Category Archives: entertainment

2017 Game Review Haiku, #103 – Chook & Sosig: Hit the Club

Wanna be goblin?
Prove yourself, clear three trials
What style, what art

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #102 – Takume: The Dreaming Daughter

Walk from left to right
Talk to all, search for sister
Short story, not game

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Back to Middle-earth: Shadow of Mordor, where the shadows are

I acquired a digital version of the Game of the Year edition of Middle-earth: Shadow of Mordor at the same time I got Dragon Age: Inquisition, which was last Black Friday. Not a full year ago, but somewhat close. Still, knowing that both were big, meaty adventures with intricate systems, I decided to start one over the other and promised not to diverge from that plan until credits rolled. I went with Dragon Age: Inquisition and greatly regret that decision. I had played inferior versions of both games, click here for whinging about glitches in Ferelden and click here for whinging about insufferably long load times in Middle-earth, but I was more interested, at that time, in a traditional roleplaying adventure that was all about managing stats and less about quickly climbing up rocks and sticking daggers in necks. If only I knew then what I know now.

Moving along, I’m now working my way through Middle-earth: Shadow of Mordor at the same time as I tackle the open wilderness in Legend of Zelda: Breath of the Wild, at more or less the same pace as I did with the Xbox 360 version, even tackling the side missions and collectibles similarly. What can I say, I’m a creature of habit. The only difference really is that this GOTY edition provided me with some extra special weapon runes from the start, one of which lights my sword on fire after a long combo streak. I’m usually not a fan of pre-order bonuses that dramatically make things easier for the player, but this time I’m not complaining. Also, it looks cool as heck, the kind of effect that Beric Dondarrion would quietly appreciate.

The ho-hum plot takes place between the events of The Hobbit and The Lord of the Rings. You control a ranger called Talion, who was killed by the Black Hand of Sauron alongside his wife and son. The wraith of the Elf Lord Celebrimbor bonds with Talion’s body, and together they set out to avenge the deaths of their loved ones by taking down every goblin, orc, and troll in their way. Also, there’s Gollum, because of course there is, and his missions often have him leading you somewhere and then following hidden tracks to trigger an event. I’m a little further story-wise than I was during my first go at Talion’s take on revenge, and I’m not finding it all that thrilling, and this is from a guy that has played a lot of Lord of the Rings games, including sub-par ones like The Lord of the Rings: The Fellowship of the Ring and Aragorn’s Quest, both from the PlayStation 2 era.

Gameplay in Middle-earth: Shadow of Mordor, which one could easily call a third-person open world action-adventure thing, is basically the Assassin’s Creed series with big improvements to mobility and combat. You run around, you climb, you attack swarms of enemies, you collect collectibles, and you level up your weapons and abilities by gaining XP. You can be a stealthy ranger or an action-first ranger or, most likely, a mixture of both. The combat is rhythmic in the vein of Batman: Arkham Asylum, and it feels good to be in complete control of a mob of Orcs, keeping the combo chain high and mighty. There’s no surprises here so far, but a lot has been streamlined to feel better or make things easier, such as not taking fall down from high heights or being able to get a burst of speed after mantling an object. My favorite is a new ability I just got that lets Talion immediately warp to a selected enemy’s location; Tolkien sure did love his teleporting rangers.

Obviously, the biggest hook in Middle-earth: Shadow of Mordor‘s arsenal is the Nemesis System, which tracks any non-generic Uruk that the player comes into contact with, either through story beats or simply by killing Talion or surviving a fight with the ranger. These Uruk will be promoted into captains, and defeating these leaders helps weaken Sauron’s army. On the flip side, being killed by a named Uruk will cause the current mission to be cancelled, and the victorious Uruk will gain additional power, making him more difficult to defeat in the next encounter. This system was not fully implemented on the previous generation version, and I definitely missed out on a lot of personality, character, of really feeling like these Uruks were living, breathing, vengeful monstrosities traipsing around Middle-earth according to their own schedules. See, each of these named Uruks have a range of strengths and weaknesses that Talion can exploit in combat to quickly take them out, such as a fear of explosions or invulnerability to ranged attacks, and you can gain this type of knowledge by draining and interrogating marked enemies, systemically removing the leader’s bodyguards and barriers.

