Category Archives: entertainment

2017 Game Review Haiku, #22 – Cayne

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Don’t wake up, Hadley
For this is pregnancy Hell
Too much backtracking

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, #21 – Batman: The Telltale Series, Episode 1 “Realm of Shadows”

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Batman and Bruce Wayne
One man, two lives–each in strife
Expose his parents

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, #20 – Super Puzzle Fighter II Turbo HD Remix

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Match gem pairs, damage
Dump them garbage blocks and laugh
Swing hard, Sakura

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, #19 – Omnichronic

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Back-stabbin’ captain
Wants yer treasure–time travel
Save booty, not world

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, #18 – Overcursed

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Ghost-hunter hired
Begins with points, clicks, outlets
Ends on massacre

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.

Dragon Quest VIII’s photography sidequest is pretty goo

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I’m not fooling when I say that it beyond insane that, in 2017, I am playing Dragon Quest VIII: Journey of the Cursed King…on my Nintendo 3DS. Like, we’ve always known that Nintendo’s portable game console could run games from the PlayStation 2 era, such as Tales of the Abyss and Metal Gear Solid 3: Snake Eater, but I never thought we’d get something as great and massive as Level-5’s magnificent showpiece. In my opinion, Dragon Quest VIII was a shining, blinding star in the JRPG night sky from 2004-2005, and the handheld version is mostly on par with that definitive claim, with some additions that I like and subtractions I dislike.

You’ll surely remember that I tried to go back to my Dragon Quest VIII PS2 save some years back. My return to the kingdom of Trodain didn’t last long. I had already put in over 80 hours because, at the time that I got the game, in my first studio apartment in Clifton, NJ, I declined getting Internet/TV services for a few months to save money. Thus, I was left with entertaining myself in the evenings, and that ended up being a lot of reading, some drawing, and, well, Dragon Questing. It was hard going back and remembering where I left off and what to do next. I certainly never beat the game, but couldn’t find the main path again to focus on, instead spending a few hours in the casino or chasing after monsters to capture for the fighting arena. I’m hoping to make a more direct run to the credits in the 3DS version and save some of the bonus side stuff for later, if possible.

A plot reminder, because these games have plots, even if they are somewhat convoluted: the game begins with Dhoulmagus, the court jester of the kingdom of Trodain, stealing an ancient scepter. He then casts a spell on Trodain castle, which turns King Trode into a tiny troll-like thing and Princess Medea into a horse. Unfortunately, everyone else in the castle becomes plants. That is, except you. Yup, the nameless, voiceless Trodain guard–lucky devil. Together, the three of you set out on a quest to find Dhoulmagus and reverse his spell. Along the way, you join up with some colorful characters: Yangus, a bandit who owes his life to the protagonist (I named him Pauly this time instead of Taurust_), Jessica, a scantily clad mage looking to avenge her murdered brother, and Angelo, a Templar Knight that likes to flirt and gamble.

Let’s just get to it and talk about the differences in the 3DS version of Dragon Quest VIII, as there are several. All right, in we go.

Evidently, you get two new playable characters–Red the bandit queen and Morrie, the owner and operator of the monster battling arena–but I’ve read you don’t gain access to them until late in the game, both entering your party at level 35. Not sure how I feel about that, as there’s a comfort and familiarity to the initial team of four, especially after you figure out how each character works best and spec them in that way (Angelo = healing, Yangus = tank, etc.). Being able to see monsters on the world map and avoid them at your discretion is great and something I look for in nearly every new RPG. The alchemy pot–always a staple in Level-5 joints–is no longer on an unseen timer and simply creates what you want when you want it, as well as provides suggestions for items you can mix with one another. Lastly, at least for small changes, as you gain skill points and upgrade your party members, you can now see when each one will unlock a new ability or buff; before, it was all guesswork unless you had a walkthrough guide at your side.

Cameron Obscura’s photography challenge is one of the larger additions and is quite enjoyable. You encounter this man fairly early in the game, at Port Prospect. He requests that you take some specific photos, each one earning you a different number of stamps. As you complete stamp boards, you earn special items. Simple enough…yet extremely addicting. Some photo requests require you to capture an enemy in the wild doing something silly or find a hidden golden slime statue in town. They vary in difficulty. Taking a picture is as easy as pressing start to enter photo mode; from there, you can zoom in, add or take away party members, and switch the main hero’s pose. Looks like there are over 140 challenges to complete, but you are limited to only 100 photos in your album, which means deleting some later down the road–not a huge inconvenience, but seems unnecessary. However, I wish getting to Cameron’s Codex–this is where you find the list of potential challenges that updates as you progress in the story–wasn’t hidden away in the “Misc” option menu; I’d have liked it to be in the drop-down menu on the touchscreen, where you can quickly access other constantly used things like “Zoom” and “Alchemy”.

