Monthly Archives: April 2018

2018 Game Review Haiku, #29 – Umfend

An experiment
Creates echoes from the past
Work harder, smarter

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, #28 – Grim Legends 2: Song of the Dark Swan

Queen, mortal danger
These objects full of darkness
Use that nice otter

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.

#GameStruck4 – The Four Games That Define Me

I’m a sucker for memes, especially videogame ones, but alas, this #GameStruck4 one seems to be mega popular only on Twitter, a platform I’m not really active on anymore. So I’m doing it here instead and using it as an excuse to write about four very important games in my upbringing. As if I haven’t already touched upon these masterpieces in the past. Oh, and these are all from my SNES and PlayStation 1 days, which is really where gaming got its hooks into me–sorry, GameBoy–and I’m sure I could come up with four for every console generation I’ve gotten to experience up to this very day and date, but these are the ones that certainly shaped me early on.

Suikoden II

Ah, my sweet, sweet Suikoden II. You were everything I liked about the first Suikoden and then some, showing me that characters, that tiny bits of sprites and colors and text boxes, were just as believable and real and full of feelings as 3D polygonal dudes and dudettes. And Suikoden II has so many great characters. Here, let me name a few: Jowy, Nanami, Viktor, Flik, Bolgan, Luc, Clive, Luca Blight, and so on.

I replayed the game back in 2014 and wrote a bunch of thoughts along the way, many that I don’t need to rehash here. It’s a game that continues to live on inside me, and I often find myself comparing a lot of things to it. Or comparing it to everything. Either take works. Like, if a game lets you recruit party members, that’s cool and all, but six pales in comparison to 108 Stars of Destiny. No cooking minigame will ever beat Suikoden II‘s cooking minigame, and watching your castle grow and expand as your army increases makes going out and finding these new recruits worth it.

The Legend of Zelda: A Link to the Past

The Legend of Zelda: A Link to the Past is probably the first game to ever make me cry. Not out of joy or love or the beauty of its colorful pixels, but frustration. I was young and struggled to beat a boss, and it affected me greatly. I remember physically tossing my SNES controller, something I’ve never done again. I’ve since grown from this time and now have backpacks full of patience, but this game, if anything, taught me to take things slow, to examine and prepare, to live in these environments and not rush to the next screen just for some shiny object or plot point. There’s a good number of secrets to discover in The Legend of Zelda: A Link to the Past, and playing around with teleporting between the Light World and Dark World is one of my favorite time-killers, especially if it resulted in an extra Heart Piece or path to a new area.

Super Metroid

Super Metroid oozes atmosphere without saying a whole lot directly. You really have to pay attention to the environment to rise above it and defeat all the Space Pirate bosses. The two most long-lasting memories for me for Super Metroid, a game I’ve most definitely replayed a bunch and claim (back in 2011) has the most epic scene ever, are when you first get to the powerless and ghost-infested Wrecked Ship on Zebes and learning how to wall-jump from the blue, monkey-like Etecoons.

For the former, the eerie stillness of the area is immediately unnerving, and your constants, such as upgrading the map and restoring health and missiles via the respective stations, no longer work until you switch the power back on. There’s a ton of implied storytelling here, like piecing together that the ghosts are actually the deceased crew. For the latter, you need to watch the critters work their magic leaping wall to wall and then replicate it; otherwise, you aren’t going anywhere. It’s not easy, but when you successfully climb that tall column and hit the top, getting higher than the Etecoons, it feels beyond amazing. It’s also neat to know that you can do this move at any point in the game, from the very start. You just don’t know about it until until you run into them later.

Metal Gear Solid

I’m bummed to no longer have a physical copy of this game unlike the three listed above, especially when you consider how essential the retail box is to a specific part in the story. Still, when I bought the Metal Gear Solid: The Legacy Collection 1987 – 2012 for the PlayStation 3, it came with digital download codes for Metal Gear Solid and Metal Gear Sold: VR Missions. Both of which I played through relatively recently when I was on a sojourn to see this series through from start to finish; my progress came to a complete and grinding halt during Metal Gear Solid: Peace Walker, which I did not find all that interesting or captivating, and I should probably just skip it entirely and move on to Metal Gear Solid V: Ground Zeroes.

Anyways, Metal Gear Solid taught me that games can be larger than life, that they can take their time telling whatever story they want, no matter how inane or far-fetched or action-cool it was. That your surroundings and actions matter, that you can go about a mission in multiple ways, whether it be by sneaking past unaware soldiers, sniping them from far back, or a mixture of both plans. It was certainly the first stealth game I ever played, which planted a pacifism seed in me that, to this day, no matter the game, has me always trying to accomplish tasks nonviolently, with as few casualties as possible.

