Category Archives: impressions

Gotta match ’em all in Nintendo’s free-to-play Pokémon Shuffle

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Like sand dunes eroding over time, Nintendo is slowing dipping its toes into the free-to-play market in an attempt to see what all the hubbub is about, as well as milk fans for money. Now, I never did download Rusty’s Real Deal Baseball, which had a unique take on bartering for cheaper mini-games, but it sounded like, at the very least, a fresh take on giving players something free to play while enticing them to drop some dollar bills for a bit more to experience. I’ve also not given Steeldiver: Sub Wars a look, so I can’t speak for how that submarine-steered competitive multiplayer thing faired. Naturally, the first free-to-play plunge from Nintendo I’m interested in trying out is Pokémon-related.

Pokémon Shuffle is another take on the “match three” puzzle formula, but instead of lining up similar looking gems or flowers or pieces of underwear, you’ll be matching cutesy disembodied heads of all your favorite–and probably some of your non-favorite–pocket monsters. You use the stylus and touchscreen to make this happen, and the game, thanks to its vibrant, colorful look and simplistic presentation, moves at a rapid clip. Basically, you’re matching three or more heads to deal damage to whatever Pokémon you are fighting, and different types of Pokémon to do more damage by way of a weakness system. Once you beat the Pokémon, you get a chance to capture it, and the capture percentage is upped a bit by how many moves you have left by the end of the battle; of course, you could always pay to up that guarantee of a capture. Strangely, some common Pokémon have really low capture rates, which doesn’t exactly line up with the, um, fiction of games like Pokémon Y and Pokémon White 2.

The free-to-play gating begins immediately once you get past the tutorial bits. See, there are three types of currency to pay attention to: Hearts, Jewels, and Coins. The core currency is Jewels, which you can buy for $0.99 each, with a small discount for if you buy in bulk. You can then exchange Jewels for Hearts. Hearts let you play one level one time (win or lose), and you can have a maximum of five total, with one reappearing every 30 minutes. Coins are a sub-currency used to purchase one-use power-ups before a battle begins, and from what I can tell, the majority of the power-ups are way too expensive for what little effects they cause.

I think Pokémon Shuffle‘s biggest misstep is in its Hearts. Also known as the Energy system when it comes to these things. Levels generally take one to two minutes to complete, possibly a bit longer if you are really studying the board for key combos or up against a really tough encounter, like Mew, which is the random event Nintendo’s running for the next three weeks since launch. That means, especially early on, you can use up your five Hearts in five minutes and then end up having to wait two and a half hours to play five more times in a row. Hexic for Windows 8 phones, which I found pretty addicting, was similar to this, but you only lost a chance to play again if you lost a battle/level; if you won, you kept going, riding it like a pro. I once downloaded Candy Crush Saga, but only played it once or twice before deleting, meaning I can’t tell you how it compared to this–but all in all, Pokémon Shuffle seems a little too eager to immediately put the player in a standstill and ask for an investment.

I will never drop any real money into Pokémon Shuffle, but as something I’ll pick up and play once or twice a day for maybe ten minutes at most, it doesn’t offend me. Too much. I can happily ignore all its free-to-play tactics and begs, though I do wish Nintendo took a chance to thank its long-time fans and incorporate some kind of connection with the various other Pokémon games for the Nintendo 3DS. I mean, my copy of Pokémon Dream Radar is collecting digital dust, so it would’ve been nice to keep that train a-chugging. Or, heck, use those Play Coins to help purchase extra hearts or Great Balls.

Again, Pokémon Shuffle doesn’t really bother me too much because I’m not investing anything into it other than a small chunk of my day, but if I really want my match three fantastical animal heads fix, I should probably wait for Pokémon Battle Trozei, releasing next month on the eShop for $7.99. Think about how many Hearts that could buy you in Pokémon Shuffle. Here, I did the math for you–$7.99, due to the odd way they are priced, could get you 6 Jewels, which could then be turned into 30 Hearts. So, the choice is yours–$7.99 to play thirty times or play as much as you want. I know, this is a tougher choice than trying to name an Audino for the umpteenth time.

Just can’t seem to quit Rogue Legacy’s random castles

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It was actually quite easy to walk away from Rogue Legacy on Steam, addictive as it was. I only got far enough to beat the first boss Khidr, but I refused to play the game with mouse and keyboard; it’s very much a controller-driven action platformer, and it seems I run into more and more problems every time I plug in my Xbox 360 controller to my laptop. Sometimes it works, sometimes it doesn’t, and sometimes it only works if you plug it in after a game boots or before a game boots. I don’t know. All in all, it’s never reliable, and so I haven’t really played Rogue Legacy since my passionate burst back in October 2014 during my Extra Life stream–and a little distance afterwards.

