Category Archives: artwork

If you play Pikuniku, you’ll get free money (not really)

With a name like Pikuniku, you’d think this game would be harder to explain or some kind of Pokemon offshoot, like Hey You, Pikachu!. It is, in fact, deceptively simple, and that’s not at all a bad thing. Weird, for sure, but weirdly simple, and I’m sitting here smiling just thinking about it. Before you read anything further, I highly suggest you put this game’s soundtrack from Calum Bowen on.

Right, so…Pikuniku is an absurdly wonderful puzzle-exploration game that takes place in a strange but playful world where not everything is as happy as it seems despite all the bright colors and bouncy tunes. You play as a “monster” from a cave and must help out a number of peculiar characters overcome struggles, uncover a deep state conspiracy, and start a fun little revolution in this delightful dystopian adventure. Down with robots, as they say, and don’t let the free money bit fool you; when it comes to money, nothing is ever truly free.

The main thrust of Pikuniku is its platforming, which I can liken to things like Night in the Woods and LittleBigPlanet. A bit floaty, but you can still get to where you need to go and, if not, try jumping on a tree, cloud, or citizen for extra reach. After that, there are several light-hearted puzzles to deal with, but none of them are overly complicated, and the same can be said of the boss fights, which are fun and easy, grandiose even, and that’s all good. I’m not a huge fan of splatformers–I just started to play Celeste, and I don’t see myself getting too far up that mountain–and sometimes I just want to jump around in a relaxing fashion and explore the world leisurely without being chased by some nightmarish monster or having to have super reflexes when it comes to pressing buttons and landing on teeny-tiny platforms.

As the red “beast,” you can run, roll, and kick things, and the animations for all these actions are smooth and hilarious to see happen. Plus, you can put different hats or cosmetics on the main character to change its look and perform specific abilities, such as the watering can hat that lets you water flowers to reach new areas via jump-pads. There are coins to collect, along with trophy statues and small scenes involving bugs, but all these are just that–collectibles. The world is full of fun characters to interact with, ranging from web-spinning spiders to round worms to people that look like they came straight off the pages of the Mr. Men books. The dialogue is goofy and enjoyable, and it is worth chatting with characters just to get a vibe for how they live in this world, and you’ll occasionally get a dialogue choice though it definitely doesn’t make a big difference overall.

Alas, I did not get to try out the co-op mode of Pikuniku, but that’s okay, as I can only imagine it being slightly frustrating considering the somewhat non-precise controls for steering your character and hitting rocks around. But it’s there if you want it. The main story mode is only a few hours long and pretty linear, and I played through it in multiple phases, usually pausing after a boss fight; a part of me wanted to go back and find all the hidden collectibles, but I didn’t get a sense that anything would truly come of it…so I’ll leave those for others to gather up. I wonder how many hats you can get, too.

As it currently stands, Pikuniku is one of my favorite games of the year so far. It’s delightful. It’s quirky and embraces its strangeness, and I love that. Don’t be surprised when it shows up on my end-of-year GOTY list.

Cyberpunk romp Technobabylon shines with futuristic style

I desperately want to play Unavowed, but I have other point-and-click games from Wadjet Eye Games in my collection to get through first, along with nearly a  bajillion indie downloads from itch.io that all look super neat, such as Robin Morningwood Adventure and The Librarian. However, for this post, I’m talking about Technobabylon, which came out in 2015 and is a substantial reworking and expansion of James Dearden’s trilogy of freeware games that debuted back in 2010. I never tried them then, so this is all new information to me, but clearly Wadjet Eye Games saw something special in them initially.

Technobabylon is set in the city of Newton in the grand ol’ futuristic year of 2087. In this world, genetic engineering is the norm, the addictive Trance has replaced almost any need for human interaction, and an omnipresent AI named Central powers the city. CEL agents Charlie Regis and Max Lao are investigating a serial killer calling himself the Mindjacker who is tapping into the neural wiring of seemingly ordinary citizens, stealing their knowledge, and leaving them dead. Yikes. On the flip-side of this, an agoraphobic net addict named Latha Sesame might be the next target. However, Charlie’s past comes back to haunt him, and he and his partner find themselves on opposite sides of the law, with Latha’s fate stuck right dab in the middle.

