Category Archives: impressions

Time Clickers and the idle quest to destroy colored cubes

time clickers gd early impressions

Well, here we are. After listening to Jeff Gerstmann speak feverishly and passionately about an idle clicking game called Time Clickers on the Giant Bombcast for the past two weeks, I decided to see what was what. The blasted thing is free on Steam, and I dabbled in things like AdVenture Capitalist and that strange monster-driven mini-game during this past Steam Summer Sale to grok the concept. Little did I know that watching colored cubes explode would be so gratifying, even when I barely contributed to their demise.

Made by Proton Studio Inc., Time Clickers is…a clicking game with guns. For those that don’t know what that means, a clicking game basically revolves around on you, the player, clicking on different elements to eventually get to the point where actions are happening automatically and you can just sit back, eyes dilated, absorbing the delicious, dopamine-triggering rewards. A few examples that I’ve not played but heard of include Cookie Clicker and Clicker Heroes. In this one, you collect gold by blasting apart colored cubes, upgrade your click pistol, hire a team of elite soldiers to fire additional weapons at the cubes, and take down bosses as quickly as you can. You do this ad infinitum, constantly leveling everything up and “advancing” further through the game.

For a game that demands such little interaction, I can’t stop thinking about it. See, even when you are not running Time Clickers, you are continuing to earn gold. It’s like in Fable II, when you’d purchase houses and rent them out to villages. You could turn the game off, come back a few days later, and be much more richer, as the pay-rent-to-landlord system kept turning even while you were away. A part of me wonders how much money I’d get now if I turned Fable II on and loaded up my save from 2009-ish. Anyways, Time Clickers does that, which means it is always luring me back, with the completed promise of more gold to spend on DPS upgrades.

Steam says I’ve logged about two hours or so already in Time Clickers. Ugh. Here, let me let you in on a dark secret; the other night, while on the phone with my sister, I let the game run, watching cubes explode and Achievements pop, all without my hand even hovering over the mouse. Yes, it’s that kind of experience. It’s as if you had a fish tank full of bright, vibrant sea life, and every now and then you got a reward just for looking at it. Or not looking at it. Nothing can stop the clicks.

I’m sure there’s plenty to probe here. It all boils down to this: clicking games are a horrifying examination of human psychological weakness. They take hold of us and never let go. Even now, while I’m far away from my gaming laptop where Time Clickers is installed, it’s calling out to me, a siren on the shore, lulling me into a haze, one where the numbers keep going up and the cubes explode faster and arena bosses grow in size. I wonder if I’ll ever escape its grasp.

Happiness is yelling BINGO!, even at your cell phone

gd microsoft bingo-benefits

A few days before my thirty-second birthday, I took stock of myself in the mirror, counting the number of gray hairs–both atop my head and in my beard–demanding attention. I won’t give you the actual total, but let’s just say that there were a few more than last year, and a few more than the year prior, and I guess I should consider myself lucky, considering that my father started losing hair color in his later twenties. What does all this have to do with Bingo, you ask, having zero patience? Well–old people. Old people love the Bingo, and I’m beginning to accept my future fate, as quickly as it draws near, that I’ll be amidst them sooner than later, stamping a bunch of cards and listening for that sweet, sweet call of O-69.

I mean, when I saw that Microsoft Bingo was available for my crappy, but loveable Windows 8 phone and that it was free, I got excited. Genuinely, honestly, truly. I don’t yet own any daubers, but if I did, one could probably imagine me dusting them off at that exact moment, eyes open, throat thirsty for numbers. I remember fondly playing “math Bingo” back in grade school, thinking that this was one addicting way to spend some time, as well as learn, and I was like seven or eight then. I guess another twenty-five years doesn’t make much of a difference.

To start, it’s Bingo. Don’t go in expecting something that is not, as its roots, Bingo. It’s that same ol’ game of chance invented in 1929 and played with different randomly drawn numbers, which players match against numbers that have been pre-printed on 5×5 cards. In real life, you use a dauber, but here you can simply touch the spot on the screen with your finger to mark it. If you mark five in a row (or all four corners), you can count yourself a star, as that’s a Bingo!

