Category Archives: impressions

Smells Like Art’s grand idea to turn poop into portraits

smells like art 01

Every now and then, I pop over to the Carmel Games website for two reasons. One, I honestly want to see how Dakota Winchester’s Adventures concludes and am patiently waiting for it to pop up when available. Not because the plot of where the third ruby is hidden is keeping me up at night or because the characters are a Joss Whedon-level of memorable, but because I like reaching conclusions for things I start, whether they are books, shows, or a less-than-stellar puzzle game. Two, I’m fascinated with the quality of these specific point-and-click adventure games.

Well, there’s no new adventure up yet for Dakota Winchester, but there’s been plenty of new additions from the last few months to peruse. I only have the name and a tiny sliver of art to go on, and so I went with Smells Like Art in the meantime, which actually does not reveal much about itself based on those two credentials. Turns out, it’s a game about poop. Well, dealing with poop. you know, making the best of a bad situation. Our hero Bosko has just inherited a bathroom off the highway from some dead relative, but quickly discovers it is in terrible shape in terms of…acceptable hygiene standards. He decides to change it into an art gallery instead.

That’s the plot. Don’t dig too deep into it. Grossness abounds. The puzzles themselves are not terribly difficult to figure out, as they more or less follow a logical path, save for the part where you are turning feces on the wall into framed artwork. You have a small inventory and can combine a few items together while using others on people or things in the environment. There’s only so many places to visit in the game and, generally, once you’ve acquired everything in the location there’s no reason to revisit, unless you found a pen and know a man who loves pens. You can speak to less than a handful of cartoony characters, but there are no dialogue choices, and they only say a few lines total.

Once again, the writing is silly and too direct, with most of the female characters voiced by a man with effects added afterwards. This doesn’t make them sound like a woman, but rather a woman on drugs or mutating into a small demonic critter. Not a fan. I’m totally fine with old-school adventure games where no characters speak out loud and you have to read everything that they say and imagine their voices in your head. I wonder if all of Carmel Games’ creations contain voicework like this, or it’s just been my luck with the few I’ve tried so far.

Strangely, for all of Smells Like Art, which I finished in just under thirteen minutes as I obviously work towards becoming a professional speedrunner and racking up millions of dollars through sponsors, “Dance of the Sugar Plum Fairy” plays on loop. I don’t really understand why it was included. I mean, it’s a dance for a ballerina, not background tunes for some dude dressed like Fred Flintstone as he deals with his serious bathroom issues. In this case, I’d rather have no music whatsoever than this for seemingly zero contextual reason. Yup, you’re reading this right–so far, I want no music and no voices. Guess I’ll just turn my laptop’s sound down next time.

Don’t worry, Carmel Games. I’ll be back to sample some more of your bizarre creations. Maybe one day I’ll actually like the adventure, instead of simply going through the motions, clicking on everything, eyes wide in amazement, brain tingling with the words and turns of phrases I’ll use to describe the latest ordeal. If anything, these games help give my creative writing a big burst of energy.

BEEP combines physics and platforming with cute robots

beep early impressions gd

Remember when I went balls-out crazy over the summer during the Steam Summer Sale and spent an astounding $0.74 on a bundle of four games? And then I only played one of them, the cute yet challenging Out There (Somewhere)? Yeah, I remember that too. Congratulations, we both have good memories. Except that I also promised to try out the other three–Polarity, Beep, and Camera Obscura–sooner than later, which were words written five months ago. I think I need to look up the dictionary definition of “soon” before I ever use the word again.

Beep tells the story of a lone spaceship that has been gliding through the emptiness of interstellar space for, like, ever and ever. An automated factory within this ship prepares a fleet of robotic explorers in search of gold nuggets–one of my sister’s least favorite words–that will help advance their race. Don’t ask me how, I’m not a robotic explorer. Gold also unlocks newer planets to explore. When arriving at a planet, a robot is deployed, and the player gains control, using platforming, physics, and laser beams to collect the necessary nuggets and reach the end safely.

