Category Archives: entertainment

2016 Game Review Haiku, #55 – Karambola

2016-gd-games-completed-karambola

Evil bird-thoughts here
Fruit people greatly distressed
Silly conundrums

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.

Some of your dreams can come true in Disney Magic Kingdoms

GD Disney Magic Kingdoms f2p mobile game impressions

At some point, I do promise to write about Theme Park, which was not the greatest simulation game ever to be simulated, but it stands out in my mind as something special because my sister Julie and I played it together, creating less-than-stellar amusement parks and laughing at how many people we could get to hurl after going on our sick–and I do mean sick–rollercoaster designs. I also remember being extremely impressed, at the time, over the visuals, especially the 3D parts where you could go through the rides view a first-person POV. I guarantee the game doesn’t hold up one lick today, but it’s a sentimental entry in my gaming history nonetheless.

Disney Magic Kingdoms doesn’t let you do that or even really run an amusement park in a simulation fashion. You can’t adjust how much the hot dogs cost or what admission tickets go for on a weekend versus a weekday. It’s instead more about leveling up, both the rides and attractions you place on the ground, as well as the familiar characters inhabiting the park from open to close. Yes, you level up Mickey Mouse, and it is both satisfying and unnerving at the same time. Also, every time you complete a mission with a character, you collect your reward by tapping their upraised hand, giving them a digital high-five. I’m pretty okay with that, especially when it is Buzz Lightyear.

Magically, Disney Magic Kingdoms does come with a plot, as well as many small, off-to-the-side subplots. Here’s the big one: Maleficent casts an evil spell on the Kingdom, ridding it of all of its powerful magic, and it’s up to Mickey and his friends to bring everything back. A bit perfunctory, but it gets the job done, and this thing is clearly aimed at a younger generation, with its bright, colorful graphics and bouncy tunes, so it’ll never get darker than that. Basically, you’ll be trying to build specific attractions and bring in famous characters from all the popular franchises, ranging from Sleeping Beauty to Toy Story to The Incredibles. To do that, you need the right amount of currency and special items, which you collect from rides/attractions on timers and completing missions. Alas, some missions take sixty seconds to do, and others go for anywhere between six to twelve hours. Yikes.

I find that, obviously, Disney Magic Kingdoms, is best played in short bursts, with the goal of returning to it many, many hours later to see what got done and start the process all over again. I usually finish everything I need to do in under 10 minutes, and once you have checked all your rides for currency/items and given every character a quest there isn’t much else you can do except stare at your screen and wait. Might as well wait doing something else. However, let me confirm that it is a big bummer when, after waiting six hours for a quest to complete, you sometimes don’t get the item you want and have to try again. I’m sure there is a way to buy the item or complete the quest using real-life U.S. dollars, but I’m not interested in that. I’m saving my hard-earned cash-money for next month for Disney Magical World 2, which should come as no surprise to those that read my thoughts on the first game.

Oh, and I never really mentioned the whole Happiness aspect. See, a bunch of the park’s visitors are looking for things to make them happy, and that could be going on a specific ride or listening to Jessie yodel. Everyone has their kinks. Anyways, if you fill the Happiness meter up all the way, you can start a themed parade, which, for a limited time, allows rides and attractions to give off bonus magic and XP, and quests will also end with better rewards. Unfortunately, the Happiness meter drains when you aren’t playing, so I haven’t focused too hard on this area as it never feels worth the effort.

Being a free-to-play mobile game, Disney Magic Kingdoms is constantly changing. The game has gone through several updates already. One update brought in a timed event themed around The Incredibles and tapping on a bunch of evil robots invading the park. Looks like this week there’s an update that’s all about Pirates of the Caribbean. When will we get one focused on The Rescuers, hmm? There are also now chests akin to the chests from Clash Royale that you can find and open, but they are naturally on timers, and you can only open so many and open them so fast unless you are willing to spend the rarer currency of gems. No thanks. I mean, I’ll continue to open one chest at a time and hope for the best, but otherwise want nothing to do with this system.

Disney Magic Kingdoms is a more enjoyable time-killer, tap-taker than other games in this genre, but I wonder if that is mostly due to my love and appreciation of all things Disney. It really does help that the quests revolve around familiar, likeable characters, and that the carrot on the stick is unlocking more familiar, likeable characters. Plus, the game both looks and sounds amazing. They have Mickey’s “Oh boy!” and Goofy’s “Guffaw!” down perfectly, and the soundtrack features a number of memorable tunes. The characters are well animated, the environments are authentic, and you’ll find yourself whistling while you work as classic Disney themes play overhead.

Look, I’ll keep going with it, but I wonder if, just as with The Sims FreePlay, I’ll hit a point with Disney Magic Kingdoms where the grinding takes too long and becomes more of a nuisance than fun and close this park for good, only to ever see it appear again in one of those posts about creepy, neglected amusement parks overgrown with rust and decay.

