Category Archives: entertainment

At last, Professor Layton and the Azran Legacy comes full circle

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I wanted to see Professor Layton and the Azran Legacy end many times since picking it up and putting it down for the last two-plus years, but it seemingly refused to do so. It kept pushing its closing moments and credits further away. The game continued warning me that there was no turning back only to then reveal that, yeah, you can totally turn back to find those hint coins and last remaining puzzles or just meander aimlessly from region to region. I will freely admit that I didn’t help thrust this story to its resolution after I discovered what the whole World Times side quest was all about–don’t worry, I’ll explain more a few paragraphs down–but man, this was all a little drawn out.

First, a refresher on the story. Trust me, I needed one after frequently walking away from Layton’s sixth adventure, and the game even provides you a short summary each time you return, to get you back to speed. Right. The mysterious organization called Targent wishes to use the ancient civilization of the Azran’s mystical power for itself. Targent’s rival and everyone’s favorite mask-wearing, self-proclaimed scientist Jean Descole also wants to harness this power. Neither should wield it, naturally. Professor Layton and the Azran Legacy begins with Layton, Luke, and Emmy boarding the airship Bostonius and heading for a place called Froenberg. The three of them received a letter from Professor Desmond Sycamore, an eminent archaeologist, who believes he has found a so-called living “mummy.” Upon arrival, they meet their mummy–Aurora, a girl frozen in ice, closely connected to the Azran civilization.

The story has its moments. I particularly liked searching after the five Azran eggs and seeing where each egg was hidden and how to get it in our meaty paws. For instance, in the jungle village of Phong Gi, the chief of the tribe is only willing to give up his egg to the gang if they can make him laugh. Contrary to that tone, in the windy village of Hoogland, the group learns of a tradition where young women must be sacrificed in order to appease a wind god; thankfully, they discover this is not actually happening and that an Azran machine was creating the stormy winds. Each egg-acquiring section are good, interesting accounts, with many memorable characters taking center stage when Layton isn’t solving a puzzle or two. I will quickly say and not get into spoilers, but the last act of Professor Layton and the Azran Legacy is one twist after another, to the point of ridiculousness. It was the closest the game has come to basically being a TV soap opera’s series finale, and no, not in a good way. Sorry, the Emmy thing was too much. I understand this is the last game to star the top hat-wearing gentleman and they probably wanted to go out on a bang, but there was too much bang.

Okay, now let’s chat puzzles. Mmm. If you’ve played a Professor Layton game before, then none of what is here will surprise you. There are mazes, math equations, general deducing, and some guess-work. I hated the ones where you have to recreate a picture using colored blocks and layering them on top of each other, but those are few and unessential. Of all the entries I’ve touched, which include The Curious Village, The Last Specter, and The Miracle Mask, I have to say that this one had the least exciting mini-games to engage with, and that’s saying a lot because one of those mini-games is basically playing dress up, the only thing I cared about in Grand Theft Auto V and one of the main driving forces behind my time with Disney Magical World 2 now. Anyways, there’s Nutty Roller, Bloom Burst, and Dress Up–I completed none of them, but came the closest on the last item. As always, there’s plenty of hint coins in the environment to pick up and use at your discretion; I haven’t felt shame using them for many years now.

So, this whole time, as I’ve been playing Professor Layton and the Azran Legacy, one of the sections in Layton’s trunk continued to update with new details–World Times. These are newspaper clips, often popping up after you finished visiting an area, telling some strange side story of an event or character. I swore I thought they were merely cosmetic, there to make the world feel realer, bigger. Nope. They are basically side quests, which lead to more puzzles and unlockable clothing for the dress-up minigame. See, the problem is that I never went back to any of the story locations after completing them, assuming they were good and done, drained of every hidden object, hint coin, and character interaction. Well, I was wrong, and so a large part of my going back to this game involved tracking down every single World Times quest and completing it, which added to its length for sure.