That said, it’s a videogame version of Bingo, which means you can also use power-ups, gather collectibles, and earn XP to advance in level, which opens up new locations to play at; so far, of the total ten, I can daub with old ladies and men in France and the United Kingdom. Some of the power-ups range from helpful, like knowing the next five numbers to be called out before anyone else, to lazy, where the board will highlight the number in a lit box if it is ready to be daubed. Of course, you always have the option to purchase more power-ups–both with in-game coins or real-life dollars–after you run out, but I don’t think I’ll ever get to that point. For me, it’s not about the power-ups; it’s about hearing a man or woman say B-4, finding it on my various boards, and tapping it in.

You’re also playing Bingo live with other players, though, early on, it really doesn’t feel like it. It’s only when you begin to see the Bingo count, which starts at 30, begin to deplete that you realize you’re wasting time while others are calling their shots and earning points and coins. It is rare that I finish a match with a single Bingo, though I have on occasion gotten lucky and hit a bunch; it really depends on your board and the numbers called, as it is all random. What’s nice is you can pay a small amount of coins–it increases in each new location–to continue playing solo after the match is over, drawing five more numbers, to see if you can hit any Bingo lines you were setting up over the course of the game.

Currently, I jump between playing two cards at once to four cards, though four cards requires a bit more concentration and flickering from the eyes. With just two cards, you can see both on the one screen, which allows you to quickly daub a number after it’s called. If you have more than two cards in play, you have to scroll them up or down to see, and the going back and forth takes a bit to manage. Still, there’s better rewards and a greater chance to yell Bingo at your cell phone with more cards, but you have to be ready to juggle multiple actions.

All in all, it’s a new twist on a classic, and thankfully, all the new twist dressings, such as experience points, power-ups, and collectibles, don’t get too in the way of what makes Bingo a ton of fun. So long as the numbers keep getting called out, I’ll continue daubing, but don’t expect to see me paying for the removal of ads or purchasing additional luggage keys. This is one free-to-play game where the in-game purchases really don’t make any sense.

The Bureau: XCOM Declassified requires you to kill the Outsiders

gd impressions the bureau xcom declassified

There are four difficulty levels in The Bureau: XCOM Declassified, and they are as follows: Rookie, Squaddie, Veteran, Commander. The game defaults to the third one, Veteran, and I’m prone to playing games on their default settings, as I imagine this is what developers intend for players to select. That said, the naming convention here confuses me, as you’d think a veteran would be the harder difficulty since veterans have already gone through trying times while commanders are seemingly still in it, giving the charges; also, for some reason, I want to swap the order of Rookie and Squaddie.

Regardless, Veteran is pretty tough to play on, especially in the earlier sections, and I nearly gave up on the game as a whole because it is no fun restarting entire sections four to five times in a row, simply because your team now takes more damage easily and enemies absorb bullets like walking sponges with laser guns. Actually, here’s what makes this difficulty different than others:

Enemies are challenging and use different tactics. Companions, who are not healed in time, die permanently. New agents can be recruited only between missions.

Fine. Though I’ve not yet played XCOM: Enemy Unknown–it is still sitting quietly and patiently in my long string of PlayStation Plus titles, I understand that, similar to Fire Emblem: Awakening, permadeath is a big part of the gameplay. You name your characters, you grow attach to them as they level up and earn more skills, and then you feel it in your heart when they go down, down for good. I lost a handful of dapper dudes early on in William Carter’s quest to save Earth from alien takeover, but I did not shed a tear or even remember who bought the farm by the next level, considering you can just grab another generic soldier-man from the vault, so this difficulty’s impact of permadeath was not very impactful.

Okay, I’m getting ahead of things as usual. Plot summary time! It’s 1962, John F. Kennedy is President, and the nation is gripped by fear due to the Cold War. A top-secret government unit called “The Bureau” begins investigating and concealing a series of mysterious attacks by enemies from outer space. Gotta keep things hush-hush. The Bureau’s mission is pretty simple–survive, adapt, and overcome the enemy threat. Good thing that every soldier in The Bureau has superpowers, like lifting an enemy up and out from behind cover or creating a support drone from thin air or laying down a landmine from thirty feet away. I kid, I kid–after all, it’s just a videogame.

Here’s a lot of what I liked about The Bureau: XCOM Declassified: one of the earlier levels opens with a Connie Francis song playing, the infected people are genuinely disturbing to look at and listen to, you can wander the base between missions for side quests and extra bits of dialogue and collectibles, soldiers’ clothes can be altered in terms of cool colors, overall the experience has style, and totally dominating a group of enemies before they even knew you were there thanks to the aforementioned superpowers feels out-of-this-world amazing.