Gameplay is your traditional, old-school point-and-click affair, and that’s perfectly fine. I know what I came here for, loving just about everything about previous works from Wadget Eye Games, namely the Blackwell series, Gemini Rue, A Golden Wake, The Shivah, and, heck, even Two of a Kind. You’ll acquire items into your inventory, combine them in strange ways, or simply exhaust dialogue options until you start making things happen. Technobabylon features multiple protagonists, and each one also has access to different bits of technology, such as the Trance or logging into Central. This helps open up options for puzzles while still keeping everything within the same system…though I fear it could become overwhelming down the line.

Speaking of that, there’s a ton of world-building going on here in Technobabylon. It’s seemingly a mix of things like Blade Runner, Black Mirror, and Ghost in the Shell…though I’m not sure how successful it is everywhere. For instance, I don’t fully understand how the Trance works, nor do I grok what “wetware” ultimately is or does, but maybe the point isn’t to fully explain everything happening in this dark, somewhat desolate future. You believe it works as they say it does and go with it. I also may not have paid as close attention to some bits of dialogue, so perhaps the fault rests on my shoulders.

I’m currently somewhere in chapter three of Technobabylon and am enjoying it greatly. I’ve only used an online walkthrough now and then after I felt like I had truly exhausted all my options, and the solution often makes me feel slightly stupid for not figuring it out on my own first. Oh well. That’s how some of these point-and-click adventure games go, I guess. If you miss picking up one single item, you are doomed, like I was for not finding the mag coil before entering Mr. Van der Waal’s apartment, which left me flustered on how to get the dang pistol out of the bloody Jacuzzi. And I do mean bloody.

I’ll keep plugging away at Technobabylon, though it seems like a longer game to get through. At least once I’m done I can move on to other point-and-click adventure games in my collection, many of which have been waiting patiently, for years, for me to…well, point and click on them. We’ll get there, I promise.

2019 Game Review Haiku, #11 – Storyseeker

A strange, quiet place
With talkers, whisperers, ghosts
Explore leisurely

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Bandido wants you to stop a prisoner from escaping

I’ve never been to prison, and I hope to never go to prison, but there is a small piece of me that fantasizes about pulling the greatest prison escape, one that would make Alcatraz Island weep. Bandido, designed by Martin Nedergaard Andersen and put out by Helvetiq, is not actually about escaping, but rather preventing a prisoner from seeing blue sky and green hills ever again by blocking all passageways, forcing him back to his cell to continue counting the days.

To begin a game of Bandido, you place the Super Card. which is the one showing the prisoner in jail with multiple exit points, in the middle of the table, shuffle up the remaining cards, and deal three cards to each player. That’s all there is to begin the game, and I appreciate that, especially when things like One Deck Dungeon, Fallout: The Board Game, and even Friday take a good amount of organization to set everything up before you can begin playing.

On each player’s turn, you’ll place one card down so at least one tunnel is connected to an existing tunnel and then draw a new card. The one main rule is that you can’t block off any of the tunnels with walls when you’re placing a card; everything has to fit and connect. Only cards showing a dead end, represented by a circle and a hand holding a flashlight, can truly end a good-going tunnel. That said, there are a couple of other cards that basically form a loop that connects multiple tunnels together, and those too can block tunnels off. You win if you’re able to block all of the tunnels, and you lose if there are any open tunnels by the time you’ve gone through the deck or if you are unable to play any more cards.

In terms of complexity, there’s really not much to Bandido. The only strategic decision you ever have to make generally involves when to branch out to avoid cutting yourself off and when to tighten things up so that you can try to narrow multiple paths of exit down into just one or two manageable ones. This isn’t always easily done based on the cards in your hand and requires some table talk to try to figure out the most effective card placements. You can play it solo, but Bandido is better with more people, because it is more of a cooperative game that really makes you care about the outcome as a group. Sometimes you need to be aggressive and say things like, “Oh, don’t play a card there, I have a perfect one for it next turn.”