Your little exploring robot in Beep–which I’m not totally comfortable writing as BEEP though that’s how it appears over at Steam–is mega cute. I mean, look at it. Anyways, it moves on wheels, which does affect how you climb up over some ledges or whether or not sliding is an issue on slanted slopes. The first few levels, namely on the Perilous Plains, slowly up the difficulty, but mostly introduce elements like moving platforms to climb on and dealing with antagonistic robots at a good pace. However, I found the little robot descending underground into dark sections with limited light and tricky jumps a bit too much early on. You do hit some checkpoints in the levels, which means restarting isn’t too punishing, and you can just keep trying over and over.

The graphics and bouncy tunes keep everything feeling easy and safe, even if it can get a little challenging in some parts. At first, I mistook Beep to be a prototype or student project–shame on me–but the graphics eventually fade to the background as you find yourself concerned with tossing defunct robot bodies out of your way or lowering a platform just so in hopes of being in line of sight of a nugget and using your anti-gravity gun to bring it closer. Using that gun to hurl rocks and dead enemy bot bodies with force is really fun, though it can bite you in the butt if you aren’t careful where you are aiming. For example, I wanted to hurl a dead opponent up and over my little robot explorer’s head into the gap behind it–you know, like a cool action hero–but instead tossed it directly into it, knocking both off the edge. Yes, I laughed, but I also quickly learned my lesson.

Beep‘s got some pedigree behind it too. I don’t know specifically who, but it comes from the minds of former LucasArts and BioWare employees and is clearly inspired by games like Cave Story, Yoshi’s Island, Trine, and Half-Life 2, all of which I’ve actually played in my lifetime. I’m enjoying it so far and expect to chip away at it slowly. I also can totally see myself just sitting on the level select menu, which is simply a solar system you can fly around and bump into drifting meteorites and such, all while a thumping, Blade Runner-like soundtrack plays. The shocking truth is that I really need to load up other things on my laptop other than Time Clickers.

Upgrading ED-E and my Xbox 360 in time for Fallout 4

ed-ecated achievement fallout nv

It’s crazy to write this, but Fallout 4 comes out this week. I’m under no embargo, so I can totally say that out loud without fear of retribution. In fact, on Wednesday, I’ll be joining the next generation of gamers–a.k.a. the current gen–with an Xbox One and a retail copy of Bethesda’s post-apocalyptic take on Boston. Yeah, I know the game releases to the public a day prior, but my bundle won’t arrive until Hump Day. That all said, I’m totes excited.

I fired up Fallout: New Vegas over the weekend because the reality is this: once I can deep-dive into Fallout 4, it’s going to be hard to return to any of the prior games. That’s fine when it comes to Fallout 3 because I saw and did nearly everything possible, but there’s still a handful of things to do and Achievements to pop left in Fallout: New Vegas, and it seems like I haven’t touched my console copy of the game in about three years. A couple of them still seem too much for my waning heart, like completing an entire run on the “hardcore” difficulty or getting banned from all the strip’s casinos. However, I noticed that there were two left unpopped from the Deathclaw- and radiation-heavy DLC Lonesome Road. Hmm. Off to the Divide!

My first focus was on upgrading everyone’s favorite floating eye-bot equipped with battle theme music ED-E with all five performance enhancements. I guess I missed one or two the only other time I played the DLC, which meant I opted to have a guide open next to me as I both meandered through the irradiated land and listened to Dave Lang coin future Giant Bomb phrases like “get monked” during his Extra Life 2015 stream. I was able to get four of the five upgrades for ED-E, which do stick in the robot permanently when you return to the Mojave Desert, but one required a Science skill level of 75 or up to hack a terminal and open a locked door. I’m guessing I didn’t have the skill high enough before. Well, as luck has it, I did not have a great Science skill with this character either, so I grinded out some XP and used a magazine to hit 75 on the dot. Check it out:

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ED-Ecated
(20G): Find all of ED-E’s upgrades in the Divide.