Unfortunately, there’s more to dislike than like here, and the set difficulty really put me off for a while, but a lot of that was my stubbornness to stick with it. Still, after leveling up a few soldiers and learning what abilities/combos worked best (I was a big fan of a support agent and engineer agent helping Carter out), I was doing just fine through the last two-thirds, only occasionally surviving a firefight by the skin of my teeth. Until the final fight that is, which ultimately required I used a whole different cast of characters since some abilities are better than others during the final mission’s onslaught of waves. A big bummer. That said, your companions are complete dolts and require an extremely high level of babysitting, to the point where you spend more time pulling up the companion wheel and issuing commands than firing your gun at the distant enemies. It gets even more tiresome the minute one friend goes down, as everyone needs to drop everything to revive them ASAP.

However, in the end, it just wasn’t a ton of fun to play, and perhaps part of that is, despite being a rather new genre from last generation, I am not extremely excited by cover-based shooters mostly because they are highly predictable. There’s a post about this growing in my drafts folder, as games like Mass Effect and Gears of War make it crystal clear when a fight is about to go down. You know this because you’ll go down a tight corridor or hallway and emerge into a larger space, one dotted with walls and other means of cover. Alas, The Bureau: XCOM Declassified does this every time too, with maybe one or two spots where it caught me off guard. The story implies that you’ll be doing a lot of “covering up,” but only a few missions or dialogue choices talked about this, with a lot of the story simply being kill aliens, destroy their technology, and save the humans. Perhaps I’ll enjoy XCOM: Enemy Unknown more, whenever I get around to it.

The supreme art of war in Metal Gear Solid IV is to subdue the enemy without fighting

mgs iv act one gd early thoughts

Well, the timing of me playing Metal Gear Solid 4: Guns of the Patriots could not be any poorer. Giant Bomb is gearing up (pun totally intended) for their next neck-stab at Metal Gear Scanlon, and, as with previous playthroughs, I like to experience it all first and then enjoy watching Dan and Drew figure things out on their own. Unfortunately, from this point on in the series, I’ve not touched any of the subsequent games, and so it is extra imperative that I see how Old Snake fairs before anyone else. Alas, I’m about to head out of town, and I only just finished the first Act, with many more hours to go, which means I’ll have to barrel through it all as soon as possible upon my return to New Jersey.

My biggest gripe so far with Old Snake’s revenge-driven plight against Liquid/Revolver Ocelot has to do with items, specifically the number of them you pick up in Act 1 alone. It is staggering and overwhelming, and all I found myself doing was ignoring the majority of guns and non-weapon items and sticking to the tried and true arsenal of Snake’s previous adventures. Like the tranquilizer gun and cardboard box, or, in the case of the Middle East, a deadly drum can. I’m also not completely sold on the item of earning points for picking up duplicate weapons, which you can spend through Drebin 893, a black market arms dealer. So far, I bought a sniper rifle, used it once, and haven’t looked back.

Amazingly, despite the epic scope and constant what-the-eff moments in the series, I can summarize the plot of Metal Gear Solid 4: Guns of the Patriots in a single sentence. Here we go. Shortly after learning that he only has a year-long lifespan because of Werner’s Syndrome, Snake is given a mission by Colonel Roy Campbell to assassinate Liquid in the Middle East. Naturally, from there, things get crazy. I’ve run into some familiar characters, like Otacon and Meryl, as well as met some new, fairly untrustworthy sorts. Namely–Drebin and his monkey.

Gameplay picks up and remains constant from Metal Gear Solid 3: Snake Eater, with players now assuming the role of an aged Solid Snake. Lovingly called Old Snake. He still uses stealth, close quarters combat, and traditional gun mechanics. Most aiming with a gun is via an over-the-shoulder angle, but thankfully there’s an optional first-person view via the toggle of a button, which I found extremely handy when aiming with the tranquilizer gun. Basically, it’s the same ol’ Metal Gear I’ve been playing this last year and change, with one big change–old bones.

Welcome to the Psyche Meter. Basically, psyche is decreased by non-lethal attacks and influenced by battlefield psychology. Stressors, such as temperature extremes, foul smells, taking damage, and being stalked by the enemy, increase Snake’s stress gauge, eventually depleting his psyche. This then affects Old Snake’s ability to aim, more frequent back pain, and a higher possibility of him passing out upon receiving damage. There are a few methods for restoring psyche–eating, drinking, smoking, reading an adult magazine, or making a Codec call to a certain someone I will not name to keep this spoiler-free. All that said, I’ve found everything pretty manageable, but please also note I’m playing on the standard difficulty, only dying a few times due to not paying attention to the health meter and equipping a ration in time.