What are the four games that define you? Tell me about ’em below in the comments or link to your very own hot take on the #GameStruck4 meme.

To escape Subject 13, Franklin Fargo must defeat Minesweeper

I purchased Subject 13 recently during Xbox’s Spring Sale for a couple of reasons: 1) it was cheap, coming it at a mighty low $2.80 2) it was billed as a traditional point-and click adventure game and 3) the graphics, from the few screenshots I saw, made it look pretty and mysterious and something akin to Myst, wherein there’s an island and puzzles to solve. I finished it off the other night feeling frustrated and dissatisfied, especially as I stubbornly felt the need to see it through, and I would not recommend it to anyone if, like me, the above reasons seem initially intriguing.

Subject 13 comes to us from French video game designer Paul Cuisset, though I’ll be honest and did not immediately recognize his name or work. Shame on me, as a fellow Paul. Evidently, he was the lead designer of Delphine Software International and the creator of Flashback, which is listed in the Guinness World Records as the best-selling French game of all time. That’s cool and all, but I’ve never played it and was way more jazzed to learn that he had a hand in making 1994’s mega-hit Shaq Fu, of which one day I’ll tell a story about. Still, the man has clearly been in the business for a while, and there have been some ups and downs; one of the more recent ups was Subject 13‘s successful Kickstarter back in 2014, which helped bring the game to phones, PC, and consoles.

Right, let’s get to it. Subject 13 opens up rather dramatically with a man named Franklin Fargo–no, really, that’s his first name and last name put together–attempting to off himself by driving his car into a river. However, as he begins to drown beneath the water, something happens and he is magically transported into an abandoned research facility. Here, a strange, disembodied robotic voice encourages him to use his special noggin to solve puzzles and make his way out of the compound. All righty then. Oh, and the robotic voice also refers Franklin as Subject 13 and refuses to answer many questions so right away you know something is fishy. It’s a decent bit of science fiction storytelling though it’s both predictable and under-delivered, with most of the details tucked away in hidden audio logs.

The gameplay is pretty straightforward stuff for adventure games, with Franklin exploring a small area or number of areas, picking up commonplace items, examining them up close, and using them either individually or combining them with others to solve puzzles, the majority of which are based around logic. Don’t be surprised to find yourself dealing with combination locks and slide puzzles and doing a bit of math on the side. It’s not The Witness, but few games are. I truly didn’t mind the puzzles, even if they never felt like they were natural in the world and clearly stuck out as something to do to slow progress, but a couple were extremely obtuse and resulted in me looking up solutions online to keep my momentum going.

Oh, and let me touch upon the final section of the game. Spoilers incoming…even though I kind of dropped a big one in this blog post’s title. After all your exploring and puzzle solving and chasing after holographic women, the only way out for Franklin Fargo…is through a game of Minesweeper. Now, it doesn’t immediately look like Minesweeper because of, y’know, copyright issues, but it’s the same idea nonetheless. And honestly, I’m not too bummed about this, because I enjoy a round or two or three of Minesweeper, but it shouldn’t be used as a final, climactic showdown. Don’t think too hard about the fact that this ancient device is guarding itself via a firewall based on Minesweeper. Also, there’s an Achievement tied to beating this part in under twenty, but the clunky look and nature of the beast means you need to play it slowly or start over again, and it’s the only Achievement I didn’t get for the game…so boo-hoo to that.

Here’s the hard truth–Subject 13 lacks polish and modern, friendly mechanics. It wasn’t designed to have them, but it needs them. I understand that this wants to call back to an era of gaming where adventuring was a little more imperceptive and up to the player to truly figure out, but some of that was left behind for a reason, to make the experience more inviting. For instance, moving the main character around is absolutely terrible, with Franklin strutting forward like a goalless gorilla, unable to make it up some steps or around a corner unless he approaches them from a very specific angle. A more traditional point-and-click interface would have worked better, especially when you often have to walk from one side of the screen to another, and it takes just long enough to have me reaching for me phone to check my email or the weather for tomorrow. Some items are extremely well hidden and, with no internal monologue from Franklin, I never even knew I was supposed to be looking for a bucket. Lastly, while the UI for your inventory is neat-looking, it never made it easy to pick up an item and compare it to another or, if you selected the wrong one, deselect it and try again; I felt like I was always fighting against the system.