The other Achievement that I was juggling progress towards as I outfitted ED-E for the future is Warhead Hunter, which tasks the Courier with detonating all of the warheads in the Divide. There are thirty in total, and by the time I had spoken Ulysses down from unnecessary violence–thank you, 100 Speech skill level–I had twenty-four taken care of. Then I hit up the Courier’s Mile for two more, which is a really tough section full of radiation and Deathclaws; I kind of zipped in, used the laser detonator, and got out faster than you can say wasteland omelet. That means I have four left, and I’m not sure exactly where they are, nor do I feel like retracing every step I took to unearth them. Kind of a bummer, but my fault for not following a step-by-step guide.

If anything, this brief return to Fallout: New Vegas has reminded me of what I’d like to see greatly improved in Fallout 4. Combat can still be chaotic and clunky, and sometimes you can mash on the Pip-Boy button only for your character to never bring it up, leaving you open to the deadly swipe of a Deathclaw. The menus themselves continue to be a struggle to get through. That standard Bethesda jank will never go away, seeing as I had enemies doing cartwheels through walls during slow-mo V.A.T.S. moments, but I’d like to see less of it on an enhanced engine.

Considering my Xbox One bundle comes with a digital version of a backwards compatible version of Fallout 3, there’s hope down the road of Fallout: New Vegas also getting the same treatment. If so, cool. Perhaps by then I might be in the mood to return to Brown Town and finish up the remaining six Achievements. Until then, I have Fallout 4‘s ruined Boston to explore, which is doubly interesting to me seeing as I visited the real-life city back in August and expect to recognize several locations. Hopefully one of them is the fake Cheers bar. It’s gonna be wicked.

The Mirror Lied is an experiment intentionally too vague

gd final impressions the mirror lied maxresdefault

Earlier this year, I finally got with the times and played To the Moon, which I quickly followed up with its holiday mini-episode. I ate both up quickly, excitedly, and then immediately went to Freebird Games’ website to see if there was anything else to play. Turns out, yes, seeing as I had a copy of The Mirror Lied in my videogames folder for some months now. I’m guessing I never grabbed a copy of Quintessence: The Blighted Venom because I saw that it was incomplete and currently on hiatus. Too bad. Regardless, I finally got around to playing The Mirror Lied a few nights ago, and I have no idea what went down by the time credits rolled, which seems intentional, if not entirely successful.

I’m going to now give you my interpretation of The Mirror Lied‘s plot, but this could be entirely wrong. You play as Leah, a young, faceless girl living in a house all by herself. She has a friend–a bird called Birdy. Somebody keeps calling her house’s landline, telling her what to do, when all she really cares about is watering her plants, choosing the right dress to wear, and exploring the house for secrets. Eventually, she’ll escape, to the roof. Or maybe it’s all a metaphor for depression slash nuclear war slash coming of age slash menstruation. Really, I’ve got no idea, so tell me your take below in the comments.

Similar to To the Moon, this is an adventure game, where you explore your surroundings, gather items, and advance the plot. One strange mechanic here though is that you have a limited amount of time to reach the ringing phone, which makes sense from a logic standpoint, but gameplay-wise it’s just annoying. I’d be watering the magically growing plant only to suddenly learn I had five seconds to get to the phone; figuring out how to trigger the ringing a second time after missing it was hit or miss, with me forcing Leah to wander aimlessly until it happened again. It might have seemed neat on paper, but not in function. There’s also a single scenario where you have to use the inventory menu to load an empty gun full of bullets, which was clunky. Otherwise, just have Leah walk up to stuff, examine the items, and move on.

Interpretation certainly has its place in art, such as with the ending to LOST or that couple of dressed up lovers in The Shining who are clearly into some raunchy things, and videogames occasionally let you determine for yourself what you just went through. The Stanley Parable, despite having a narrator tell you every little detail, leaves plenty of room for your own take on events. Superbrothers: Sword & Sworcery EP says a lot through very little. I still occasionally ponder what LIMBO was trying to get across years later.

However, here, in The Mirror Lied, it all felt like an exercise in simply trying out mechanics and puzzles–nothing more, nothing less. A half-hearted attempt at a narrative to connect everything was provided with Leah, Birdy, and the phone calls, but the rest is left on the back-burner, because it doesn’t matter if you understand what is happening by the end, only that you got there, by figuring out how to unlock drawers, access a computer’s email network, and fill up a bucket with reddish liquid to water your ladder to freedom.