True story time: I started writing this blog post a few weeks ago just as I got back into Rogue Legacy thanks to its PlayStation Plus status as a February freebie, but I’m only returning to writing this mess of words and paragraphs after beating the game a few days ago. Such is the way I work.

Okay, back on track now. This game is still and will always be freakin’ addicting. No, really–other people think so too. This person says it is Zelda 2 on mushrooms,” which is a fun description. Carolyn Petit examines the balance of internal growth and external rewards when it comes to scouring these randomly generated castles. Some good reading there. Return here when you’re done.

For those that don’t remember, the main goal of Rogue Legacy is to enter a castle and gather as much treasure as possible by killing every monster in sight, including mini-bosses and progress-blocking bosses. Here’s the rub–every time you enter the castle, the layout, which includes the traps, treasure chests, monsters, secret rooms, etc, is randomized. After your character dies, and you can guarantee he or she will perish at some point, you select an offspring of theirs from a list of three, all of whom are also randomly determined. Basically, it’s replayability to the max, with each next run a new chance.

Without the randomizing aspect, Rogue Legacy‘s difficulty would be without value. You could memorize the entire layout, know where every enemy is and know exactly how to play your leading hero. Each and every time. In fact, you could probably run it blind, and this astounding, addictive experience would get lost among a zillion other similar–if still pretty good–side-scrolling action platformers. That’s not to say that randomizing is everything; skills are needed, especially when it comes to fighting the bosses or learning how to survive on a slither of health until you find something to eat. Even after twenty-plus hours, I’m still no master of the down-strike attack you can do while jumping, often timing it too early and missing the mark, whether it is an enemy’s noggin or a needed platform over a floor of spikes.

Beating Rogue Legacy doesn’t mean the adventure is over. Naturally, there’s a new game plus mode, which you get dropped right into upon the credits finishing, and this saves all your progress, but ups the ante when it comes to room layouts and the strength of the base enemies. You can also go after the four door-blocking bosses again in hopes of seeing what that final fight is like, but on a whole new level. I’m doing this, but not with the same fervor as my first run complete run through the bosses happened, and that’s okay. Still, the addiction is there, and, like a bag of potato chips, I can’t just eat one; each time I sit down with Rogue Legacy, I lose an hour or so, making small increases to my character’s health and mana stats, and possibly finding a new blueprint. Right now, I need to be focusing on some art projects, so I expect to keep my distance from the game for a bit, but sooner or later it’ll suck me back in; one can only not scratch an itch for so long.

Hoping back into Rogue Legacy these last few weeks also rekindled my disgust for mimic treasure chests. I also had trouble dealing with the eyeballs that shoot red tears through walls, especially when they are out in numbers. Truth be told, just about every enemy in this game can kill you if you’re not careful or know how to take care of them, no matter what traits you are rocking. Generally, I tried to always go with the characters with the least vision-affecting traits as possible, which meant no colorblindness, no nostalgia, no upside-down POV, and such. I could handle the no 3D vision one, but everything else just distracted me and lead to a quick grave. The Lich King class is extremely powerful, with his or her HP growing higher with every kill.

If you’re ever looking for a game that is both punishing and immensely difficult to put down, search no further. Rogue Legacy will strip you to your core, but reward you for all your hard work, when you make the effort, that is. It’s a game I expect to continue nibbling at for the rest of 2015.

Home is people, not a place in A House in California

gd a house in california thoughts

I’m working my way through Cardboard Computer’s backlog, building towards the day where I bite the bullet and begin playing Kentucky Route Zero despite not all its episodes being available…yet. I recently traipsed through their conversation-heavy Balloon Diaspora, and now I’m here to talk about the quiet, unassuming charm of A House in California, which is a text-based adventure game with minimal graphics, but a lot of oomph.

In short, A House in California is the surreal journey of four characters working together to bring a house to life. I did a little research and learned that it was inspired aesthetically by the 1980’s Mystery House from Roberta and Ken Williams, which focuses more on greed and murder than remembering family and the pieces that were always there, what they stand for.

Similar to traditional point-and-click adventure games, you interact with the world and items in it via a tray of different actions at the bottom of the screen, such as “look,” “listen,” “repair,” and so on. It’s a little more abstract than your standard “look at” and “pick up” mechanics like in Monkey Island 2: LeChuck’s Revenge, and it takes a bit to comprehend that to transition from screen to screen requires using the right word on the specific thing, such as “remembering” the stars to transport your protagonist to the moon, and not simply clicking on the edge of your field of vision. My favorite action was “learn,” which, like a Snapple bottle cap, tells you an interesting fact about whatever you’ve selected.