Dive deeper, swim faster in Beneath the Waves

gd-post-impression-beneath-the-waves-capture

Beneath the Waves begins with, naturally, as all platforming-based videogames with a retro aesthetic should, the destruction of a romantic relationship. See, the Sun and the Ocean used to live in harmony, united, all smoochy smoochy, but have now fallen out. Well, the Sun wants its CDs back, and by CDs I of course mean precious gifts. You’ve been requested to gather these idols hidden beneath the waves–hey, that’s the name of the game wink wink–and return them to a series of pedestals high in the mountains. The trouble is, the Ocean and its denizens do not like this plan. Not one bit.

As mentioned above, Beneath the Waves is a platformer. Well, two types of platformer actually. There’s the part where you are on land, jumping from ledge to ledge, escalating higher into the sky to find the pedestals upon which you will place the returned idols. Then there’s the other part, in the water, where you are swimming and diving deep and avoiding dangerous schools of fish or heat-seeking sharks. The platforming underwater is actually more challenging than above the surface, as the little dude is able to cling to walls to reach higher ledges, but swimming past obstacles while the pressure is on requires a little more finesse and patience. I guess the best comparison I can make is that the swimming has a similar feel to arcade racing games–a little loose, with momentum an issue.

Controls in Beneath the Waves are fairly simple: use the arrow keys to move around, and [X] or up jumps. I stuck with [X], in case you wanted to know. Your main goal, to progress forward, is to find the idols deep down in the water, and thankfully you don’t need to worry about an oxygen bar as the main character can evidently breathe underwater indefinitely. Y’know, like Aquaman. As you search the underwater caverns for these idols, you’ll notice an abundance of friendly aquatic life that you can swim into without taking damage. However, once you pick up the idol, everything in the ocean changes and becomes your enemy. If you take too much damage, you drop the idol and need to swim back down and pick it up once more. Once you safely make it to the surface, you can bring the idol to a pedestal and open the gate to the next area, getting a sliver of interesting, if not entirely clear story-stuff the moment skin touches water again.

Rinse and repeat this a few times, with the underwater caverns becoming more twisted and maze-like as the game goes on. The above-ground platforming sections never really become too challenging, but the final boss fight against the Ocean’s biggest defender did force me to remain on my webbed toes, as this boss chases after you harder than any shark ever did, as well as steals back the final idol to its original location. The game does a good job of building up to this moment, so that you have all the necessary skills and knowledge readily available for you to succeed, though it took me a few tries.

It can be easy to dismiss Beneath the Waves as another one of those indie platformers with retro pixel graphics clearly made quickly for a game jam. Though Gregory Avery-Weir did make this initially for Ludum Dare under the title of simply Waves, before expanding on the idea. Still, the story is somewhat mystical, as well as something I’ve continued to think about in the days since playing it, and the swimming–when the sea creatures are not attacking you–is dreamy and fun and reminds me of the only reason I ever played Ecco the Dolphin, which was to dive deep and rocket-ship up out of the water in an epic, Sea World-worthy reveal. I’d say give this one a play if you’re looking for a different way to platform, under the sea.

2016 Game Review Haiku, #54 – Crimson Shroud

2016-gd-games-completed-crimson-shroud-3ds

Grind for better gear
In this cramped, crowded dungeon
Table-top tribute

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, #53 – Sisyphus Reborn

2016-gd-games-completed-sisyphus-reborn

Dig or do nothing
Find meaning, is meaningless
Free, never know why

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.

Sherlock Holmes: Crimes & Punishments is a crime, my punishment

sherlock holmes crimes and punishments black peter case gd post

I’ve seen one episode of the much lauded and Cumberbatch-starring Sherlock crime drama series, and even then I think I fell asleep towards the end of it. It wasn’t from total boredom, I swear. See, going into it, I wasn’t aware that every episode is basically a mini movie, clocking in at around 90 minutes. I was not prepared for this, thinking it would be much shorter, like a typical serialized drama (see Criminal Minds or Stranger Things), and starting the episode just before bed proved to be my undoing. One day, I’d like to watch more, but I haven’t reached that right one day yet.

In terms of videogames, I’ve never played one based on Sir Arthur Conan Doyle’s Sherlock Holmes detective stories, and there have been quite a few of them, especially from Frogwares. Well, I’m here to muse about Sherlock Holmes: Crimes & Punishments, the tenth entry in their series, which I and everyone else subscribing to a Gold membership on Xbox One got for free back in March 2016. Strange enough, a year earlier, I also got a free copy on my PlayStation 3 for PlayStation Plus, along with CounterSpy and Papo & Yo. Here’s an early spoiler: I’ve uninstalled both versions of the game.