The Mirror Lied‘s developer Kan Gao stresses that it is not a horror game, that nothing will jump out at you. Can’t argue with that.

Where They Once Were ended with me cold, dying alone

where they once were gd impressions VO4gCKj

Where They Once Were is another teeny tiny yet impressive result of Ludum Dare 31, which brought us cheerier titles like Kram Keep and A Place in Space. Actually, no–both of those contained their fair share of murder and mayhem, though here it is downright brooding. Anyways, that thirty-first game jam’s theme, in case you forgot, was “Entire Game on One Screen,” and I’d say Where They Once Were absolutely nailed it, seeing as everything happens on a single screen, in and around a snowed-in log cabin.

Basically, Where They Once Were is a survival game. Like your first few nights in Minecraft or all of The Forest from the moment the plane crashes. I’m just not sure if one can, ultimately, survive the many snowy nights, but a better player than I might be able to make it. There’s three endings, of which I got two: eaten by a wolf, and cold, alone, with no more supplies. Not sure if the third ending is a victory or just another way to buy the farm; I couldn’t figure out what to do differently. Maybe it has something to do with that snowman outside the cabin.

For controls, you can use the arrow keys to move left or right, up grabs items or drops whatever you are currently holding, and the space bar interacts. Sometimes it’ll interact with whatever you are facing, sometimes it’ll go to what is in your hand, and the other times it’ll use what’s in your hand on what you are facing. That might sound confusing, but it’s really not. For example, to stay warm at night, you need a roaring fire. To do that, you go over to the log pile, carry a bunch of logs back to the fireplace, and press the space bar to drop them in. Then you grab a book of matches, go back to the fireplace, and light them on fire. Rinse and repeat each night to keep on keeping on, while other elements development.

Where They Once Were‘s puzzles aren’t too tricky to figure out, as everything, more or less, follows a logical path. Yes, part where you use a shotgun to shoot a ladder down, I’m raising an eyebrow at you. Need that can of food opened as soon as possible? Whack it with your shovel. Once you are fed, warm, and free from outside danger, you can use the bed to sleep safely through another balmy night. However, the odds are stacked against you from the start, with a limited amount of supplies in the cabin, meaning you’ll have to work hard to make everything last. There’s not much in the sound department, but the absence of sound effects adds to the mood, though I don’t believe that to be an intentional decision, rather a cut due to time.

The game’s page describes the story as about “a woman finding a weird abandoned cottage while escaping pursuers.” A couple things. I never got the sense that the main character was a woman, though with pixel art it can be difficult to tell. Shame on me for assuming this. Also, there was no mention of being chased by off-screen villains, so I took this more as this person lives out here by themselves in the day-to-day, but must now survive the harsher weather for a few nights on a sliver of supplies. You don’t get much in terms of words-on-screen narration, though I did find a diary with some obtuse writing in it. Regardless, surviving is the goal, and the reasons behind it are up for interpretation.

Either way, it’s a neat survival game that may help you years from now if you find yourself trapped in a snowstorm with only a creepy log cabin for safety. You can download the original jam version of Where They Once Were in the link from the previous paragraph, which is the one I played, or there’s a post-jam version here that adds sound effects and additional endings. Both will suffice in terms of atmosphere and experience. Let me know if anything happens with that snowman. Really now–I know it’s vital for living.

Running the mercenary unit Militaires Sans Frontières like a Big Boss

peace walker gd early impressions

I’m not sure where I first heard this–or if it is even true–but Metal Gear Solid: Peace Walker was originally supposed to be the real Metal Gear Solid V. And Hideo Kojima’s last game. I’m glad neither of those came to be, and while I don’t know too much about The Phantom Pain–I’ve avoided listening to countless podcasts over the last month or so, as well as skipped any and all coverage at Giant Bomb to remain as spoiler-free as possible–I do know that the newest game involves taking on individual missions to recruit members to your main base and grow its power and potential. Well, Peace Walker does that too, but on a much smaller scale.