I tried playing it solo a few times, never winning a single game. Then Melanie and I played it twice the other day, winning the first game where the Super Card had only five exits, and losing horribly the second game with six exit options. Still, it is a good amount of fun, and the game is quick to set up, quick to break down, and small enough to fit in your pocket. The only real problem, much like Okey Dokey, is that is takes up a lot of table space, especially once the tunnels begin to get out of hand; a few times, we had to shift all the cards down on the table to make room for more growth, and that’s a touchy process, trying not to mess up the placement of all the cards in play.

Bandido isn’t a big game, but it doesn’t want to be. The rules are relatively simple to follow, and because the cards have no text on them, anyone can quickly learn how to play and see what to do next. For that, I really like it, and hope to stop the titular criminal from breaking free the next time we play it.

2019 Game Review Haiku, #5 – The Doll Shop

Desolate village
Dolls are family, secrets
Charmingly creepy

And we’re back with these little haikus  of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Just Desserts is the sweetest, tastiest card game

I’ve been on a real solo board/card gaming kick as of late, mostly because I’m used to playing by myself and I can probably only convince Melanie to join me on these larger-than-life games, such as Fallout: The Board Game or A Game of Thrones: The Board Game, so many times. I know it is not her thing, and that’s perfectly fine. However, when I saw Just Desserts in my local gaming store, I thought this might be a good one for us to play. It’s all about eating yummy food, specifically desserts. The game is recommended for two to three players, but I think three or more is the best way to go. Two players is fine, but less cutthroat.

Just Desserts comes from Looney Labs, which is the company that makes five thousand and thirty-two Fluxx variants each year. That’s an estimate. I have a copy of Zombie Fluxx from years ago and tried to play it once or twice, not really enjoying it all that much. Or maybe I just didn’t understand all the rules swapping around. I also have a copy of Retro Loonacy from them, which has yet to be played, but I love the artwork nonetheless.

Anyways, Just Desserts is a sweet, delicious card game all about serving some very picky guests at the cafe you work at. No soup, no salad, no main dish… all they want is dessert, and I can understand where they are coming from. I mean, over the Christmas holiday, I probably ate more cookies than anything else, along with a few peanut butter trees from the good ol’ boys at Reese’s. You’ll have to compete with your fellow waiters to serve guests their favorite goodies before someone else gets to them first.

The rules are relatively simple and easy to explain. Each player starts with a hand of three dessert cards while three guest cards are placed in the center of the table; each dessert card shows one to three tastes that it satisfies, such as chocolate, fruit, or pastry, while the guest cards show what they crave, as well as what they refuse to eat, such as veggies or peanuts. On your turn, you draw a dessert card, add a guest card to the table from the deck, then take one of three following actions:

  • Serve (and claim) one or two guests by discarding one or more dessert cards to give them what they want (while avoiding what they don’t want); also, if you give a guest their favorite item, which basically meets all their desires, you get tipped with an extra dessert card.
  • Draw one more dessert card.
  • Discard as many dessert cards as you want, then draw that many cards from the deck to refill your hand.

At the end of your turn, discard guests from the table so that only one guest of each “suit” is still waiting to be served; however, you can consider this guest heading out the door, but still in play to be claimed…until another guest card is discarded on top of it. You win Just Desserts if at any time you’ve served three guests of the same suit or five guests of different suits.

I absolutely love the art in Just Desserts, which is done by…I’m sad to report, I don’t know. I’ve tried searching online for the artist, but am having no luck. Please, if you know, let me know, and then we can all know. Each dessert card looks delicious, even if it is a dessert that I don’t want to eat. The guest cards are goofy and fun to look at, and each person looks unique and truly stands out from one another. My only quibble is that the font on guest cards for their favorite treat is small and hard to see from a distance when you have them in the center of the table. The gameplay is loose and casual, but fun, and there are variants you can use to make it more aggressive, such as stealing other player’s claimed guests, but we haven’t tried these yet.

I’m excited to play more Just Desserts in 2019 and have even ordered copies of the two tiny expansions–Just Coffee and Better with Bacon. They don’t seem to mix up the gameplay too much, but rather add more dessert cards and characters to please in your cafe. Fine by me. I love both coffee and bacon.