I’m not all angry ogre, so here’s what I liked about Subject 13. The soundtrack is subtle and New Age-y, relies on futuristic synth-heavy tracks, but also enough soft sounds to lull you into a moody yet pleasantly relaxed atmosphere that doesn’t get in the way of exploring and solving puzzles. For testimonies, the game’s audio log collectibles, you can always see how many you have found in the chapter percentage-wise, as well as total, which I appreciated as I wanted to get them all in one go. Lastly, instead of “continue” the game uses “carry on” in its menu options, and that is so adorable I’m over here making large cat eyes and nodding enthusiastically.

I bought another game alongside Subject 13 during this sale, namely Anoxemia, and though it is not exactly the same type of game, I’m hoping I enjoy it much more than this, whenever it is that I get around to playing it. See, I’m not always good at immediately jumping into my purchases, though I did on this one and am unhappy. Or maybe I need to give Flashback a good swing–the original, not the 2013 remake version.

2018 Game Review Haiku, #27 – In the Hollow of the Valley

Everything will change
Whether you see it or not
Life shifts, outdated

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, #26 – Late Night Wanderer

A late night walk home
The paranoia sets in
Dead phone battery

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, #25 – Garden of Oblivion

Stuck, unsound garden
Open the door, discover
Your good/bad ending

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.

SUPERHOT’s time only moves forward with the player

We’re a few months into 2018, or twenty-great-teen as the kids are callin’ it, and I’m finally cool enough to play SUPERHOT. Y’know, that mega indie hit from…well, it originated as an entry in the 2013 7 Day FPS Challenge, but was a full release on consoles and PC in 2016. Strangely, right now, the game is everywhere you look–it was a freebie for March’s Gaming with Gold on the Xbox One, which is how I acquired it, it was a freebie last month for Twitch Prime’s new Free Games with Prime program, and it’s currently one of the games bundled in Humble Indie Bundle 19. My lordy-loo. I guess there is just no avoiding it at this point. After all, SUPERHOT only moves when you do.

Okay, some setup, of which I will absolutely nail down the mechanics of this game, but not its narrative. SUPERHOT is an independent first-person shooter developed and published by the appropriately named SUPERHOT Team. The game mostly follows traditional first-person shooter mechanics, with you trying to take out enemies shooting bullets at you. The twist to all this is that time within the game only progresses when the player moves. Remember when Neo in The Matrix used bullet time to his advantage? It’s like that, but always. This often creates unique opportunities for the player to assess their situation and respond appropriately, turning each gunfight into one massive, slow-crawling puzzle wherein you’ll dodge a bullet, punch a dude, grab his gun out of the air, and shoot him in the face with it before a second goes by.

Now SUPERHOT‘s story…exists on several metanarrative levels. First, the player plays a fictionalized version of themselves sitting in front of a computer receiving DOS prompts, getting a message from their friend who offers them a supposedly leaked copy of a new game called superhot.exe, claiming that the only way to access it is with a crack. Second, launching the game immediately thrusts the player into a series of seemingly unconnected puzzle-combat rooms via different points of view, all based around killing hostile red dudes via the cool time slowdown method, after which the game glitches out and disconnects. After this crash, the player’s friend sends an updated version of the .exe file, which is apparently a new version of the game that fixes the “glitches,” and you go further down the rabbit hole, doing as the large, blocky text on-screen says because…that’s what a good videogame player does. Look, it’s something of a connective tissue, and that’s fine, but story is not at all the reason I’m playing SUPERHOT, nor what I will ultimately remember about it five years from now.

Visually, the developers got lucky. The game is presented in a minimalist art style, with enemies in ruby red and weapons in stark black, in contrast to the otherwise white and gray environment, which has the effect of everything popping before your eyes, especially those red bullet trails. I suspect this look was picked because it was quick and easy to implement during its days as a jam baby, but it really works great to boil SUPERHOT down to its essentials–an area, enemies, and all your tools to kill them quickly seen. When you shoot a red guy, he explodes into a bunch of polygons, like a window breaking, and it’s super satisfying to both see and hear. Once you successfully survive a level, the game replays all your actions like a mini action movie trailer, and you can save and edit the replay into GIFs and such, if that’s your thing (it’s not mine). Oh, and one can’t forget the classic bit of the booming “Super, hot!” voiceover that loops after you’ve obliterated every red dude in your way.

I enjoyed playing SUPERHOT; the playing of it was enjoyable. I didn’t really understand a lot of stuff around the edges or what story it was trying to tell, but that didn’t diminish the fun I had from slowly dodging an incoming bullet, throwing my empty pistol into the face of a red dude, catching the shotgun that they tossed upwards, and unleashing a spray of bullets in their direction, all within the blink of an eye. Every room was a puzzle, open to interpretation, and I played a few challenge levels and endless mode after the credits rolled, but it lacked something the frenetic, bouncy campaign had, nor did it do anything new. I’m glad I got to finally play SUPERHOT, and if you’ve not yet…well, it’s time to stop time, get yourself a copy, and start slowly making your way to the complete and total domination of red dudes.