Set in 1974 in Costa Rica, Peace Walker follows the exploits of returning protagonist Big Boss–you might remember him as Naked Snake from Metal Gear Solid 3: Snake Eater–as he runs the mercenary unit Militaires Sans Frontières (Soldiers Without Borders). A mysterious group called the Peace Sentinels have been deployed in-country. Unfortunately, the Costa Rica government cannot do anything about them because the country’s constitution does not allow the creation of armed forces. The presence of the Peace Sentinels threatens to endanger the balance of power between the East and West, forcing Snake to intervene. Plus, he wants to build up his Mother Base.

Peace Walker is broken up into two primary modes: “Mission” and “Mother Base.” Missions are the traditional action/sneaking scenarios of the previous games, with Snake creeping through a jungle or occupied building to either kill a certain someone, rescue somebody or somebodies, or gather some intel. It’s the expected mix of sneaking, fighting, and watching. Mother Base is a crew managing simulation where you assign people to different work areas to strengthen your soldiers, upgrade your items and weapons, or keep everybody healthy, happy, and fed.

For missions, you can play either as Snake or a male or female MSF soldier, though some missions will only be available for one or the other. Your score is penalized with a lower rank and reduced heroism for the excessive murdering of soldiers or frequently being discovered, which works fine for me as I’m all about stealth pistols, stun grenades, and using the Fulton surface-to-air recovery system to send knocked-out enemies to Mother Base to switch sides. Also, using items and weapons results in leveling them up at the end of a successful mission, which means Snake is only going to get better and better at making grown men fall asleep where they stand. Peace Walker is designed for co-op play, but I’ve been doing fine so far going at it solo.

In terms of story, so far, Peace Walker is fairly traditional. Shocking, right? I mean, I’m fighting straight up tanks for boss battles at the moment, not psychics that can read my memory card save data. That said, I expect this to go from sane to insane in a short span of time, and I’m really digging the comic book style to the cutscenes, drawn by Ashley Wood, especially when they are interactive. Peace Walker was originally a PSP game, and it shows, but boy is its style on fleek. On the fleck? I don’t know how the kids talk these days.

Not all is amazing though. Camouflage, while still being there and a collectible factor in terms of different outfits for Naked Snake, seems to be completely inessential. You also cannot crawl, and I will never remember this as it is my go to when almost being spotted–to drop to the ground as swiftly as possible and lay prone. I’m not sure going forward what the bosses are like, but I’ve only taken on a tank currently and am looking to more supernatural elements to intervene. Lastly, the whole Mother Base simulation side can be extremely daunting at first, to the point that I simply relied on auto-assignment to place captured soldiers; thankfully, Mother Base opens slowly, which means it is not overwhelming immediately.

It certainly seems like there’s a lot of missions–both main story-wise and side objectives–to go for Peace Walker, so I’ve got some time still before I can load up Metal Gear Solid: Ground Zeroes and see how the newest franchise plays. Surely Naked Snake will be able to crawl on his stomach. Surely.

Back-tracking with purpose in Cuckoo Castle

cuckoo castle gbjam4 impressions gd

I’m not exactly sure what it is about these GameBoy Jams that brings about games involving animals and mysterious castles, but Cuckoo Castle is now the second I’ve encountered. The previous one was Meowgical Tower. It’s not that I’m anti-animals or mysterious castles, but I’d like to see a castle exploring a mysterious animal next year to mix things up when the inevitable GameBoy Jam 5 drops.

That said, the protagonist of Cuckoo Castle isn’t ultimately an animal, but the castle you explore is filled with an assortment of antagonistic critters, like sewer rats and swooping bats, as well as spirits of the undead. Eventually, you get to decide between controlling three different adventurers: a lonely knight with a massively huge sword, a fireball-tossing witch accompanied by the cutest pixel kitty cat ever, and some kind of bug thing that likes to dig. Overall, it’s a bite-sized Metroidvania that, when it comes to the boss battles, can be difficult in spots, but moves like hot butter off bread and feels massive despite being relatively contained.