Paul’s Preeminent PlayStation Plus Purge – Q*Bert Rebooted

This will be a mighty big shock to some of you, but I have never played the original Q*Bert. Well, now I have, but you know what I mean. When I’d go to arcades at my local shopping mall, which is now mostly barren of any signs of life, I’d focus more on things like The Simpsons, X-MEN, and Mortal Kombat II, and even then, games like Pac-Man and Centipede seemed too retro for my blossoming tastes. Shame on me. I mean, Q*Bert isn’t some holy grail, but it does feel like a solid piece of gaming history, one that everyone should at least experience once.

Q*Bert Rebooted is a package of two games. It contains a port of the classic arcade game alongside a new playing mode that uses hexagonal shapes, increasing the number of possible movement directions to six. Woah, boy. Additionally, the rebooted mode features new enemy types, including a boxing glove that punches Q*Bert off the levels and a treasure chest that tries to avoid him as if he hasn’t showered for days. The game has five different stage designs spread across 40 levels, which contain three rounds and a bonus round for collecting gems; you have five lives to complete all four parts. Those gems can be spent to unlock different skins for the Q*Bert character, and completing levels multiple times while reaching specific time and score goals awards you with stars that enable access to more levels.

As with all early arcade games, the core concept is fairly simple. Q*Bert begins each level atop a pyramid of cube platforms from an isometric perspective. By hopping up and down and across, he changes the color of every square he touches. Your main goal is to color in all the squares; once you do, you’re off to the next stage. However, getting in the way of this goal is a variety of enemies, such as red balls that drop from the top of screen, along with a pink snake who chases after our leading orange blob. There are also non-lethal enemies that will go over squares Q*Bert has already touched, returning them to their former color. Also, you can fall off the side, losing a life, which leads me to…

I hated the controls in Q*Bert Rebooted. I would start with using the analog stick on my PlayStation 3 controller, but then occasionally switch to the directional pad. Both often resulted in me jumping off the side of a hexagon, which was never my intention. Sometimes I wanted to go left, but it would make me go left-up. I never felt super confident moving around the board. Also, the sound Q*Bert makes when plummeting to his death is beyond upsetting. Try7ing to jump on the floating discs to the side, which bring you back to the very top of the level, became a giant risk every single time.

Still, I am glad I finally got to play both the original version of Q*Bert and the rebooted one. The music is super catchy, and unlocking skins is always fun, especially when you can play with fun versions like Q*Zard and Q*1000. That said, with many arcade games, it’s not gonna stick around with me for too long. See ya down the hexagonal road, Q*Bert.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Here’s all the big and small games I completed in 2018

My plan for 2018 was to continue with my mega-, ultra-popular format of writing a haiku when I completed a game, but also throwing in some of my original artwork into the mix. I started strong, but by the time I got admitted to the hospital and got diagnosed with stage IV colon cancer in July, my focus quickly changed to other projects. Heck, I didn’t even continue on with just artless-haikus. Well, that’s a bummer. I still did manage to keep a list of all the games I finished off, in case you are curious. It’s definitely smaller than previous years, but I’m fine with that.

Right. Here, check ’em out:

*** – came out in calendar year 2018

1. Tales from Space: Mutant Blobs Attack
2. Samantha Swift and the Hidden Roses of Athena
3. Where is 2018? ***
4. Wolfenstein: The New Order
5. 2000:1: A Space Felony
6. Dungeons & Dragons: Chronicles of Mystara
7. Hitchhiker: First Ride ***
8. Echoed World
9. Sprout
10. Back to the Future: The Game
11. Banyu Lintar Angin – Little Storm
12. A Raven Monologue ***
13. THOR.N
14. Robin ***
15. Quiet City
16. All Our Asias ***
17. Assassin’s Creed: Revelations
18. Legendary Gary ***
19. ERROR: Human Not Found ***
20. Packing Up the Rest of Your Stuff on the Last Day at Your Old Apartment
21. Brave: The Video Game
22. Dord ***
23. SUPERHOT
24. The Flood ***
25. Garden of Oblivion ***
26. Late Night Wanderer
27. In the Hollow of the Valley
28. Grim Legends 2: Song of the Dark Swan
29. Umfend ***
30. How to Cope with Boredom and Loneliness
31. Quidget the Wonderwiener
32. I’ll Take You To Tomato Town
33. Thirty Flights of Loving
34. Marie’s Room ***
34. Chairs for Bashir ***
35. LEGO Jurassic World
36. Subject 13
37. Korgan (Prologue) ***
38. Frightened Beetles ***
39. Sol705
40. A Day in the Lie
41. YOU LEFT ME
42. Metal Gear Solid V: Ground Zeroes
43. Friday the 13th: Killer Puzzle ***
44. Prey
45. Wolfenstein: The Old Blood
45. Roses & Heart ***
46. Anodyne
47. Escape from Jig
48. Borgo the Cat
49. Mark of the Ninja: Remastered ***
50. Burly Men At Sea
51. Azurael’s Circle: Chapter 1
52. LEGO City Undercover
53. Spyro: Reignited Trilogy ***