The animated cutscenes continue to be beautifully done. Every time one came up, I’d get real excited and hold the Nintendo 3DS firmly in my hands and slightly closer to my face. They are heavy on action and scenery, which is a great break from the more stilted, and sometimes overdrawn, dialogue-heavy sequences where Layton is trying to get Luke or Emmy to figure out what he already knows. I really should, at some point, track down Professor Layton and the Eternal Diva simply to marvel in these moments for longer than a few minutes. I mean, if truth be told, the puzzles sometimes are just the means to another gorgeous cutscene.

Well, that’s that. I played the very first game in the series, and then the entire trilogy of prequels. Which is rather fitting, as the end of Professor Layton and the Azran Legacy goes right into Professor Layton and the Curious Village, bringing everything full circle. That connective tissue between the two games feels really special, and makes me think about that first adventure differently, knowing what I now know about Layton, Luke, and even Emmy, though she’s obviously not there for their trip to St. Mystere. I have no immediate plans to find copies of Professor Layton and the Diabolical Box and Professor Layton and the Unwound Future, especially since a GameStop employee rudely spoiled how the final chronological game in the series concludes. Still, obviously, the best game in the franchise is London Life, and that’s a hill I’m willing to die on.

What an idyllic English town full of murder and timed puzzles

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I downloaded Blue Toad Murder Files back in January 2013, which is fortuitously when I got my PlayStation 3 and began filling it up with PlayStation Plus downloads, as well as whatever freebies I found in the online store. Nearly four years later, I launched the game to discover it is technically only the first episode of an episodic murder mystery set in a quaint if quirky British countryside with puzzles blocking your progress to fingering the culprit. There are things to like, and things to not like. Allow me to dig deeper and put my thoughts into perfectly sectioned-off paragraphs.

First, the story. Because when it comes to a murder mystery, story is key. Don’t believe me? Check out some Midsomer Murders or whatever Professor Layton is up to these days. Episode one “Little Riddle’s Deadly Dilemma” begins with the narrator explaining how you, which is one of four possible detectives, ended up on vacation. Mother, the head of The Blue Toad Agency, sent you to Little Riddle, a village described to you as peaceful and comfortable, perfect for some rest and recuperation. Shortly after arriving, you head off to the town hall to meet the Mayor and introduce yourself. Unfortunately, halfway through the conversation, the Mayor is shot dead, leaving you with no time for R&R. Alas, with only one episode to go on, the story is fairly predictable and uninteresting, following a linear path to find out who did it with no shortcuts allowed even if you know who did it long before the time comes around for the big reveal. It ends on a cliffhanger, which is fine for an episodic thing, but I’m probably only playing this first one, and so everything feels unresolved and wasted.

Over the years, I’ve played a number of foreign murder mystery games heavy on obscure puzzles and strange accents. Want me to name a few? What, and not just default to the Professor Layton series? Okay, I’ll play. There’s the recent nightmare of myself going through Sherlock Holmes: Crimes & Punishments, the lackluster caper in The Raven: Legacy of a Master Thief, the better-but-not-great Detective Grimoire, and while I can’t remember exactly if anyone bites the big one in those Puzzle Agent adventures we’ll count them here because they contain the necessary attributes: colorful, kooky, and full of conundrums. I’m sure I could come up with more, but that should satisfy y’all for now. Point is, this is surprisingly familiar stomping ground.

With that said, Blue Toad Murder Files is extremely straightforward, resulting in a yawn of an adventure. There’s one point where you can start interviewing the four suspects and can do them in any order, but the end result is the same, so the illusion of choice is just that. The flow of the game is this: meet a character, listen to some upbeat, alliteration-heavy dialogue, solve a timed puzzle, move on to the next person of interest. Our cheerful and inquisitive narrator steps into the mix three times during the first episode to see if you’ve been paying attention with a number of inane questions. No, really. They remind me of the ones from Scene It? Seinfeld, where you’d watch a three- to four-minute scene and then they’d ask you how many boxes of cereal are on Jerry’s back shelf. By the way, I got the very first one wrong here asking about the color of the train (hint: it’s green).

It is both commendable that all the voicework in Blue Toad Murder Files is done by one single person, specifically Tom Dussek–but it is also exhausting. Dussek’s range is…okay, but much like all the games from MouseCity (looking directly at you, Smells Like Art), every woman’s voice sounds terribly forced, and it just becomes more of a distraction than a novelty. I understand that, for a smaller game, a cast full of different voices would probably be a bit pricey and a major effort to undertake. In this instance, I’d have prefer some Simlish and subtitles. In my head, I can make anyone’s voice sound amazing.