As I expected, I have a lot of questions about Metal Gear Solid 4: Guns of the Patriots. Like, what’s up with Meryl and her team? In my playthrough of Metal Gear Solid 1, I was unable to endure the torture sequence and save her, but I guess the canon outcome is that she lived. Hmm. Also, um, at the start of Act II, one of the Beauty and Beasts Corps, a team of female PMC operatives in mechanized suits, took on the visage of Old Snake in a way that did not sit well with me. Lastly, how come Rat Patrol’s “Akiba” was unaffected by Liquid’s mind-controlled gas? I’m sure the answer is “because he shits his pants,” but part of me hopes there’s more to the man than that. Guess I’ll find out…in a few weeks. Until then, Old Snake and friends.

Hunting the West’s most notorious outlaws and making it up as I go

call of juarez gd impressions screenshot

Sixes and sevens! Did I really beat Call of Juarez: Gunslinger over a month ago and have still not officially written more than a haiku about it? Grrr. That’s summer for you, when I can only keep my head down, power through games, scribble a slimsey attempt at Japanese poetry, and move on to my next conquest. Makes me wonder when I’ll get around to finishing that post on The Bureau: XCOM Declassified, but enough of that–today is all about one cowboy’s quest for revenge after his life became a cropper. Yes, I looked up a bunch of Western slang for this intro post; did you know folk used to call onions skunk eggs? Makes sense to me.

Fortuitously, Call of Juarez: Gunslinger arrived in my PlayStation Plus library a day or two after I rewatched Quentin Tarantino’s Django Unchained, which is not necessarily a Western, but does star some bounty hunters and pistols being quickly drawn. Plus intense and over-the-top violence. The big difference between those two properties is not just that one is a game and one is a film, but rather Tarantino’s work is a train-driven narrative, and Call of Juarez: Gunslinger openly and playfully skirts the edge of a reliable narrator and plot. Without that uncertainty, it would be another ho-hum first-person shooter with little to it, as other entries have dabbled in similar mechanics and visual styles.

The story is as so: legendary old bounty hunter Silas Greaves enters a saloon in Abilene, Kansas, in 1910 and regales the patrons with tales of his adventures in exchange for free drinks. The patrons–Steve, Jack, and a teenager named Dwight–are amazed at first, but grow increasingly incredulous as the ludicrous stories go on and on and on, in which Greaves takes credit for the killings of numerous legendary outlaws, including Butch Cassidy and Newman Haynes Clanton. See, Greaves likes to embellish where and when he can, and this plays into the gameplay, where scenarios and events will change on the fly based on what is being told and what is being questioned. The first time it happens, mid-action, I couldn’t help but smile at the swift change of course.

I’ve never touched any of the other Call of Juarez titles–namely the first one, Bound in Blood, and The Cartel–but they sound like they share similar elements. Gameplay in Gunslinger consists of completing linear objectives to progress, and these usually involve shooting dudes who are shooting at you until they stop shooting at you because you shot them down. Occasionally, you’ll have to dodge bullets via a quick time event or act honorably–but deadly–in a traditional gunslinger duel. Those duels are a ton of fun, as you have to pay attention to multiple aspects and timers, like heartbeats and the location of your hand, and not draw too early or else you’ll be labeled a dastardly varmint. Thankfully, all villains were shot down honorably in my playthrough.

Other than that, there are collectibles called “Nuggets of Truth” to find, of which many are easy to spy as they sparkle in-game. If that’s not enough, you can unlock a perk to have them play a jingle and vibrate your controller when nearby. Still, I missed a few, but they offer some interesting tidbits about the multiple characters and legends of the Wild West. In an action-driven game, I found it difficult to steer off the main path in search for shiny doodads and playing cards.

Call of Juarez: Gunslinger does a fantastic job at dumping you into an ever-changing world and giving you all the abilities to be an unstoppable force–without actually making you unstoppable. Even on the standard difficulty, I ran into some trouble, though most had to do with the few boss fights and figuring out the best way to approach them over a handful of tries. The game’s tone is outlandish in all the right ways, keeping the action frenetic and unpredictable, and my only complaint is that I wish the ending had been more profound instead of simply a twist, one played far too straight for a man like Silas Greaves.