Plot is actually a difficult thing to describe for this game. Mostly because there isn’t a main through-line. There’s an overarching story about group of terrorists called the Merry Men, who are attempting to overthrow the government and free the people of the United Kingdom from debt. It’s extremely minor in the grand scheme of things, showing up once early in the game and then at the very end where you are tasked to make a moral choice, one that probably seemed epic in the developers’ minds, but didn’t actually matter. Other than that, Sherlock Holmes: Crimes & Punishments is split into six separate cases, with some being direct adaptations of Sir Arthur Conan Doyle’s work, such as “The Fate of Black Peter.” Each case is self-contained, and they range from a train that mysteriously vanishes to a murdered archeologist in a bath house to the theft of exotic, poisonous plants from a botanical garden. I came away enjoying a few of these cases, but ultimately not caring too deeply about the characters involved or the actual outcome, so long as it netted me an Achievement in the end.

Gameplay is, more or less, a traditional point-and-click adventure game. Except you aren’t using a mouse to hover over items and click on them. Instead, you control Sherlock Holmes–and sometimes Watson or a dog!–and you can play in third person or first. I went with the latter, as I found it easier for examining areas and moving around with a solid camera angle. You look at items in the world, speak to witnesses and suspects, solve a mixed bag of puzzle types, and finally make enough deductions to pin the crime on someone. My favorite part was connecting clues to make deductions and see ways the crime could have happened, as well as analyzing witnesses to learn more about them and open up dialogue options. Sure, L.A. Noire did it better, but that’s okay.

My biggest problem with Sherlock Holmes: Crimes & Punishments has to do with its loading screens. I’m not against loading screens and will never be against them, as I understand their purpose, even in this day and age of modern gaming, but you have to travel to and fro a whole bunch in this game, often returning to your apartment on Baker Street multiple times during a case, and these loading screens are drab and long, probably worse than the ones in Secret Agent Clank. Backtracking is the name of great detective work. Unfortunately, each time you travel to a different place, you are treated to a loading screen in the form of Sherlock riding inside a horse-drawn carriage to the actual place you are going. Sometimes he is alone, sometimes Watson is there with their knees awkwardly close, but regardless you are just watching Sherlock read a book or look out the window the entire time. You can open your notebook during the ride to review clues and such, but I began to use this downtime as great moments to play on my phone. Honestly, I would have rather watched a generic bar fill up. I’d estimate you see this screen roughly 15 to 20 times during any given case.

One of the more troubling parts of Sherlock Holmes: Crimes & Punishments appears in every single case chapter. Well, I guess one could not see it, but when I’m roleplaying the titular Sherlock Holmes I’m being as observant and scrutinizing as possible, which means checking every corner and shelf and thing for clues. That includes the telescope his keeps in the main room on Baker Street. If you look through it, you’re treated to the fixed sight of this busty woman:

Sherlock Holmes: Crimes and Punishments_20140928125417

Now, nothing happens. Sherlock makes no comment, the woman simply stands there and stares back, and about five seconds of silence passes before you are booted out of the telescope’s point-of-view. I examined the telescope at the start of every case, just as I did with Toby, to see if anything would happen or change. Nope, same sight, same seediness. I figured she would come into play at some point in the game, for some case or another, but that never happened, and I think all we got in terms of reference was a quickly dismissed line from Watson at the end of the game, implying that Holmes should stop doing that creepy thing with the telescope. Evidently, after doing some research outside the game, it turns out this character is from a previous entry in the series. Hmm.

Sherlock Holmes: Crimes & Punishments was a game I didn’t expect to frustrate and bore me as much as it did, but I’m the kind of person that not only likes to finish what I start, but sometimes needs to. So I persevered and finished, only to realize I missed two Achievements and had to go back and replay a couple cases. Thankfully, you can mash your way through most of the dialogue and cutscenes, as well as skip every puzzle if you wait a minute or two. Still couldn’t do anything about those cutscenes. If there’s one deduction I reached, it’s that this was not iceberg-like pacing and lackluster detective work equals enjoyable, and I don’t expect to try any more future–or previous–mystery adventures starring the eclectic Sherlock Holmes in 19th century London.