The challenge in A House in California is figuring out what action to use to progress or trigger the next sequence. The actions change with each of the four characters–Lois, Beulah, Connie, and Ann–so you have to be willing to explore and experiment. Thankfully, you can eventually exhaust your options, so you’ll figure it out in due time, though it took me a few tries to get the little boy to appear in the computer screen. There’s no inventory to manage or dialogue to select, and that’s fine–this is a story driven adventure, and the story does not need to change in big, sweeping manners, though I won’t say I understood how all four of the characters were related or affected each other.

A House in California‘s dreamlike environments are fascinating to explore, like swimming in slow motion through a Salvador Dali painting. Granted, visually, it is lacking in detail, but imagination can carry each scene to a new level, especially the ones with the singing birds and loose butterflies. The sense of discovery is strong in every location, and the game’s soundtrack backs the soft, soulful narrative, creating a safe, soothing sense of the olden days. Of wandering around outside a house and examining the flowers, the fountain, the jar of fireflies. I personally don’t recall doing it as a young boy, but A House in California makes me believe I did, which is comforting.

Where do you go in Go North, but forward

gd go north impressions overall

I’ve never been good at or immensely interested in text-based games. I mean, I didn’t even find the text-based computer game Reign of Grelok in Fallout 3, which paid homage to 1980s classics of the same style, like Zork and Planetfall–and I scoured nearly every inch of that game’s post-apocalyptic world for far too many hours. I also gave up on Frog Fractions once it stopped being about diving deeper into the ocean on that numbers-munching dragon and more about navigating yourself out of some small, cramped hatch.

And so, with that history behind me, I went into Go North not really expecting much, hoping to just stay interested and get through it. Well, I certainly got through it, but I’m not sure what the point was. In fact, I came away from this stroll forward from…um, I guess Jim Spanos and friends, feeling like it was mocking either itself or the genre greatly. It ends with a seemingly inside-joke, which might be hilarious to the creators, but fell flat with me, the player.

But what is this game, you ask as we get to the third paragraph? Here’s some descriptive text I myself didn’t write, but rather found on Go North‘s GameJolt page. See if you can grok it:

You know, sometimes, hope is needed in humanity to brace the terrible and the enchanted. To engulf our hearts with embers of the night, as we flow like lava under the moonlit skydome. Are we not men? In our minds, we are. Are we not soldiers? In our minds we are. And bewildered you stand if only to enjoy each other’s mindsets. But without further ado, the perception of the single, greatest, mind-changing game is here.

Poetic, frivolous, forever fallen into the hands of few

Yeah, I don’t know. It’s a text-driven game where you type “go north” to advance to the next screen. I tried typing “go east” and “go west” every few screens to no avail. You do this until the last screen, where the twist/inside-joke plays out. All the narration is overdramatically voiced over by someone either trying too hard or not trying hard enough–regardless, it’s a struggle to listen to.

Let’s chalk Go North up to both not my thing and not made for me to appreciate. Perhaps one day I’ll find a text-based adventure game worth my while, but for now, I’m off in another direction-most likely south–to play something else.

Zoinks, it’s a murder mystery that only Detective Grimoire can solve

detective grimoire gd early impressions

I’ve been much pickier with indie gaming bundles as of late, even passing up on the recent one from those Humble Bundle bastards based around one of my favorite tabletop gaming mediums–cards. Oh well. I did end up downloading free copies of Card City Nights and Escape from the Aliens in Outer Space, though, so far, that’s all I’ve done with those titles. Both are of the print-and-play ilk; I need to sift through the rules a bit and see if these games are easy enough–and silly enough–to jive with my gaming group. We recently tried to play Nuns on the Run, only to get bogged down in the rules and lose interest before even playing a turn.

Hey, speaking of bogsDetective Grimoire. Yeah, you like that transition. It is just one of the many names included in the Humble Weekly Bundle: Adventures! promotion currently happening over you-know-where. I’d directly link to the topical page, but it seems that website is constantly changing, and nothing lasts forever, so make good with your Googling skills if you feel the need to see more. Of the many point-and-click adventure games added to my Steam library from this recent purchase, it seemed like the easiest and most inviting of the bunch.

Here’s the story, right out of an episode of everyone’s favorite American animated cartoon franchise Scooby-Doo. Detective Grimoire has been summoned to investigate a murder. The owner of a small tourist attraction, called Boggy’s Bog, has been found dead outside his office, with many believing the key suspect to be the very mythical creature the attraction is built around. Dun dun dunnnn. Of course, something else is surely afoot, and it’s up to Detective Grimoire–now hatless, but not hapless–to rattle the locals for clues into what really happened in this lackluster swamp.