Phew. Not bad, not bad.

And with that, I’ll be continuing to write haikus for the games I complete in 2019, but I’m not going to stress about including artwork this time. Stay tuned for one tomorrow because I always like to beat something on the first day of the new year. It’ll likely be a tiny, indie thing, but hey, it still counts.

Also, while we’re here, let me list a few games that I’d really like to polish off in 2019, and yeah, some of these are repeats from previous day-dream sessions, but I am still determined to get the job done: EarthBound, Suikoden 3, Radiant Historia, The Legend of Zelda: A Link Between Worlds, and more than a dozen of games I can’t remember that I got on either Steam, GOG, itch.io, the Twitch app, the Xbox app for Windows, Blizzard’s app (I evidently have a free copy of Destiny 2 in there, just waiting for me to dive deep into it, if it’ll run at all on my laptop), and the Epic Games launcher, which I have not yet installed, but probably will at some point because I truly don’t have enough free games to play. Ugh.

See y’all next year!

LISA sadistically plays with your emotions and expectations

I’ve only seen Mad Max: Fury Road in terms of the dystopian action series, but it’s possibly one of my favorite post-apocalyptic worlds, even if it is ultimately the most deranged and harshest on its people. LISA reminds me a lot of that movie, though there is much more humor to its telling and characters, and some of that humor works well with the ultra high amount of violence and disturbing imagery…and sometimes it doesn’t gel at all. That’s okay though. In this wasteland, where pain is living, nothing can be perfect.

Right, on with it. LISA is a quirky-as-quriky-gets side-scrolling RPG in the same vein as EarthBound–which I still need to get to ugh–set in a post-apocalyptic wasteland. Beneath this charming and funny exterior is a world full of disgust, moral destruction, and a general theme of “that’s messed up”; in fact, the game’s full name is LISA: The Painful RPG, which is a little on the nose. Players will learn what kind of person they are by being forced to make some serious choices, which do ultimately permanently affect how the game goes. For instance, if you want to save a party member from death, you will have to sacrifice the strength of your own character, the protagonist called Brad. This might entail taking a beating for them or even chopping off a limb or two. It’s pretty rough out there in this world of no women or children and only power-thirsty men. The story follows Brad as he stumbles upon an abandoned infant, a baby girl, who is later kidnapped.

Naturally, you’ve got all the standard RPG basics to manage, such as weapons, skills, limited energy for special attacks, and numerous stats that can be improved with items, leveling up, or purchasing new equipment. The combat in LISA is turn-based, though Brad’s general attack can be changed with manual inputs to do extra damage per hit, so long as you know the right string of keys to hit to perform the combo. Over the course of the game, Brad will come in contact with a diverse cast–and I do mean diverse–of potential party members that he can recruit by doing a range of odd and random tasks, and each brings their own special personality to combat. Currently, my party consists of Terry Hintz, who is not all that useful honestly, and someone else whose name I can’t remember, but I got them to join after listening to a lot of his sad stories. It looks like there are many characters that can join your party, just like in Chrono Cross.

Items in LISA range from mundane necessities to oddities like horse jerky, sweatbands with fire damage, greasy ponchos, and kung-fu scrolls. No phoenix downs so far. Stats are tied to a character’s level and equipment found or purchased from vendors in one of the game’s many towns. Settlements and towns sometimes offer respite from the outside world with places to sleep, which recovers the entire party’s health and skill points, but also includes randomized, potentially damaging events, such as getting robbed or having a party member kidnapped. You can also save your progress in specific spots.

