lost in Space. Also, during the last Disney trip, though this has not been drawn yet, Julie and I explored the Swiss Family Treehouse attraction a bit, though I mostly dealt with a pushy family of three that simply had to get past me on those narrow rope bridges only to stop a few feet ahead, block the path, and stare at stuff. Thank you very much.

That all said, I’m here to tell y’all about Friedemann Friese’s Friday, which is a solitaire deck-building card game, which tasks you with optimizing your deck of fight cards to defeat hazards and make it past the pirate ships circling the island. Yes, another solo tabletop game, a specific market niche I’m digging as of late; see my post on Dungeon Roll for more. If the game’s name doesn’t clue you in, you play as island native Friday, not Robinson Crusoe, and your job is basically to babysit the bearded man and ensure he doesn’t do anything stupid and grows stronger in order to better prepare him for the grand escape. This island is your home, and you know it well.

Setup is painless and quick, and I was able to fit everything inside a single dinner place-mat. An entire session lasts around fifteen to thirty minutes depending on your actions and how long you spend analyzing the cards you’ve used versus the ones left in your decks. During a turn, Robinson Crusoe will attempt to defeat hazard cards by playing fight cards against them, with the higher number winning. These hazards range from trying to get to a damaged wreck via a raft to exploring the island further to fighting off hungry cannibals. If he is successful, the hazard card will flip and become a fight card; this is now added to your discards of fighting cards and will eventually get shuffled back into the deck. However, if you fail to defeat the hazard, Robinson loses life tokens, represented by what look like tiny wooden green leaves, but also gets the opportunity to remove some of these under-performing cards from the game entirely. There are three phases, each one being more difficult than the previous, and if Friday can keep his island comrade alive long enough, eventually he’ll battle one of the two pirate ships lingering in the ocean.

Spoiler alert: after about five or so games, I’ve still not managed to get to the final pirates phase. Grrr. Let’s blame it on Friday’s communication difficulties. The closest I’ve gotten is the third phase, red in color, but cannibals destroyed Robinson Crusoe quickly after he lost too many health points getting there and went home feeling sated. Friday is a game of choices. Sure, there’s luck and randomness involved like in many other card-based games, but it really does come down to issues like pushing forward for more cards at the expensive of life points to get that hazard card as a fight card or losing a fight on purpose to rid yourself of cards like “Distracted (-1)” and “Weak (0)”. I’ve not figured out the perfect strategy, but removing bad cards from the game as early as possible seems obvious though not always easy to do. For one game, Mel kept a sheet of paper and tracked what cards remained in my fighting deck so I’d know whether or not I even had a chance at winning a fight; this is both allowed and encouraged, as the instructions explicitly say that Friday is not a memory game and goes on to list out every card in your arsenal for you to be aware of.

One of the things I really like about Friday is its overall footprint. Everything you need to play comes inside a tiny, square box and, as mentioned above, you don’t need a ton of table space to play. The cardboard deck mats are great for organizing where everything goes, and the instructions are pretty clear, though I did have to watch a couple playthroughs on YouTube to fully get how you handle both winning and losing a fight, as some bits weren’t entirely clear. In the end, I’m a fan, and whenever Friday eventually helps Robinson Crusoe sink a pirate ship, I’ll shout it passionately and aggressively from the top of the island for all to hear.

As always, I’m all ears for any solo card/board games that you enjoy and therefore think I might too enjoy. Scythe has already been recommended.

You have 10 seconds to survive Sonic Blast’s underwater levels

I played some Sonic Blast the other day, and I almost beat it. I’m not going to tell you why I had the sudden urge to play a Sonic the Hedgehog game, nor why I decided to pick that one of all my options. The game originally appeared on the Sega Game Gear way back in 1996, but also later managed to eek its way on to the Sega Master System…but only in Brazil. Huh. Nowadays, it can be found on various other platforms through collections, even as recent as a digital download on the Nintendo 3DS. My version is found deep inside the 2004 release Sonic Mega Collection Plus for the PlayStation 2, which I got almost three years ago during a PS2 shopping spree.