Gameplay is as follows: leave the empty village and enter the castle in search of villagers while also killing monsters and opening up more of the map. You can recover your HP at pig statues, as well as teleport back to the village to speak with those you saved. Some will offer clues, and you can also switch between protagonists in the village. The lonely knight reminds me greatly of how your warrior moved in Rogue Legacy, with his mighty sword held aloft. The witch can jump higher, but her attacks deal less damage and it takes some learning to grok how her fireballs move with a curved trajectory. I did not try out the bug thing. As you get further through the castle, you can hit levers to open up shortcuts, which makes back-tracking to the village not so bad.

Once again, I’m astounded at the tech here. I don’t remember actual GameBoy games looking this good, moving this fast, and that might be because nothing back then is as solid as the stuff being produced these days to resemble the age-old adventures. The animations in Cuckoo Castle–which I’ve seen hilariously mispronounced in a few YouTube vids–are clean and full of character, and the lighting, much like with The Night That Speaks, helps hide things in the shadows like how things in shadows should be hidden. Plus, pixel kitty cats abound back in the village. But seriously, give it up for the developers, especially when you consider the time-crunch this was produced under

I was hoping to kick Cuckoo Castle‘s butt and put it on my growing list of games completed for the year, but alas, no. The second boss–or it could be the last boss for all I know–is Dracula, and I just couldn’t best him. Granted, I only tried with the kitty-loving witch and not the warrior, but I already removed the game from my laptop. Oops. I tried looking up online to see if anyone gotten further than me in video form, but it’s fairly barren out there. In the end, I rescued six villagers and eviscerated a giant sewer rat. You can try and do better than me by grabbing a free copy of Cuckoo Castle or playing it in your browser over this way.

A day in The Stanley Parable’s life is hilariously sad

the stanley parable gd final impressions

My first run through The Stanley Parable–er, more like slow walk–was pretty straightforward. I simply listened to the narrator’s instructions and followed them exactly, never questioning a single demand. I was a good, obedient lab rat, and for that, I received an ending that rewarded my mind-controlled actions with a glimpse at freedom, of blue sky, billowing trees, and a cool breeze. Sure, there were puzzles still left unanswered, like where had all of Stanley’s coworkers disappeared to, but I liked it nonetheless and immediately dived back in to see what I could do differently; maybe inaction was the key.

The Stanley Parable tells the story of, well, Stanley — an everyman office drone whose mundane existence is interrupted one day when he discovers that all of his coworkers have mysteriously vanished. As you take control of the protagonist and begin exploring the abandoned office building, a snarky British narrator (voiced by the wonderful Kevan Brighting) explains each of your decisions before you make them. Or talks at length if you simply stand around for too long, admiring a waiting room or well-watered plant. Either way, the narration drives the plot, and it is up to you to decide whether you want to follow along or rebel.

The Stanley Parable plays from the first-person perspective, similar to Gone Home and Dear Esther. The player is able move around and perform interactions with certain elements of the environment, like pressing buttons or opening doors, but has no other controls. You can’t even jump, though I do suggest everyone tries at least once. It’s a game about choice and choices, and you can follow along with the narrator or discover your own path through the game. You might think that something as minor as taking the door on the right instead of the left wouldn’t have a great impact on things, but it does. Everything matters, and, in a sick sense of mind, nothing matters.

Have you ever been in a large office space all by yourself? I have. Let me tell you–the feeling is strange. Walking around, seeing empty desks and lights off in certain areas. Yet you are still there, existing, interacting with the world, and everyone else is gone. While I hated seeing all the spilled coffee at the Picus Communications headquarters in Deus Ex: Human Revolution, I loved walking around looking at everything before baddies showed up. There’s voyeurism, and there’s a general curiosity about examining how other people decorate their home-away-from-home workspace. This is the my favorite part of The Stanley Parable, going through those first few rooms, looking for clues on the cleanest desks ever created.