I’m mildly enjoying Middle-earth: Shadow of Mordor, but in bite-sized chunks. Hop into the game, find a collectible or two, take on a story mission, and close out, as the combat can become quite button mashy and my thumb often needs a break by the time Talion is done beheading his fiftieth orc. The stealth, when successful, is great and makes you feel pretty powerful, but I’m not invested in the story bits…one bit. As this is the GOTY edition, there’s plenty to see and do, with DLC included, and I’ll probably keep plugging away at this while everyone enjoys Middle-earth: Shadow of War next month. Thankfully, I’m in no rush to see Sauron’s army fall, especially knowing that it will just rise up again, bigger and stronger, in the forthcoming sequel.

2017 Game Review Haiku, #101 – Hang On

Must mail your postcard
Stuck high, watch out for yeti
Soft, charming colors

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #100 – Kameleon

Manuscripts, phone calls
Someone is shooting at you
Maybe it is you

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #99 – One Night Stand

Wake up with stranger
No memories, drank too much
Stay, leave, or learn more

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Oxenfree’s supernatural coming-of-age story nails teen talk

Oxenfree from Night School Studios got the distinct honor of ranking number four on my Top 10 Videogames I Didn’t Get to Play in 2016 list. I had originally tried buying the game during the Christmas holiday sale, but this was back when my Xbox One decided to stop working when it came to accessing the store and other menu options, and so I moved on. Then, thanks to the Humble Day of the Devs 2016 bundle, I got a copy on Steam for a few bucks, but just never got around to installing and/or launching it. Thankfully, my waiting and reluctance-ness paid off, as Oxenfree is a Games with Gold freebie for this month, which means I got to play it comfortably from the couch with a controller in my hand. Woo, go me, go waiting.

What is Oxenfree? Y’know, other than a word most famously known for its use as a catchphrase in hide and go seek. Well, it’s a supernatural thriller starring a group of teenage friends who accidentally open up a ghostly rift on Edwards Island. You play as blue-haired Alex, and you’ve just brought your new stepbrother Jonas to this overnight island party that quickly goes horribly wrong. Also there is Clarissa, who used to date Alex’s deceased older brother, Ren, a light-hearted stoner, and Nona, a shy being that may or may not have feelings for a certain pot brownie-loving, easily excitable goofball. It’s kind of a point-and-click adventure, but with little pointing and clicking and more wandering around the island, chatting with your friends, and solving radio-based puzzles to battle ghosts and close time loops. Also, gorgeous background art.

Ultimately, Oxenfree is a game primarily about conversation. Thankfully, there’s a simple and extremely effective speech-bubble interface for all of these interactions, with each dialogue choice tied to a respective button on the Xbox One controller: X, Y, or B. This allows you to still walk around a scene and interact with items or climb platforms using A while people speak around you. You can also, much like in every Telltale Games title these days, stay completely silent and not pick a response, and there’s even an Achievement for doing this all the way to the credits, tough as that might be.

Here’s what makes the talking in Oxenfree interesting–characters are constantly chatting, and it is up to you to have Alex respond at the sort of tempo that would be home in a true-to-life conversation. This means you can interrupt someone or wait until they are done to say your piece, and each action feels just as natural as the other. There’s no pausing and waiting, you need to react quickly and naturally, and if you don’t, the conversation moves on without you. This realism can lead to frustrating moments where you simply don’t have time to respond accordingly or you can accidentally cut off someone mid-sentence and never know what they were planning to say in the end. Thankfully, the writing and voiceover work is strong, full of charismatic and everyday voices from industry staples like Erin Yvette as Alex, Gavin Hammon as Jonas, and Britanni Johnson as Nona. These definitely feel like teens talking like teens.

Oxenfree is short and punchy, but I expected that. A couple hours at most, but I played it in two separate sessions. It doesn’t waste time, which is a funny statement when you understand that several of its puzzle sequences are about being stuck in a Groundhog Day loop. These scenarios are easily solved through repeating actions, and the only real puzzles involve Alex and her portable radio, which can be tuned to specific stations. Find the right one, lock in on it, and open up a channel to communicate with the angry, vindictive ghosts of Edwards Island. The “glitchy” effects and how you continue to interact with a scene going topsy-turvy and quickly changing from one second to the next are unreal and captivating. I also found a lot of the ghosts, especially when taking over one of Alex’s friends’ bodies, to be extremely unnerving though I’d never call this a horror game.