The Raven’s old-fashioned mystery is not enough to captivate

the raven adventure game gd impressions

The truth is this–it is way easier to write about a bad game than a good game. Also, much more fun. Gushing over fantastic gameplay mechanics or a clever story is all well and good, but nothing makes the eyes dilate or lips quiver like venomous prose, the kind that pins its prey to the wall and tortures it into unconsciousness. See, already enjoying this opening paragraph greatly.

Which brings us to The Raven: Legacy of a Master Thief. Well, at least the first episode (of three), developed by KING Art and published by Nordic Games Publishing, which stars Constable Anton Jakob Zellner, a soft-spoken but determined man of the Swiss police force, as he solves the mystery of The Raven, an art burglar who has stolen one of the legendary “Eyes of the Sphinx” from a British museum in London in 1964. It’s a point-and-click adventure game, though the version I played was on a console–specifically the Xbox 360–which means it is more accurately described as a control-a-character-and-move-around adventure game since there is no cursor for pointing.

The Raven: Legacy of a Master Thief‘s story is middling at best. I will give the game credit for presenting us with a non-typical protagonist; in an industry built upon the burly shoulders of rugged, frowny face men wielding shotguns, Zellner comes across as a for-hire mall Santa Claus during the off-season. He’s soft-spoken, observant, and always up for a conversation. Later on, when aboard a cruise ship, it appears that he is cosplaying as the leader of a local bowling team. There are moments that I’m sure the developers would like to think of as “twists,” but they can be seen coming from a good distance away, and this first episode ends on the reveal of a character that clearly didn’t try to hide their true identity along the way.

To move the story forward, you must solve puzzles, all of which are grounded in logic and reality. They are not hard, save for a few instances where the developers try to mix things up, like introducing a one-off lockpicking puzzle or a game of shuffleboard. Truthfully, the most difficult part of solving these puzzles is finding the required items, as controlling Zellner is about as graceful as maneuvering a drunk tree. If I was playing on a PC, one could simply navigate the cursor over the desired item and click on it to have Zeller investigate; here, instead, one must walk him, using everyone’s favorite tank control scheme, over to the item, which is not as simple as it sounds. Actually, once he is close enough, the item will highlight itself with a button prompt, but only if Zellner is looking in its general direction. Something else to remember is that examining an item more than once will provide further details and clues.

Now let me tell you about the most frustrating part of Episode One for The Raven: Legacy of a Master Thief. It’s around the middle, right after, spoiler, something causes the train everyone is on to crash. This plunges the game into chaos and darkness, with your first goal being to make a torch of some sort. That way you can see who needs help and what to do next. That’s all well and good, but the game, at this point, becomes so dark it is nearly impossible to tell where Zellner is walking and what items are around him. Eventually, I blasted the brightness on my television screen to full in order to see what was where, which just made everything seem extra ridiculous.

There are also a huge number of technical issues throughout, ranging from audio clipping, silly path navigation, and way too lengthy loading screens, which become a huge hassle during the third act. There, you can visit a number of screens and must do to backtracking, but going from one to another requires a long load–each and every time. The graphics certainly seem at home for an early Xbox 360 game except until one realizes this came out in 2013. Also, the dang thing froze on me once when I tried to pull up my inventory immediately after some dialogue tree. Lastly, there is an entire hint/score system that is never introduced or explained, but there none the less, like some strange afterthought.

Unfortunately, while this first episode of The Raven: Legacy of a Master Thief was a Games With Gold freebie, I won’t be spending any money on the additional two episodes. Not even the crazy quick cliffhanger ending got me by the wallet. If anything, I may watch them on YouTube to see how things unfolded story-wise, but I don’t expect the gameplay or puzzles to change wildly, which is where the game truly lost me. Oh well. At least deleting this off my Xbox 360’s hard-drive won’t be as difficult as getting Zellner to talk to the suspicious man with the newspaper and not head outside the door next to him.

Your broken spaceship’s parts are Out There (Somewhere)

out there somewhere gd early impressions

Well, the Steam Summer Sale kicked off the other day, and so far, I’ve produced a haiku about it, as well as bought a bundle of four games for $0.74. I’d also like to note that the money used to purchase this bundle was generated from selling digital trading cards on the Steam marketplace, so this is a big win–in my mind–from multiple angles. The Developer Alliance bundle, which was marked down to 95% off, contained the following, all of which seemed interesting and were not already in my library at the time of purchase: Polarity, Beep, Camera Obscura, and Out There (Somewhere). Today, I’ll be waxing on and off about the last listed title there, but I do expect to try out the other three sooner than later.