Generally speaking, whenever games allow me to make moral choices, such as Mass Effect or Fallout: New Vegas, I always play the good guy. Sure, being a rude dude or scoundrel can be fun when it is make believe, but there’s a serious part of me that feels sorry for causing others pain or just being a complete dick for no reason other than to get a reaction. Yes, I care about polygon or sprite-based figures that are essentially just bits of code, and I care even more about how I interact with them. LISA makes being a good guy tough, constantly driving home the notion that being selfish and heartless is the only way to survive in a world like this.

Unfortunately, I think I might be stuck, unsure of where to go next. The problem is that it isn’t often clear where next should be, but also tied to the fact that there are hidden doorways and passages everywhere, and they are exceptionally well hidden. There’s some light platforming to do in LISA, with you being able to hop up small ledges, but falling from a great height will actually damage Brad and his companions’ health. Naturally, sometimes you have to do this to progress, but I can’t seem to figure out where to go. Of course, I could always look up a walkthrough, but I feel like I’m still too early in the game to be seeking outside help. Truly, this is the greatest suffering that LISA can throw at me.

Burly Men at Sea is an interactive fairy-tale too big for one playthrough

Burly Men at Sea is a pure delight. I mean that from every angle–graphics, sound, gameplay, narrative, the way it holds you close and keeps you warm and ensures that the world is all right and not so scary, even when scary things, scary beings, show up…after all, they might just be misunderstood. I recently acquired a copy via the Day of the Devs 2018 Humble Bundle, along with Full Throttle Remastered, RiME, Hotline Miami 2: Wrong Number, Yooka-Laylee, Minit, and Hyper Light Drifter, all of which I desperately want to find time for to play. I started with Burly Men at Sea for two reasons–one, its general aesthetic speaks to me deeply, and two, it seemed the shortest of the bunch to play. I was kinda wrong about that last part.

This is a folktale mashup available on both mobile devices and PC that came out in September 2016. One might call it an interactive novel, but that’s not giving it proper respect. To me, it’s a whimsical stab at visual minimalism, frolicsome writing, and some seriously disturbing sound effects generated by voices only. Burly Men at Sea was made by husband-and-wife team Brain&Brain and is based on early 20th century Scandinavian folklore. The plot goes as thus: three brothers—specifically Brave Beard, Hasty Beard, and Steady Beard, which are all fantastic names—find a map in a bottle and set off for adventure. Naturally, things don’t go exactly as planned, with one disaster leading to another.

In terms of gameplay, interactions are fairly minimal. I played the game entirely on my laptop, using just a mouse. You’ll spend the majority of your time “pulling” the mouse to the right or left to reveal more of the screen, and this will cause the three brothers to walk in that direction. You can also click on things in the background to see them react in fun ways, which reminded me of Windosill. A couple scenarios later involve you clicking and holding on specific areas, but it never gets more complicated than that. The game might actually be better suited for mobile devices, given how you interact with it and how long each playthrough takes, but this is how I experienced it.

So, the really neat thing about Burly Men at Sea is that it kind of never ends. It loops, putting our bearded trio right back where they started. You can go on another adventure, and maybe this time you’ll see some new things or perform different actions. I did a second playthrough immediately and was pleasantly surprised by what I came across, and I’m not going to spoil it for y’all. This game is designed for multiple playthroughs, but it is perhaps better if you take a break between them. Otherwise, you’ll begin to see some of the repetition. The experience itself is calming and cartoony, and the danger never feels like danger, but the tense moments still remain tense as you begin to care for the Beard brothers and think about how to get them out of the various sticky situations.

If Burly Men at Sea were a book, it’d be defined as a real page-turner. No scenario lasts too long, and they flow into each other seamlessly. I found myself constantly smiling at the absurd writing and animations. Speaking of books, each unique playthrough is stored in an in-game library that can be referenced to pre-order a fully-illustrated hardcover version of the adventure. That’s neat, even if it’s not for me. I’ll just stick to repeating this ship-worthy adventure, at least a few more times, to see what I see, to unearth something new along the way. If not for me, then for the Beard brothers. They gotta know.