Endings are where it matters most in Oxenfree, and I don’t know how many there ultimately all and refuse to look it up, but there’s definitely more than one. I am happy with the one I got. Based on your conversations with friends and actions taken, you can end up with some hating you or falling in love with others by the time credits roll. My choices resulted in a mixed bag of outcomes. Often with games like this, I usually stick to one single playthrough and cement it in my memory as the only way that story could have unfolded because, to me, that’s how it all went down. Though I am very much interested in a second go-around where Alex is mute and doesn’t react at all to the terrifying things happening around her.

2017 Game Review Haiku, #98 – Rootless

Doubt the Great Mainframe
Feed your new plant snacks, like books
Bring down the system

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #97 – Oxenfree

An island party
Teens unearth ghosts, fun’s over
Tune in, talk them up

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Boldly push your luck with Dungeon Roll

I was not conscious of the Dungeon Roll Kickstarter back when it was spinning its fundraising wheels in early 2013, but that’s okay. Everything worked out thanks to 10,000+ backers, and I still stumbled upon the game later in life, in its natural habitat, sitting side by side other various board and dice games in my local Barnes and Noble. It’s one of the sections I gravitate towards first, followed by the new book releases in science fiction and fantasy. Naturally, competition is fierce, but I was drawn to Chris Darden’s Dungeon Roll for two reasons: one, it can be played solo, and two, it came packaged in a tiny treasure chest.

Let me put on all of my DM accessories and tell you all what you ultimately do in Dungeon Roll. This is bite-sized dungeon-crawling adventure with all the traditional D&D wrappings, such as battling monsters, gaining experience points, and grabbing loot. The player’s goal is to collect the most experience through these main actions, and each player randomly selects a hero avatar card at the start, such as a mercenary, half-goblin, or enchantress, which provides unique powers and abilities that will definitely affect how far you can go into the dungeon in each run. My personal favorite is the knight/dragon slayer. Players take turns being the main adventurer, boldly entering the dungeon in hopes of fame and fortune. Or you can play by myself and see how far you can push your luck.

However, before you enter the dungeon proper, you need to assemble your party by rolling seven Party Dice. Your party can ultimately include clerics, fighters, mages, thieves, champions, and scrolls, all depicted appropriately on the dice via painted debossed faces. Another player (or you can do it yourself when playing solo) takes on the roll of the Dungeon Lord and rolls a different set of dice to create oppositions in each level of the dungeon, based on the respective dungeon floor, and these can be monsters, potions, treasures, or dragons. You then use your Party Dice to defeat the monsters or take treasures and potions and decide if you want to push forward to the next level, knowing you won’t get any more dice for your party (unless an ability helps with that) while the Dungeon Lord gets to roll more. If you can’t go any further, you return to the tavern to rest. At the end of three delves, you add up your total amount of experience points to see who won, or, if playing by your lonesome, just feel really good about how you did regardless.

The tricky part about each delve and deciding to go further or retiring to the pub for some mead and meat off the bone is dragons. Each time you roll the dice and a dragon comes up, you put that dragon die aside in an area called the “Dragon’s Lair”. Once you get three dragon dice in there, you must fight the dragon after dealing with the main set of enemies. To take down the dragon, the player needs to use three different types of companion party dice; if they can’t, they are forced to flee back to the tavern and end their turn, gaining no experience points. Generally speaking, most teams aren’t able to deal with a dragon until their third and final run, so it’s best to avoid early on.

Dungeon Roll is at once both a simple and straightforward game, but also confusing and unclear in spots. I re-read the instructions several times and even watched a YouTube video or two before playing once, but still don’t feel 100% confident I know what to do rules-wise in every scenario. I’ve played it solo and competitively against Melanie, and both formats are enjoyable and come with their own strategies for success. I do wish the rulebook elaborated more on some of the rules or provided example scenarios of what to do and when. For instance, I still am not sure what the point of sacrificing a party die for a potion that brings back a single party die. I guess that’s for if one really wanted a champion before on to the next dungeon floor. Otherwise, it’s an enjoyable experience that is easy to travel with and full of replayability. The art on the hero avatar cards, done by Ryan Johnson, is stylish and cool, easily standing shoulder to shoulder with other card-based fantasy games like Magic: The Gathering and Lords of Waterdeep, and there is a good breakdown of genders and races across all the classes.

If you know of any other single-player board/dice games similar to Dungeon Roll, please, by all means, leave me some recommendations in the comments below. I’m up to try anything, so long as the game itself isn’t made up of a thousand tiny individual pieces that need to be hand-painted to provide personality and the rulebook is not longer than Bone‘s total page count. Oh, and I already have a copy of Cthulhu Dice. Otherwise, suggest away.