Okay, now on to the issues I’m not a fan of. None of these are deal-breakers as Dragon Quest VIII remains a strong classic JRPG that does stray from its successful mold of yore, but I’m still bummed.

First, there’s the soundtrack or lack thereof–the original orchestrated soundtrack was removed for the 3DS version. What’s there is fine, but no longer as sweeping. The game’s cel-shaded cartoon visuals still look pretty good, but there’s a lot of draw-in when wandering around, which can make it look like nothing is at the end of some monster-ridden hallway, but there’s actually a red treasure chest there and the only way you’d know that is to walk closer towards it. Speaking of visuals, the menus, once full of icons, tabs, and visual indicators, and looking like this, have been replaced with perfunctory text that, yes, still gets the job done, but loses a lot of personality. The in-game camera continues to be an issue, especially in tight spots, and I have to use the shoulder buttons to swing it around for a better view as I, like many, prefer seeing where I’m going.

Lastly, there’s Jessica, who uses her sexuality to charm monsters into not attacking. I remember being weirded out by this some twelve years back, and it hasn’t gotten better with age. Initially, she’s dressed quite conservatively, but the minute she joins your party her attire changes to be extremely less so, and there’s even some needless boob bouncing. Sorry, Akira Toriyama, but it’s gross. I’m currently trying to specialize her in the opposite direction so as to never see the puff-puff spell in action. Maybe Red will replace her, but who knows.

All right, that’s enough Dragon Quest VIII talk for now. Evidently I can really go on about this game, as well as Dragon Quest IX. I’m sure I’ll have more to say once I see both the later game content and stuff that pops up after credits roll. Until next slime, everyone.

Blameless is ironically not without its faults

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I don’t play many horror games. Honestly, I’d like to touch more, truly, but I have a hard time being the deciding factor of opening that creaky door and stepping into the dimly-lit room full of monsters with only a twig as my sole mean of defense. I’m thinking the last one I danced with was Silent Hill 2, some three years back, and I made a promise to play Silent Hill 3 last year around Halloween…but that never happened. There’s also Outlast, Siren: Blood Curse, and Lone Survivor, installed and waiting. They might be waiting for a long time. Heck, I even have that last named game ready to go in two different locations (laptop and PlayStation 3). Nah, the mood is never right, and by “the mood,” I naturally mean my mood.

So, what pushed me over the edge to play Blameless, which is totally a horror thing? Well, besides being completely free to play, I saw via HowLongToBeat that it was a quick experience, with completion times ranging in the fifty- to sixty-minutes range. “I can handle that,” I told myself, clicking the “play” button and sitting up straighter in my chair. I also politely asked my cat Timmy not to make any sudden jumps on to my lap. Surprisingly, he behaved.

All right, here’s the rundown on Blameless. It’s a mysterious first-person adventure focusing primarily on solving puzzles in the vein of collect specific item and use it on another specific item correctly to make magic happen. Point and click, but with more exploration. You are an architect dude–maybe you have a name, but I can’t recall what it is–investigating a potential project house currently under a lot of construction. Alas, once there, you get bopped in the head by the man you agreed to meet and left in a locked room. As you make your escape, you discover more acts of violence. Your best chance is to get out of there and call the cops.

Visually, the game has a decent look. It’s no PT, but it makes a valiant attempt. I mean, it’s a house full of clutter and the remnants of bereft construction workers. I’m not expecting beauty from the tool benches, garbage bins, and unused materials, but it does all seem to look as it should, and that fact helps create a realistic, believable environment. That makes poking around in its darker corners all the more unnerving. The voice acting, unfortunately, is sub-par and really jarring, and the puzzles never become more complicated than finding the right item to use where it is supposed to be used. I will give the developer props for making me use a set of keys twice and actually take them out of the first padlock manually; I mean, that’s how you’d do it in real life, but a lot of games would have automated that process so you wouldn’t stall moving forward.

Unfortunately, Blameless broke in a big, big way right near the end, to the point that I had to abandon the whole sojourn and look up how it ended via YouTube. Ironically, I was almost there, only a few footsteps from the conclusion myself. Oh well. For some reason, after a spoiler thing happened and I failed to remain alive, the game reloaded me into a previous checkpoint, except all the walls of the room were missing and I couldn’t interact with anything. Basically, I killed the scripting and found myself unable to move forward. I tried re-loading the same checkpoint multiple times to only end up at the same roadblock. For a free game that took me only about an hour to get through and wasn’t anything I’d shout from the mountaintops about, I can’t be too annoyed, though it certainly cemented my thoughts about its quality right then and there. The ending tries to stuff a somewhat unbelievable twist in there and really force it down your throat; I wasn’t a fan.