Out There (Somewhere), a name that feels like it should be attached to a long-lost Asimov short story, is an action-based puzzle platformer clearly inspired by adventures like Cave Story, Super Metroid, and Portal. See, you play an explorer named Yuri stranded on a dangerous alien planet after your spaceship is damaged. Low on fuel and in desperate need of key spaceship parts, your only hope for escape is to explore and see what this planet holds. Thankfully, you have a teleportation gun, though its use is limited based on your environment. I’ll explain.

In this platformer, you can jump, as well as shoot your teleportation gun, which fires a ball of blue light. Technically, that’s you. Once that blue light hits a surface, you’ll be instantly transported there. Of course, there are some exceptions, as different colored beams of light will get in your way: red cancels your shot, blue will teleport you like any other surface, and green takes you for a ride first. This is where a lot of the puzzles come into play, figuring out how to get from one place to another using your gun. Often, you’ll have to factor in momentum too when landing a teleporting shot. Fairly early on you’ll acquire a more weapony gun, a real pea-shooter, which will help you take out enemies like bats and monster slime thingies; alas, having two different guns confused me at first, and I ended up firing the wrong one at the right time far too many times.

Evidently, I’m a sucker for games where every screen you traverse gets a name. I loved this in VVVVVV and You Have to Win the Game, and I like it here as well, though the screen names, so far, are not highly titillating (for example, Basement). The story is fairly thin, but enough to go on. As you explore, you’ll come across NPCs in the form of alien treefolk; they don’t say much, but there’s an Achievement for speaking to every one of them, and so I’ll do it. However, Out There (Somewhere) is more about the action and nifty mechanics, and the difficulty curve is surprisingly tough–but rewarding.

Part of me is bummed to learn that Out There (Somewhere) was released back in 2012. That means I’ve been missing out on this good, wholesome, teleport-your-body fun for three years. There once was a time when only a handful of games came out, and you could keep track of them all; now, not so much. Well, I’m glad then that this Developer Alliance bundle for the Steam Summer Sale caught my eye, and I’m looking forward to checking out the other titles, but only after I finish Yuri’s mission. For the meantime, I have to get back to work, and by that I mean collecting those vital spaceship parts with style.

Alfie Banks and his great opportunity in A Golden Wake

gd impressions a golden wake pca

More so than movies or books, videogames transport us to other worlds and let us interact–with things, whether they are people, plants, or places. Oftentimes, these worlds are fictional or, in the case when they are not, the narrative surrounding it or the era are created whole cloth. I’m struggling to think of a game built around something so real and true, an experience where you just recreate the past as it happened. No, the Assassin’s Creed series definitely does not count. Now, A Golden Wake doesn’t do this per se, but many of the people in it are pieces of history, as is the land boom in Florida and the illegal happenings around Prohibition. I mean, you simply can’t make up a thing like the Roaring Twenties.

You take control of Alfie Banks, a realtor for Morris & Banks in New York. Unfortunately, his realtor days are up because his coworkers concoct a cunning plot to frame him, which subsequently results in his ejection from the company. With not much to go on, Banks purchases a newspaper–with his last dime, mind you–and reads an article about the land boom in Florida. For him, a fresh start is simply a long train ride away. And off he goes, to meet an array of new characters and find his place in the big ol’ world.

A Golden Wake dives deep into its setting. You can see this from the reworked Wadjet Eye logo when the game loads up to the playful menu text when you quit back to the desktop. Despite being a work of speculative fiction, Grundislav Games makes a massive effort to be historically accurate, including notable figures from the era, such as real estate developer George Merrick and mobster Fatty Walsh. period dialogue, and a retro, ragtime soundtrack that is still stuck in my head as of this writing. This high attention to detail really helps bring the old-school and, to be honest, somewhat crude graphics to life. To put it bluntly, there were a few screens, such as the boat dock and a few one-off locations, like the golf course, that felt unfinished. Or rather, uninteresting and distant, and existing only for Alfie to click on something and go to an additional screen, where things were much more refined.