Sonic Blast clearly wanted to–pun intended–ape the same style of pre-rendered graphics from Super Nintendo’s big 1994 release Donkey Kong Country. For sure, those Rare titles had a look, even if they haven’t aged well. However, to ensure that details are visible, both sprites for Sonic and Knuckles are bigger than their counterparts in earlier titles, which results in a “zoomed in” look. This means you get to see less of the level on the screen and will often not know what is coming up, whether it be a bunch of rings, an enemy, or a death pit of spikes. I also had this problem with Mega Man: Dr. Wily’s Revenge and Metroid II: Return of Samus, both of which put all their effort into ensuring you see the game’s hero up close and personal at the sacrifice of gameplay.

And, well…it’s a Sonic the Hedgehog game. You generally move left to right across the screen, jumping, collecting rings, avoiding enemies, and searching for the spinning signpost that signals the level is over. Usually, to get there, it’s a complicated puzzle path. There’s not much new here overall, though you can also play as Knuckles from the get-go, which I did not do. Sonic Blast is relatively short, about five zones long, with each zone made up of a couple levels and a boss fight against Doctor Eggman that tasks you with jumping on his spaceship’s windshield several times to crack it open.

I got all the way up to the Blue Marine Zone, which is the fourth zone. Alas, it’s mostly underwater, with bits of ancient ruins, like crumbled columns, in the background to begin questioning yourself on the true nature of this beast and whether it all takes place on Earth. Also, there’s a bunch of pipes that shoot you this way and that way and all around with fervor and strong water currents to deal with. Here’s the kicker: you’ll drown if you stay in water for too long. If you need air, you can either get out of the water, find an air bubble, or travel along one of the previously mentioned suction tubes.

Drowning in Sonic the Hedgehog games is not whacking the originality ball into space. It’s been there since the beginning, with a wonderfully haunting ditty to remind you that death comes at your fast and there’s no time to do anything about it and you’ll never get to see your loved ones again and the end is oh-so near. That’s whatever, but my main beef with the mechanic specific to Sonic Blast is that…you have no indication of how much air you have left. If you linger too long under the water, you’ll eventually get a 10-second timer on top of the screen silently counting down to the Blue Blur’s demise. That classic piece of music I linked to above does not play. Considering the maze-like design of this zone and limited options for filling up Sonic’s lungs, I was frustrated and lost all of my lives and continue credits in this one section, having had zero deaths up to this point as the difficulty wasn’t all that challenging.

Wait. Okay, no–I had to look up a video walkthrough to confirm I wasn’t missing something, that this was user error, and it sort of was. See, if you stand Sonic over an area where tiny air bubbles are coming out of the ground–because of science, duh–it depletes your number of rings. I guess that means you are briefly buying more oxygen, but it’s not very clear as there’s no meter or picture or even animation from the Legendary Blue Hedgehog to indicate anything is happening; a sound effect would have gone a long way. But just like how Sonic’s air supply was depleted, so was my interest in playing further, seeing as this dropped me unceremoniously back to the title screen.

In the end, my forty or so minutes with Sonic Blast was anything but that. What? You had to know a joke like that was coming. Anyways, maybe one day I’ll feel inspired to go back and finish off its final acts, knowing what I know now about air bubbles and rings. Or maybe I’ll try another Sonic the Hedgehog title in my PS2 collection, considering it has something like 20 games in it, albeit not all star the Blue One and some must first be unlocked. Or perhaps I’ll never touch anything Sonic the Hedgehog-related ever again. All are likely options.