The actual puzzles range from deciphering a doctor’s scribbly handwriting to doing some math in relation to currency exchange to listening for audio clues, such as an old woman describing her luggage or how somebody entered a building. None are terribly difficult, but all are timed, which just ups the ante for making silly mistakes and rushing your thinking. You are rated in gold, silver, or bronze medals after each puzzle, and to get gold you must answer within a certain amount of time. You can make a mistake and try again, but this will naturally affect what medal you get. I got mostly gold medals for episode one, but did flub a question or two, settling for bronzes. A small part of me thought about replaying the game, since the questions and answers don’t change, to run through it perfectly and get those “play it perfectly” Trophies, but I stomped that thought flat surprisingly quickly. Maybe I’m beginning to outgrow my completionist tendencies (editor’s note: unlikely).

Still, as a place, Little Riddle seems neat. Cozy and full of character (not to be confused with full of characters). From the camera zooming over it and bouncing to and fro, I get the sense it is a bit like wherever the place is that Wallace and Gromit live in Wallace & Gromit’s Grand Adventures. I’m sure it has a name, but I can’t seem to recall it. Anyways, in that one, you moved from hotspot to hotspot, like Wallace’s home to the local market, waving and wondering at the range of charming people you’d pass by along the way. I do wish I could have taken a stroll through Blue Toad Murder Files‘s Little Riddle, to at least appreciate the green hills, blue skies, and thatched cottages as I moved from one murder suspect’s home to another. Shame, as I won’t be returning for a long while.

2016 Game Review Haiku, #81 – Missing Translation

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Explore the unknown
No words, no voice–just puzzles
You must understand

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

2016 Game Review Haiku, #80 – Professor Layton and the Azran Legacy

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Find ancient relics
Awake civilization
Use lots of hint coins

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

2016 Game Review Haiku, #79 – Blue Toad Murder Files, Episode 1 “Little Riddle’s Deadly Dilemma”

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Little Riddle, home
To a murder, mystery
Solve puzzles, not crime

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

The triumpant return of Dragon Age: Inquisition

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I gave up on Dragon Age: Inquisition and Girgna the dwarven warrior pretty quickly after hitting that bug with meeting Blackwall, deciding that this PlayStation 3 version was not the right version for me. It constantly froze at the war room table and other places, and the tiny text made every quest description a guess to my eyes. Basically, every time I turned it on, I knew I was taking a chance, that all my progress could very well be for nothing. That the tears in the sky weren’t the only forces working against my gaming desires to collect herbs and turn in missions. This was back in January 2015.

Let’s zip forward to around now, to the Black Friday hubbub and shower of sales, both at retail and online, and Dragon Age: Inquisition is deeply discounted for $16.00. Keep in mind that this is the Game of the Year edition, which means it is brimming with DLC and pre-order bonuses, but also for the Xbox One, a system that seemed to run the game just fine if reviews and forums were to be trusted. Plus, this is much less than I paid for my original, broken and abandoned-by-Bioware PS3 copy around the time it was originally released. I couldn’t resist, and thus I am back in this bloody, high fantasy world, collecting Elfroot with every step.

Strangely enough, I am now playing as an elven rogue named Felena, but other than the pointy ears and white-ish forehead tattoos, she looks identical to Girgna. I guess I always subconsciously default to a certain style when playing as a female avatar. Oh well. I’m digging using a bow and arrows way more than charging headfirst into the action only to get my health meter depleted in a few swipes. I’ve also made it further than I did on my first go and have pleasantly discovered that there’s a wee bit of Suikoden in Dragon Age: Inquisition. Don’t get too excited–it is, after all, just a wee bit, but I’ll take it over nothing.