I discovered a few of the endings myself, but looked up the remainder of the ones I missed. Spoilers: there’s many ways to conclude Stanley’s journey. It’s not that I don’t mind replaying the same short experience again and again, it’s just that I wasn’t sure I was performing the right actions to see a different conclusion. In fact, I ended up stumbling into the “freedom” ending once or twice by getting locked inside Stanley’s boss’ office with no other way out. Either way, they are all neat and amusing, if depressing in tone. The Stanley Parable isn’t a happy game, especially when I look at myself, a cubicle-dwelling working stiff just like Stanley save for the voice in his head, but it is fascinating to see unfold and peek behind the curtains. It starts out perfunctory, it ends in ridicule.

Exploration is the name of The Legend of Legacy’s game

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Yesterday, during my lunch break, I did two things: one, I picked up a copy of The Legend of Legacy, which is a new JRPG from Atlus, and two, I put down some cash money on a pre-order of the forthcoming Xbox One bundle for Fallout 4. Now, of those two, one is certainly more exciting than the other, but I’ll talk about my decision to go with an Xbox One as my entryway into the current generation of videogaming at a later date. For now, it’s all about mapping and grinding, sometimes simultaneously.

Some of you might remember a wee unassuming game back on the PlayStation 1 called SaGa Frontier. In fact, I used to own a copy. Anyways, despite not sharing the franchise name or even having a unique, catchy title of its own, The Legend of Legacy is a spiritual successor from Furyu, in conjunction with former staff members for Square Enix and Level-5. Namely illustrator Tomomi Kobayashi and designer Kyoji Koizumi of the SaGa series, Masato Kato, writer of Chrono Trigger and Chrono Cross, Masashi Hamauzu, Final Fantasy XIII‘s composer, as well as ex-Level-5 staffer Masataka Matsuura as its director. Yup, it’s got quite a pedigree of creatives behind the wheel.

I’m going to hit you with a truth bomb right from the start: I don’t know the plot. I might not ever know the plot. It’s seemingly going to be told through poetry and over-dramatic descriptions of things done in the ancient past. At the start of The Legend of Legacy, you get to pick one of seven characters to play as, and I went with the default swordsman Meurs, though there are a bunch of other traditional tropes like the girl with amnesia or the ambitious, smarmy treasure hunter. After that, stuff happens, and the fellow who first discovered the island of Avalon and now goes by the uninteresting title of King of Adventurers has sent you and two others off to discover…um, I have no idea. There’s a rock that sang to my party of heroes, and then I filled in a map of a forest. Yeah.

The Legend of Legacy‘s combat is turn-based, which means it has to have more to it than just that to stand out in the crowd. Bravely Default allowed you to either burn later turns or store them up for extra actions at the risk of not being able to do anything later on if you didn’t kill the monsters right away. Paper Mario: Sticker Star requires precise button presses to deal extra damage or survive a bit longer. Some games can get by on simple turn-based combat, but not all. Anyways, The Legend of Legacy takes its leveling system from the classic SaGa games of old, which means characters don’t gain levels per se, but rather parameters and abilities based on how they acted in a fight. Ideally, this means that your sword skill levels up the more you attack with it, you gain more HP by taking damage more often, and so on, though it can feel random as it dishes out these upgrades. One nice touch is that your party is automatically fully healed after each fight.

I will say, while I abhorred filling in maps for the DS remake of Final Fantasy IV, it seems kind of fun here. Heck, I suspect that if one is fast enough they could fill in the maps quickly while still avoiding on-screen enemies in pursuit. I’ve not done this yet, but once you complete a map and all its sub-areas, you can return to town and sell it for big money, which is st in The Legend of Legacy. I know not what st stands for–stitches, perhaps–but it is an acceptable currency, and that’s enough for me.

Visually, The Legend of Legacy is pretty. It has a pop-up storybook element to its dungeons, with trees and rocks and strange, singing structures lifting up from the ground as you get closer, filling in the world around you. Not quite to the snuff of Bastion, but the idea is the same. Back in town, the game uses that zoomed out trick from Bravely Default, pulling the camera in closer as you move around and explore the inn, shops, and local inhabitants. The character designs are neat, and I almost selected the strange frog warrior because, c’mon, it’s a frog warrior, but decided to go with Meurs, which the game defaults to. Either way, I managed to recruit the frog warrior to my team in town later on, so I guess it doesn’t ultimately matter who you start with if they all team up in the end.