In 2000:1: A Space Felony, no one can hear you detective

Until February 2, the Humble Monthly Trove is giving out a couple of free gems, some of which are Humble Originals, meaning they were created solely for the program. Neat-o. You can grab the following DRM-free named games, and I do suggest you jump on it before you forget or our country is vaporized in the forthcoming nuclear winter-war, as well as consider subscribing if you end up liking these types of smaller, hand-crafted experiences:

  • 2000:1: A Space Felony
  • Hitchhiker
  • Cat Girl Without Salad
  • Uurnog
  • THOR.N
  • Crescent Bay

That’s six free games, and all you have to do is click a button or two. Naturally, I grabbed all of them lickety fast, and I even played through and beat one already–2000:1: A Space Felony. Now, before I dig into details of the game, I need to do as I always do and come clean about a piece of pop culture that I have shockingly never seen. Yup, my blue eyes have still never gazed upon Stanley Kubrick’s 2001: A Space Odyssey or read Arthur C. Clarke’s short story “The Sentinel” that inspired it. Nor have I read the full novel written concurrently with Kubrick’s film. Or 2010: Odyssey Two. Or 2061: Odyssey Three and 3001: The Final Odyssey. Phew. That said, because it’s hard to live life these days and not have these mega-popular behemoths seep into every single thing we see and consume, I somewhat get the main gist: an artificial intelligence goes rogue.

2000:1: A Space Felony takes place on the USS Endowment, an interplanetary spacecraft, which has unfortunately lost communication with Earth. Using your flashy camera skills and natural detective intuition, you must explore this damaged space, document your findings, and figure out what went down during the crew’s final hours alive. You basically do this by taking photos of key areas, people, and items, and then you confront MAL, the ship’s on-board AI system, about what happened, countering its talking points with confidence based on what you already know. Cross-examination in zero G should most definitely be the theme for the next season of Law & Order. Naturally, going into this, given what it is based off and just the fact that the melting pot-universe of books, movies, and videogames over the last several decades has been inundated with stories of corrupt AIs–hello, supercomputer AM from Harlan Ellison’s “I Have No Mouth and I Must Scream”, AMEE from Red Planet, and GLaDOS from Portal, just to name a few–you know that MAL is up to no good. The fun is proving it wrong and then deactivating it.

2000:1: A Space Felony‘s look is *chef’s kiss* top-notch. The colors are bright, punchy, magically brought to life through surprisingly simple geometry. It’s not going to win any realism awards, but I lean more often towards games with a unique take on life as we know it. The USS Endowment is not a huge station to explore, a small fraction when compared to Prey, but the spaces are easy to recognize and do come across as lived in. Moving around in no gravity is not complicated, using the WASD keys to thrust in any direction, and there’s even one spinning section that you can land on the floor and walk around in a more traditional sense, which makes the detective work a bit easier. I will forever be intrigued by the design of spaceships, space stations, and so on, and even one as small as this is a joy to explore, both inside and out, eventually feeling homely. Also, MAL’s main room is gorgeous, like the inside of a trippy golf ball or an even more fantastical take on Spaceship Earth.

I found the game’s narration to be especially strong, with ground control more or less narrating every action you take and how you present your case. Represented by a dark silhouette with white glasses and a tie, ground control is extremely straightforward when it comes to this case, with only a smidgen of humor here and there. Often, the juxtaposition between ground control and what MAL says is where Lucy Green’s writing is the most funny and captivating. MAL, voiced by Max McLaughlin, rides the line carefully between innocent, unaware AI and ice-cold, systematic murderer. Nothing really new for the genre in terms of AIs gone bad, but a good performance still. If there was a soundtrack, I don’t remember much from it other than the big, swelling orchestra right at the game’s courtroom-esque conclusion, but you do make a super pleasing donk sound when banging into a wall, and that counts for a lot.

Unfortunately, the part where you compare pieces of evidence against each other is the weakest link in 2000:1: A Space Felony. For a while there, I was missing one piece and had to do another loop of the environment, snapping shots of everything, listening to repeated lines of dialogue while growing frustrated. I also had a hard time seeing what pieces I was connecting, and I’d have personally liked for some screens to have faded out after they were no longer relevant, but that’s just me. I finished this murder-mystery in the silence of space in about an hour and change, and I thoroughly enjoyed the experience. I wonder which next freebie I’ll try (spoiler: it’s probably Hitchhiker).