2018 Game Review Haiku, #24 – The Flood

Find serenity
Amidst destruction, simply
Enjoy the journey

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.

Dice manipulation is the key to One Deck Dungeon’s door

After a handful of attempts, I’ve still not beaten any final boss in One Deck Dungeon, though I got somewhat close against the dragon, better than my time with the yeti, and I’m perfectly okay with that. Each run is completely different and randomized, and luck definitely plays a major factor into how things go, especially when you consider this is a game of mostly dice rolls, and I’m sure I’ll see a flawless run eventually. Until then, I’ll keep kicking open doors, dodging traps and slaying monsters with as much skill as my character sheet allows, trying hard to save all my health potion cubes for the final encounter.

As you’ll recall from my last board game-related post on Friday, I’m getting into solo tabletop gaming. Eventually, I’ll have a post about Fallout: The Board Game, but this is not that post. This one is about One Deck Dungeon, an aptly named roguelike card game, wherein you dive deep into a dungeon for treasures and special skills and build your character up along the way. It’s at times similar to Dungeon Roll and far from it, offering a lot more adventure-affecting decisions each turn. The deck consists of your standard D&D-esque enemies to fight, such as a glooping ooze and a skeleton knight, as well as perils like a spiked pit and boulders, and the character classes don’t stray too far from the traditional, featuring warriors, clerics, and rogues.

Each door card, when flipped over, represents an obstacle to overcome, as well as the potential rewards for doing so. Each turn, after burning a few cards from the dungeon deck to the discard pile, which represents “time” spent, you can reveal what’s behind a locked door and take it on if your heart desires. If you defeat the card, meaning you are still alive and in one piece after all the effects are suffered, you can claim it as one of several things: experience points, an item, a skill, or a new potion type. Each of these affects your character in a specific way, and your current level card determines how many of each you can use at once. For instance, when playing solo and at level 1, you can have one item and two skills. You then tuck the card under the appropriate side of your character card to show off its benefits, such as an extra die to roll or new skill to use in battle. Identifying a new potion not only nets you more options, but also a free potion cube to boot.

Things I’m really liking a whole bunch about One Deck Dungeon are as follows. For one, all the character portraits are women and not sexualized, which is really nice to see in this field where bikini chainmail and mega-muscular dudes run rampant. Layering cards beneath the character sheet and watching the stats and abilities list grow is surprisingly effective and pleasing, reminding me a bit of how Gloom cards went on top of each other, as well as Munchkin weapons and armor sets. Lastly, the manipulation of dice–while at times it can feel somewhat like cheating–is where the most fun shows up, especially as you get more options for re-rolling numbers or exchanging them for other colored dice. Starting off an encounter with a terrible roll and a bunch of ones and walking away from it untouched after covering up every square is an extremely good feeling.

Sometimes there can be a lot of elements to be aware of, and the fights can become overwhelming. For instance, you have to remember that spots on encounter cards with a green shield must be covered first before any others, and the dungeon card has its own spots and effects to be aware of, like discarding all ones rolled each fight or spending extra time to use skills. You must also keep track of the enemy or encounter’s special text, as well as your own skills, and I started using extra white potion cubes as markers for when I used a skill so I wouldn’t accidentally use it twice and therefore cheat my way to victory. Occasionally, I’d goof hard and really want to walk back my actions, but it was almost impossible to remember what dice got traded in and what was originally rolled. Also, as mentioned at the top, the boss fights are pretty tough, and I don’t yet know if I’m the problem–remember, I still haven’t gotten past the pirates in Friday–or if they have been designed to be ultra punishing.

There’s a standalone expansion to One Deck Dungeon out already called Forest of Shadows that adds poison and dice exiling, but I think I’m good with my handful of scenarios and classes for a bit, unless I suddenly become a dice-rolling god, smiting foes and perils with little effort. I’ve also downloaded some extra content from the developer’s website, printing out the Phoenix’s Den and Caliana class cards myself. Evidently, there’s also a Steam version in the works, if that’s your thing; my experience with board games turned into videogames is somewhat limited, having played only a few matches of things like Smash Up, Catan, and Monopoly Plus, though one day I’d really like to check out the digital entertainment version of Lords of Waterdeep. We’ll see. For now, I’ll keep trying to roll six after six after six.