Gameplay involves going from scene to scene across the swamp and clicking on the obvious parts of the screen, especially the ones that flash until you click on them. Sometimes this reveals a clue, and other times it leads to a mini puzzle, like moving papers out of the way on someone’s desk to see what was beneath them. You’ll also come across a small cast of eccentric characters, and you can speak with them, as well as toss clues or other character profiles in their faces to get a reaction. The clues act as your inventory, and through talking to the locals, you’ll gain more tidbits about each one. You’ll also unlock the ability to challenge someone, so long as you have the right logic and clues to back it up–for instance, piecing together why Mr. Remington went home early from the cafe on the night of his murder.

Detective Grimoire‘s two best qualities are how it looks and how it sounds (minus one thing, which I’ll get to in the next paragraph). Generally, I have no interest exploring swamps, but the digitally painted screens here are quite lush and inviting, and the characters, along with their dialogue animations, are unique and a joy to behold. I think the cutscenes could’ve used more polish, but everything else is nice to look at, especially the user-interface. All clues get their own drawings, which is much more gratifying to look at than simply a list of words. Sound-wise, the orchestral soundtrack swells and dips in all the right moments, and there’s this lofty, soft voice that reminds me of a religious hymn echoing around in some grand chapel. It’s easy to listen to and not distracting.

That said, there are a couple things I didn’t like about Detective Grimoire. First, it was too easy. So long as you exhaust your options, you’ll eventually get to the end of this mystery, and the only part that gave me pause was the challenge against Echo, as its wording was more confusing than anything else. Second, every time you get a new clue or a clue in your notebook is updated with additional information, a chime sounds, and it is a really goofy, extra loud, and out-of-place sound effect, often playing over-top someone’s dialogue. Lastly, the end credits whizzed by at an alarming speed; I understand the developers wanted to get to their post-credits sequel tease, but it shouldn’t have been at the cost of crediting the people that made and worked for the game.

Overall, Detective Grimoire was an okay sliver of adventure gaming, though nothing that will stick with me for a good while. I figured out what was going on much sooner than our titular hero did, which lead me to believe there might’ve been a twist, but nope, everything worked out as expected. It makes a jab at Professor Layton early on, but has a long way to go before it can even consider itself a passable clone, let alone a better game. Think I’ll try A Golden Wake next from the bundle.

I cannae pogo jump consistently in DuckTales Remastered

ducktales remastered ps3 thoughts

I have no nostalgia for DuckTales on the NES. I can’t; I’ve never played it. Like many other classic NES titles, such as Blaster Master, Kid Icarus, and Bionic Commando, since I never had a Nintendo Entertainment System as a kid and had limited access to cool kid neighbors with the console, I missed out on a lot. Thankfully, due to the industry’s love for remaking and re-releasing oldies and better access to ports these days, I’m catching up. Slowly. For example, I beat both Metal Gear and Metal Gear 2: Solid Snake last year, tough as they got. I’m also progressing at a snail’s pace in The Legend of Zelda, but more on that in another post.

Alas, I don’t actually know and have to assume that gameplay in DuckTales Remastered is relatively the same as the NES original. Scrooge only has a few abilities at hand, such as jumping, pogo jumping, and whacking objects with his cane. All of these mechanics are relatively simple to use, though I am far from a pro at continuously pogo jumping from one side of the screen to the other; Scrooge often lands on the edge of a platform, causing him to, well, land, and put his cane away. Anyways, through these limited abilities, you’ll hop around a series of level, bouncing on the heads of enemies, unearthing treasure, and collecting whatever maguffin is needed to open up the level’s final boss.

From what I’ve read, it seems like all the original 8-bit levels from the NES days are here–Amazon, Transylvania, The Moon, etc. Except now they are remastered, which means they are colorful and cartoony and a little jarring at times. I found the juxtaposition of sprites and polygonal items (like that treasure chest in the image above) to be constantly at odds with one another. I mean, sure, it looks prettier than what came out in 1989, but I actually think screenshots for that dinosaur still hold up really well. If anything, I’d say more attention was paid in the remastered version on backgrounds, which really help sell the levels more. The Amazon looks and feels like a jungle opposed to some blades of grass and a bland blue sky. That said, while the levels look different, purists can probably breathe a sigh of relief as the map layouts are the same.