Here’s a bummer: Alfie Banks is not very likeable. The game likes to build up his so-called charm and way with words, but I found him grating, whiney, and selfish from the very first scene. There’s nothing you can do about this. It is how he is written, and when the time comes for him to make a major decision, you just sit back and watch, helping to put the pieces together afterwards. The problem is that we never get a whole lot of backstory on the man, not even when his brother shows up for a chat. Which makes a lot of his journey and grumbling as an errand boy feel a bit empty. He certainly has an impact, but ultimately feels quite unnecessary in the long run. A shame, as I did enjoy many other characters, such as Marjory Stoneman Douglas, voiced by none other than Rebecca Whittaker. Another problem is that because Alfie is constantly jumping ship, you never get to hang around with the same side characters for too long.

In stark contrast to the previous point-and-click adventure game I played, A Golden Wake‘s puzzles across Alfie Banks’ sojourn for a better life are shockingly simple. Your inventory never becomes too full, and every solution stems from a logical conclusion. Need an antenna for a toy tramcar? Use that antenna you broke off that radio earlier. There are a few spots where the “action” switches from standard pointing and clicking, with you finding “hidden objects” in a picture to condemn a house or steering a car to help Mabel Cody hop on her flying stunt plane. These certainly do break up the action, but are far from enjoyable. In the end, I only had to look up the solution to an obtuse bookcase secret passage puzzle (hint: how would a V.I.P. enter?), figuring everything out on my own. There’s also a questioning minigame–think L.A. Noire, but toned way down–where you can use Alfie’s charm and wits to unearth answers or cheat by clicking the Seller’s Intuition button; I never felt like I was doing it right, though the story just continues on regardless of the outcomes.

A few years ago, I replayed Blackwell Deception with the developer’s commentary on, and it was just as enjoyable as the first time through. I’m not ready to go back into A Golden Wake–aw, horsefeathers!–but when I do, I suspect I’ll partake of this option, as well as go for some of the trickier Achievements. There’s no difficulty setting for the puzzles, but it’ll be interesting to hear some thoughts about what went into them or why this location was used this way or that. A Golden Wake dreams big, and while it is not successfully in every corner, it is still a pretty good adventure that fans of traditional pointing and clicking can eat up, all while drowning in that deliciously sweet jitterbugging soundtrack.

Cthulhu Saves the World with an old-school parody RPG

Cthulhu saves the world screen gd impressions

A copy of Cthulhu Saves the World and Breath of Death VII: The Beginning have sat untouched, uninstalled in a folder on my laptop’s desktop, for a good long while now. I mean, the former came out in July 2011, and I guess I ended up getting a copy of it through some bundle promotion that I can no longer recall, but all I did was download it, not ever sure when it would be a good time to kickstart an old-school RPG adventure. Turns out, any time is good, and so I’ve been tinkering away at this pixelated 2D journey through labyrinthine dungeons brimming with treasure chests, a limited number of random encounters, and the moodiest soundtrack, with hard swings from cult-like chamber songs to a peppy, relaxing tune when exploring a village.

Now, technically, the game’s name on the title screen is as follows: Cthulhu Saves the World: Super Hyper Enhanced Championship Edition Alpha Diamond DX Plus Alpha FES HD – Premium Enhanced Game of the Year Collector’s Edition (without Avatars!). Oh boy. Quite a mouthful. We’ll just stick with the abbreviated title to save precious space, plus I have no idea how one even goes about abbreviating such a thing.

So, what’s the deal in Cthulhu Saves the World? Why would the lord of insanity want to save the world? Well, truthfully, Cthulhu was all set to plunge the world into madness and destruction, but his powers were suddenly sealed away by a mysterious sorcerer. Alas, the only way for Cthulhu to break the curse is to become…a true hero. Sometimes to save something, you have to destroy it at the same time. Everyone loves a good anti-hero in these days of Breaking Bad‘s Walter White and just about everyone from Game of Thrones.

I’d like to tell you that, as a writer, I’ve long delved into the works and demented mindset of H.P. Lovecraft, but the truth is, I really only became aware of the material due to the Munchkin Cthulhu card game from Steve Jackson Games many years ago. Still, I understand it on a surface level, and the game here seems to only demand you understand that Cthulhu is a monster forced to take on a heroic quest. At least so far. I haven’t really come across other cosmic entities yet.

Cthulhu Saves the World is a throwback to traditional 16-bit RPGs of yesterday, like Phantasy Star and Final Fantasy. You wander around towns full of houses and shops, buy potions, armor, and new weapons, and then traverse across an overworld to your next destination. That said, the battle system is a bit more unique here than your standard turn-based form, and this is what makes both playing the game and grinding for higher levels enjoyable. To start, enemies become 10% stronger for every turn they live through, feeding off of Cthulhu’s madness. This means you want to kill them as quickly as possible, as you’ll also regain more magic points the sooner the battle ends.