Many will urge new players to Dragon Age: Inquisition to not dawdle and waste away in the Hinterlands. Sure, there’s a ton of things to do in that section of the map, but you only need to do so much to move the story forward plot-wise, and I suggest this too. Granted, I still put at least eight hours into the Hinterlands before even visiting the Storm Coast for the first time, but I am stubborn and wanted to recreate my original adventure as much as possible. Anyways, plow forward, and you’ll eventually leave Haven behind for a full-fledged castle called Skyhold, and it is here that you can wander from room to room, seeing where each of your recruited companions are calling home. Sure, you don’t have 108 of them to find, but I still found it more exciting and rewarding to explore than the ship in Mass Effect 2. Plus, you can play decorator, changing the windows, curtains, beds, thrones, and so on to your creative heart’s desire.

I’m going to gently dip into spoiler territory for a moment, meaning this is your chance to run for the hills. Staying? Okay, cool. The quest before you get to Skyhold is about losing Haven, which has been acting as a subpar headquarters for the Inquisition as they figure out where they are going. At one point, you can actually save certain villagers and people in Haven, but must also fight off the waves of demons heading your way simultaneously. Unfortunately, I couldn’t save everyone. Those I did are now in Skyhold, momentarily safe, and those that perished…well, they are no more. This bums me out majorly, as I didn’t realize any of this was possible and naturally didn’t rely on saving and re-loading to keep every sentenced soul alive and well. Every Suikoden playthrough is a single-minded mission to bring all aboard and keep them breathing, especially during the war battle sequences. I want to apply the same mentality here.

All that said, I’m ecstatic to be back in Dragon Age: Inquisition, and that the game is running smoothly on the Xbox One, with the only oddness being a glitch or two where a character will suddenly float up in the air and then land elsewhere. I saw a dragon to this to a giant, too. To me, that’s just magic. I really enjoyed the scope and some of the stories from Dragon Age: Origins and wisely skipped out on the second entry, but this one seems pretty solid, with plenty to do, even if I am growing tired of picking up Elfroot. Just kidding, Elfroot is life. No, literally…I use it to replenish healing potions. I’ll let everyone know if I’m able to revive Gremio right before the final fight.

2016 Game Review Haiku, #78 – A Sloth for Both Seasons

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Female sloth wants mate
Puzzle yourself prettier
Marvin Gaye suffers

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

2016 Game Review Haiku, #77 – A Wolf Among Us, Episode 4 “In Sheep’s Clothing”

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Fabletown Fables
All ripe for exploitation
Confront, smoke a cig

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

In Even the Ocean, an unassuming power plant technician rises up

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Even the Ocean has a lot to say. Sometimes the game says it out loud, other times it’s in the silence, the awkwardness, the looming dread. To be honest, it wasn’t everything I thought it would be, but in 2016, in this age of Internet spoilbreathers and big budget over-promoting with trailers every odd week, that’s a welcomed surprised. For starters, I entered Even the Ocean‘s beautiful if troubled world without having touched Anodyne, the previous independent videogame from Sean Han-Tani-Chen-Hogan and Joni Kittaka, also known as Analgesic Productions. Seems like I’ll need to work backwards for now.

The easy, one-two punch is that Even the Ocean is a heavy on the narrative, puzzle platformer about balance, about balancing. Not just the light and dark energies that hold the world together and keep Aliph, our unassuming power plant technician of a protagonist, alive, but also the balance of work and free time, of not overdoing it, of dreams and demands. Basically, Whiteforge City goes from good to bad after a routine maintenance trip to a local power plant takes a wrong turn, leaving Aliph in a position to show what she can do. Mainly, maneuvering safely through dangerous puzzles and solving those light-bouncing conundrums we’re all familiar with after things like Beyond Good and Evil and every Professor Layton title. With Mayor Biggs backing her, she’ll travel the continent, moving from power plant to plant and elsewhere, to save the city she now calls home from total destruction.

Gameplay is structurally straightforward, possibly on purpose, a mix of puzzles, platforming, and chatting. Mayor Biggs will assign a number of downed power plants to Aliph to investigate, and then you can pick which one she’ll tackle first. Each plant (or location) is more or less a puzzle maze, with learning how to navigate rooms blocking your progress. These places have their own theme and teach you, the player, something new about Aliph’s abilities, something vital. One area focuses hard on her maintaining the right balance of energy as she moves between energy-sapping blocks of color, another is all about timing jumps on moving platforms, and one will have you carrying items while avoiding heat-seeking enemies. I personally liked the puzzles involving using her shield the most. There are also non-platforming sections, like in Whiteforge City, which has you exploring different areas via menu selections and speaking with locals to learn more about the world and your place in it.