Let’s hope whatever the next scary game I play at least lets me complete it.

2017 Game Review Haiku, #17 – Blameless

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Go investigate
Murder at mystery house
Game broke, got scared once

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, #16 – Catch Your Chance

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Cinema date night
Work that hand, stretch–four levels
Ends with tongue, romance

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.

The name of the game I could never remember is Swagman

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It’s a weekend afternoon, over at least a decade ago, and I’m in a bookstore. I don’t have anything in particular in mind, but I’m the sort that loves to wander aimlessly in these kinds of spaces, to tilt my head and read titles quietly to myself and touch a few spines, maybe even pull a whole book off the shelf and read the back-cover blurbage. I’m near the café section, where coffee and scones reign supreme, myself eating up a FoxTrot treasury or something like that when a song comes on overhead. It’s soft, safe, reassuring. There’s light guitar strumming and piano–and a man’s voice. I don’t remember any of the words or how the tune ultimately went. I know that I liked it. I have never heard that song again since.

I’ve had this happen a few times in my life. There are tunes or pieces of writing or drawings that live in my brain, fuzzily, right on the fringe of my consciousness, waiting to be rediscovered. I can recall them, but not fully. Clearly, they had an impact on me. Alas, I can only remember limited details about them to the point of frustration. It’s not like now when you have a mini computer in your coat’s pocket and can look up anything you want and create a historical record as a future reminder. I continue to live each day with a quiet hope that all these mysteries will reveal themselves before I buy the farm.

With all that said, there’s been a videogame from my teenager-era past that I know I have been unable to recall–for years. I’ve actively tried looking it up, but unfortunately was unable to figure out its name, even with all that Internet out there. It’s not even a game I regret trading in because I think I only rented it for a few days and didn’t like it very much, but the fact that I can’t confirm what it was confidently is more irritating than anything else.

Right. Okay, try to play along, even if I already spoiled the reveal in this blog’s title. Here’s everything that I knew about the mystery game:

  • It was on the original PlayStation
  • It had a top-down perspective, like The Legend of Zelda: A Link to the Past
  • Its heroes were children
  • It began in a bedroom

That’s all, folks. Make your guess, and show your work.

Turns out, after clicking around on Grouvee today, which is where I’m working on organizing my unstoppable collection, that game was called Swagman. Uhh. For the longest time, I was convinced it was Okage: Shadow King, but no, especially when you realize that one is an entire console generation later. Anyways, when I saw the name Swagman, it did not immediately ring a bell, but I thought to check nonetheless and dropped it into a Google image search, only to be greeted with screenshots that instantly took hold of me to confirm that, yes, this odd, lesser-known critter from Eidos Interactive in 1997 is the game I played back in high school for a weekend and then never again.

I can’t believe I didn’t remember the specifics of Swagman. Here’s a plot summary: Using a substance called Dreammash to force everyone sleeping in Paradise Falls to suffer from constant nightmares, the Swagman and his army of Night Terrors are planning a deadly takeover. They have also captured and imprisoned the twelve Dreamflight fairies in order to begin a deadly invasion of the real world. That is, unless Zack and his sister Hannah can figure out a way to rescue them and destroy the Swagman for good. Otherwise, it’s nightmares on top of nightmares on top of more nightmares–for infinity.

In terms of gameplay, Swagman is a puzzle adventure thing with some light action and platforming. I guess “mixed bag” would actually be used correctly here. While in the “real world” sections, the game has Zack and Hannah–who both can be controlled–finding items like bugs and/or keys to solve puzzles or unlock certain doors. When in “dream” areas, called Territories and accessed via magical mirrors, the game becomes more action-focused, with you sometimes transforming into a monstrous beast that can spew flames from its mouth. Yup. There’s an on-screen inventory for some of the items you’ve collected, such as the Fantastic Frisbee, Super Sneakers, and Cherry Bombs. Your best weapon against the Swagman’s loyal minions seems to be a flashlight or general avoidance, and because Zack and Hannah share a collective lifebar, there’s danger in taking on too much by yourself.

I honestly don’t remember ever getting out of the real world section, but maybe I did and only have a strong recollection for the opening area. I don’t know. Looking back at it and watching some playthroughs on YouTube, I’m not overly impressed or interested in getting a copy for myself, even as a collector. Again, this wasn’t a lost treasured gem from my past, but rather something pestering me for years. I’m glad the issue is resolved.

Swagman is the game I could never remember, and now I’ll never forget it. Next up–whatever that bookstore store was hopefully.