I’ve only put an hour and a half into The Legend of Legacy, and I’m seeing a lot of reviews call it a slow grindfest with no incentives, which is worrying, but we’ll see how things progress from here. As one knows, I’m okay with a game heavy on grinding, though I do like to be constantly working towards something in the end. If it’s just more singing rocks, then this legacy might not last very long.

Money will create success as you venture through Coin Crypt

gd coin crypt early impressions

I don’t know about you, but in this day and age, it sure seems like coins–otherwise known as disc-shaped metal or alloy that can be used to purchase goods–matter less and less with each rotation of the Earth. Not even paper bills are highly visible anymore. It’s all about the plastic or, if you have a cooler phone than myself, you can just show people your screen at Starbucks to order that triple, venti, half sweet, non-fat, caramel macchiato via your gift card credit line and never have to do more than flick your wrist. Still, coins are an age-old staple of videogames, and, more to the point, your direct means of attacking enemies in Coin Crypt.

This aptly named Coin Crypt arrived in my Steam library back in August 2015 via the Humble Jumbo Bundle 4, which also contained–deep breath–the following:

  • Space Engineers
  • The Incredible Adventures of Van Helsing II
  • Fallen Enchantress: Legendary Heroes
  • The Stanley Parable
  • Outland – Special Edition
  • Mercenary Kings
  • Endless Space – Emperor Edition
  • Screencheat
  • Freedom Planet

Whew. Naturally, of all those, I’ve only tried one other at this point, namely The Stanley Parable. I do occasionally glance at Mercenary Kings and Outland and think hmmm maybe, though I’ve yet to flex my finger muscle and press play on either. Perhaps sometime in 2016. Perhaps. Or maybe if I can figure out my recording stuff I can feature them on an upcoming streaming event thingy. Yeah, the less I commit to, the better for now.

Anyways, Coin Crypt is fairly neat. It’s a rogue-like adventure game that borrows its combat system from collectible card games where you use different spells to deal damage and cast other effects on an opponent. A bit of Magic: The Gathering, a pinch of Hearthstone. Actually, I haven’t played Hearthstone, so that’s really a wild guess. There’s also randomly generated worlds and permadeath if you want to get to the heart of the matter. At the start, you select a bouncy, rectangular cube-like adventurer and go off into the world, navigating them via a top-down perspective. You must collect coins, fight enemies, and advance further. Coins are life, as they are how you attack your opponent, purchase additional character classes after you buy the farm, and unlock gated parts of the level, so managing them is vital. You also need to ensure you have a good balance of offensive and defensive coins, so you’re not stuck on your turn with nothing but three shield coins to use.

I really dig Coin Crypt‘s stylized graphics. The tall, rectangle adventurers hop about like pod people or Mii avatars, but contain enough detail to have personality from one to another. The thick outlines around everything give off a cel-shaded look, which I can always get behind, and the bright colors help keep everything bright and bubbly, even when the challenge turns it up a notch and you begin scraping by in fights. At this point, I’ve only seen the forest and the world after it, which is themed around a graveyard; I suspect there are a few more areas to discover as well, and I’m working towards unlocking the monkey class, as we all should be working towards always, no matter the scenario.

Similar to Spelunky and The Binding of Isaac, I pop into Coin Crypt rather infrequently, but when I do, I give it all my attention. I’ve gotten a few levels deep, but always meet my maker because I run out of strong attack coins or am simply not fast enough to take down my opponent. The combat is not exactly turn-based, as if you sit still too long you’ll get smacked in the face. There’s a lot to pay attention to, to plan ahead for. That said, it takes some time to read what all the coins do and figure out which to pick or whether I should reshuffle them into my bag and try again with a new set of three.

With many roguelike titles, one can only get better through persistence. I’ll keep at Coin Crypt for sure, though I wonder and worry if I’ll ever reach its conclusion. If there’s a conclusion to be reached. Money can’t buy that.