Let me explain more about the energy system since it is Even the Ocean‘s big draw. Aliph has a shield and bar of energy, represented at the bottom of the screen as chunks of blue and purple. The energy bar greatly affects her maximum running speed and jump height. When the energy slants one way too much, she’ll either jump higher and run slower or vice versa. Sometimes this is inevitable, and other times you’ll need to drop or increase to a certain amount for puzzle reasons. Discovering the when and where for this is a lot of fun and extremely rewarding, though a part of me had a hard time trying to constantly keep the bar sitting pretty at 50/50. If you go too far in one direction, the energy will consume Aliph, reloading you at the last checkpoint, of which, thankfully, there are many.

Even the Ocean is stylish as heck, both in its looks and sounds. The music is oftentimes soft, but moody, lingering behind every jump Aliph makes. It can get real pretty too, soothing, safe-sounding notes to provide comfort in dark times. I really liked a lot of the sound design too, from the noise the statue makes when saving your progress to Aliph pulling up her shield to even the simple pit-pit-pit of the dialogue boxes. The pixel art is…look, I love pixel art. I am never afraid to say pixel art is beautiful, is great, and Even the Ocean‘s art design is stellar. Commonplace locations, like a forest or beach, are enhanced with weird, unfamiliar flora. Many might see this whole thing as yet another 2D indie platformer with retro graphics, but it is more than that. The locations are unique and interesting, like Clearbreeze Island, home to a giant telepathic starfish. Also, every character portrait feels plucked from real life…though I have no way to prove that. Hmm, I wonder who Humus actually is.

Truth be told, not everything worked for me. I didn’t understand why there couldn’t be a single map or mini-map when traversing the overworld. Now, after exploring it fully, the world is not that big and it is impossible to get lost, but having to equip specific maps was a tad tedious to the point that I only relied on it for one puzzle-pertinent part. I also found the inclusion of an inventory misleading and unnecessary, as the number of items added to it over the adventure is slim, and it is as functional and as fun as reviewing your “key items” in any ol’ RPG. Y’know, the ones you can’t do anything with, but carry to the credits. Lastly, I was hoping to find more in the world, in the “dungeons”…some secrets or hidden doodads, but Even the Ocean isn’t about wasting time on inconsequential pick-ups to satisfy us collectible fanatics. At least you unlock some dev commentary buttons after completing the game to explore at your leisure.

At times, over my six hours with Even the Ocean, I was reminded strongly of other adventures, which shouldn’t be shocking. Everything is linked, in one way or another. As Aliph entered each new environment brimming with locked doors, unreachable floors, dangers, and offbeat characters, I thought of Knytt Underground. As Aliph jumped from wall to wall, shifting her energy balance to allow for extra speed, I thought of Super Meat Boy and Mega Man X. The game, at least on the normal playthrough setting, never becomes brutal or punishing, though a few puzzles did take a few tries until I learned the trick to making it through them alive, if leaning hard towards one color of energy. As Aliph took breaks after each plant to check in with Whiteforge City and her friend Yara, I thought of Persona 4 and schedules and the use of repetition. Of its story and conclusion, I couldn’t help but think of Shadow of the Colossus and The Last of Us, of our current political landscape and the hardships many face every day, of persevering against unlikely odds.

Here’s my suggestion: dip your toes into Even the Ocean. Wade in slowly, letting your skin become used to the temperature, to the ripples. When you are ready, comfortable enough, dive down. Submerge yourself. The flood is coming. Now it’s time to find out how well you can swim. Don’t worry–if the waves are too rough, too relentless, you can always play through it on Story Mode. In fact, I plan to do just that for my second go-around.

A review copy of the game was provided to me by Sean Han-Tani-Chen-Hogan and Joni Kittaka from Analgesic Productions LLC.

2016 Game Review Haiku, #76 – Even the Ocean

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Here comes the flood, world
Check your balances–light, dark
Heed Aliph’s story

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.