Here’s one of my favorite elements of Cthulhu Saves the World: random encounters are limited. When you arrive at a new zone, you can pop over to your status menu and see how many random encounters you will have to endure before they just stop popping up altogether. Praise the Great Old One! This means you can only grind for so long, though you can also start a battle if you want via a menu command. It’s both a nice and strange feeling to wipe an area clear of random fights, which makes going back for missed treasure chests less of a pain. When you level up, you have the option to pick between multiple spells or upgrades, and I’m focusing so far on Cthulhu doing big damage and Umi handling healing and attacking all enemies at once with her Flood spell.

I’m not terribly far into Cthulhu Saves the World, somewhere in Chapter 2, with both characters in my party–Cthulhu and Umi–at level 10. Like I mentioned at the top of this post, it’s a game I’ve been tinkering with over the last few months, playing it in short spouts, but always making progress. Its humor and engaging turn-based battles make it a joy to play, and, as always with old-school RPGs, I’m eager to see the next town and purchase better gear. That’s how you know you are getting somewhere, when a shop has more expensive items.

Shutting this Nintendo Club down with freebies

club nintendo post gd end of april

A little while back, Nintendo emailed me. Chances are, if you are a member of Club Nintendo, you also got a similar email, though we might differ on one main point–status. Anyways, they wanted to inform me that I had earned a Gold status in their unblinking, Mario-esque eyes, which meant I was entitled to a free game, a digital download at zero cost, and I had a list to pick from for either the Nintendo 3DS or Nintendo Wii U. Those that got Platinum status had a larger pool to pick from, and I made a mental note to come back and get my not-yet-selected freebie. Fast-forward to yesterday, the deadline for this promotion, and I scanned the list and picked…well, Mario & Luigi: Superstar Saga for the Wii U.

Hold your horses, you say. Ah, I say back. You must be one of my highly attentive readers, for you are properly confused as to why I’d buy a digital game only available for the Wii U when I do not have a Wii U. Let me spoil it for you: I have a Wii U, and I’ve had a Wii U for many, many months. Since last fall, actually. I’ve just not found much to say about the system, which, in its own little way, maybe says more than I ever could. I’m not sure how well playing a two-screen game like Mario & Luigi: Superstar Saga on the Wii U works–yes, I am not disregarding the fact that the console also has two screen, but they are somewhat separated–but I’m interested in learning.

Since I was already logged in to Club Nintendo’s site, I did a little more browsing and discovered I had 650 Coins sitting pretty up in the top corner. Suddenly, I remembered–there was something I wanted to use those on! Specifically, the Animal Crossing: New Leaf-themed deck of playing cards. Alas, they were no longer available, which is what I get for not hopping to it. Boo. None of the other physical items called out to me so I spent my well-earned reward coins on two more digital downloads for the Wii U: EarthBound and NES Remix. The former is a classic RPG that I’ve long wanted to play, just not through an illegal emulator, and the latter is a bunch of quick, quirky challenges in NES titles of yesteryear.

I’ve not actually loaded up either EarthBound or Mario & Luigi: Superstar Saga yet, as RPGs like that require a time commitment, which I’m not ready to give, mostly because all my RPGing at the moment is going into Final Fantasy IX. I’ll get to them soon, perhaps over the summer. That said, I did load up NES Remix last night and found myself seriously absorbed, unable to stop until I had completed all of the levels for Excitebike and one-third of the ones for the original Super Mario Bros. It’s a lot of fun, but I’ll save further thoughts for its own dedicated blog post.

All that said, I am left with 100 coins in my Club Nintendo profile, which can be spent on…next to nothing. I can purchase one item for 80 Coins, which is called Grill-Off with Ultra Hand! Hmm. It’s a fast-paced game of skill and timing, where the player must barbecue all kinds of meats on the grill. In one way, it sounds amazing, and in another, it sounds like a gimmick that would quickly get old. Alas, I don’t think you can earn any more coins for your profile, so it is either this or let my coins vanish in the end. I’m not really tormented over this decision. Club Nintendo is shutting down at the end of June, so I have plenty of time to weigh my options.

If you too were brandished with either Gold or Platinum status, what freebie did you pick? Also, if you have those Animal Crossing: New Leaf-themed playing cards, I’ll trade you a free copy of Grill-Off with Ultra Hand! for it. That’s a pretty good deal, and you know it.