2016 Game Review Haiku, #52 – Beneath the Waves

2016-gd-games-completed-beneath-the-waves

Sun and Sea, no more
Return gifts, avoid cross sharks
Platforming two ways

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, #51 – Final Fantasy IX

2016 gd games completed final fantasy IX

Princess kidnapping
Turns to saving source of life
First two discs better

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 MAGS August 2016 competition is not monkeying around

MAGS August 2016 gd roundup post

I really need to check in more at Adventure Game Studio and its forums, as there is always something interesting-looking to play or at the very least read about, despite that fact that I barely have time to dig into my videogames folder of, currently, 137 items. Many of those probably originated from these forums and have been patiently waiting for my attention ever since. Well, keep waiting, I say. Anyways, this week, there’s the finalists for its MAGS August 2016 competition, which are as follows and in no particular order:

  • Banana Racer
  • Rango
  • Dr. Muttonchop
  • No Monkey’s Banana
  • Monkeys to the Moon

Oh, and for those that don’t know, MAGS is a competition for amateur adventure game-makers that started all the way back in 2001. The idea is to create a game in under a month, following the rules set by the previous winner. It aims to help you work to a deadline, improve your skills, and provide a kick-start into making adventure games. The theme for August 2016’s jam was “Distance No Object”–whatever that means–and there were some additional rules tossed in for good measure, such as the games must include monkeys, a poor means of transport, a giant banana, and so on. Initially, that might all sound restricting, but one has to remember that the power of imagination has no barriers.

And now, some thoughts on each of the final five, which are in the same no particular order as before.

Banana Racer

Unfortunately, there’s just not much to Banana Racer. It’s a simple endless runner where three monkeys ride a giant banana boat and try not to run into other ships/debris. It plays like a side-scrolling bullet-hell game like R-Type, only a bajillion times less intense. You move up and down via the arrow keys to avoid hitting things in your way, and every now and then a helicopter swoops in to drop bananas in the water for…points? Health? Actually, I couldn’t tell how much health I had left after running into a few boats and once you got good enough at it the whole thing seemingly went on for forever. Eventually, I crashed the banana boat on purpose and was treated to a nice animation of a shark eating them up.

Rango

When I think of the types of games commonly found over at Adventure Game Studio, I think of things like Rango. It’s a traditional point-and-click adventure title, with an inventory, dialogue options, and colorful graphics, all at low resolution. Story-wise, Rango’s father is ill, and all he wants to do is help the old geezer. His mother sends him out to bring back the biggest banana in the jungle. Along the way, he runs into a paranoid bear and learns the true perils of his environment. The puzzles are simple, but logical, and there’s even a neat mini-game for when you are balancing or trying to do a powerful toss. More surprising is the moral choice you have to deal with at the end involving the “friendly” bear. Rango has a shockingly dark tone, but the cute graphics and music–and overdramatic voicework–help this from being a bummer to play.

Dr. Muttonchop

Dr. Muttonchop turned out to be another mini traditional point and click game, but more old-school than Rango. It features the “look/use/speak” icon interface, and thankfully that’s the total number of verbs in it. Any more than that usually scares me aware. The artwork and writing was crude, with the story revolving around a James Bond-esque plot of being kidnapped by the titular Dr. Muttonchop and left in a room to meet your ultimate demise. Naturally, you will have to use your wits and ability to gather a number of items up to escape. To be honest, I almost quit the game after immediately leaving the first room, seeing that three more rooms existed, but the puzzles weren’t too tough to figure out save for the part where every item’s “hit box” is smaller than an ant’s pinky finger.

No Monkey’s Banana

It’s stretching to call No Money’s Banana a game, as all I saw was a random story generator. One that you don’t even provide any input on. It’s like a bunch of finished Mad Libs, with a unique monkey’s life story and adventures being randomly generated by a series of different words and phrases. Unfortunately, by the third example, I had already spotted two spots of repetition, such as the rocket being powered by children’s tears and contracting an alien STD. I clicked through a few more before losing interest and exiting. Obviously from the title, this product is meant to ape–pun intended!–the promise of an uncountable amount of stories and planets in No Man’s Sky, but I think this could at least allow for some player interactivity.

Monkeys to the Moon

This is a resource simulator, sort of like A World of Keflings, except you are ordering a group of monkeys around instead of wee people to do your bidding, such as harvest wood or build an archery range. These monkeys are ambitious and want to build a rocket-ship to reach the moon, which, in their primate eyes, is really one large banana. It’s a fun idea, and the introduction scene is neat and nicely done, but then you get into the real game and the graphics just immediately push you away. I struggled to tell the difference between the tiles and see exactly where the monkeys were as they just don’t pop against where they are standing. I stayed with Monkeys to the Moon for a good long while, eventually building the platform base for the rocket-ship, but the hungry snakes proved too ferocious for my resources. One can only hope they all made it to the moon without me.

If you are a forum member for Adventure Game Studio, you can add your two cents, with voting ending on September 15. I’m looking forward to seeing what takes the cake and then what zany rules are put forth for the new MAGS.

2016 Game Review Haiku, #50 – Sherlock Holmes: Crimes & Punishments

2016 gd games completed Sherlock Holmes Crimes and Punishments loading

Six cases to solve
Here comes detective Sherlock
Can’t clear up loading

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.