However, WayForward Technologies has added an actual story to what was, I’m assuming, a pretty lifeless story. Or totes nonexistent. Basically, Scrooge McDuck has to find five priceless artifacts. Why? Well, um, he’s a greedy ol’ man-duck. A map left behind after a failed Beagle Boy raid of his bank reveals five locations to scour. Despite a still paper-thin plot, there’s a surprisingly amount of cutscenes to get through, a few of which do feel unnecessary and invasive. Same goes for some of the cameos, though I could never say anything negative about Fenton Crackshell, also known as Gizmoduck. I understand the original voice actors returned to reprise many of the roles, and while that’s awesome, it didn’t result in great performances; Scrooge himself sounds tired, uninterested, and going through the motions.

At this point, I’ve only completed two of the five levels, specifically the Amazon and the Himalayas. I’ll get to the others soon, but I kind of have been just nibbling at DuckTales Remastered in-between using shivs on Clickers in The Last of Us and getting heavily back into Rogue Legacy thanks to it being one of this month’s free PlayStation Plus downloads. Money you earn in every level can be spent to buy concept art and soundtrack songs, as well as fill up Scrooge’s money bin to the brim; I’ve not felt inspired to purchase many pieces of concept art. I won’t get too far into here, but I’m generally of the mindshare that concept art is not a reward, not something characters should be unlocking or purchasing. It should be there, probably before the credits option. That’s it.

Maybe I’d be more gushing if I had played DuckTales as a wee lad and spent hours unearthing every single hidden gem, that this reheat of a much-loved classic was everything and then some, but no. I wasn’t very impressed with another remake as of late either–Castle of Illusion Starring Mickey Mouse. Perhaps developers need to reconsider the reasons behind taking older games and putting them in new clothes and ponder if it is worth all the dressing up or not. For DuckTales Remastered, so far, I’m thinking no.

Dealing with a mutated strain of the Cordyceps fungus

ps3 gd the last of us impressions

Let me just say this: I am terrified of the Cordyceps fungus. This is a fungus that infects insects and arthropods. It attacks its host, replacing tissue and sprouting ominous stems that grow outside of its body. Eventually, these stems release spores into the air, infecting other hosts, and the cycle repeats ad nauseam. It’s rather special, like the work of a mad scientist whose only goal is to eradicate everything. So far, the fungus has no negative effect on humans and is even used in some medicine and recipes, though I have no desire to nom nom on creepy shrooms.

The Last of Us imagines a world where this is not the case. Where one unlucky dude got infected–and then millions did. I ended up dog-sitting for some friends during that recent, so-called storm of the century, and I took The Last of Us, Destiny, and Red Dead Redemption off my friend’s PS3 gaming shelf, intending to give all a whirl in between petting dogs and letting dogs go outside to do their canine business. Alas, I only ended up playing the first of the three, and it really took me by surprise. Yeah, I know, I’m pretty late to this train, but, based off all the talk in 2013 during “game of the year” time, I’m well aware that many are thrilled with how The Last of Us turned out. That it is a good, possibly great game. That’s not what surprised me. Let me explain.

I thought The Last of Us was going to be scarier than it is. I mean, its ideas and the inevitable actions of man in a post-apocalyptic world are horrifying, but that actual sneaking around enemies, both human and mutated, is more mechanical–and often frustrating–than anything frightening. Sure, I’m still not a fan of the sound Clickers make, but I can get past it. Literally. It just takes patience and willpower. For the longest time, I stayed away from The Last of Us, liking it to things like Dead Space and Amnesia: The Dark Descent, horror adventures built mostly around jump scares, tension, and a sense of hopeless dread. The Last of Us does feature the latter two elements heavily, but there are no cheap scares here. At least as far as I’ve gotten, which is up to when Joel and Ellie arrive at Eastern Colorado University.

I’m playing The Last of Us on its normal difficulty, but have found several sections extremely frustrating. Namely, navigating a room full of shiv-only Clickers, running from a noise-making generator, and that suburban sniper sequence. I may or may not bump it down to easy, which is not the worst thing in the world, seeing as I’m really just going through the combat scenarios to see the next cutscene or interaction between characters. This could’ve totally been a highly polished point-and-click adventure game sans guns and action-driven conflict, and I’d be enjoying my time all the same. Or maybe not. Maybe these combat sections are imperative to the plot, to see how violent Joel gets, how violent he has to be to stay alive. All I know is that playing The Last of Us is not what I look forward to most.

That said, possibly one of my favorite trends in videogames over the last decade is being able to see enemies–and track them–through walls. This was one of the early upgrades I got in Deus Ex: Human Revolution. I know tagging enemies in Far Cry 3 and 4 is important to keeping tabs on everyone, and that very same tagging system helped keep me alive in Far Cry 3: Blood Dragon. Here, in The Last of Us, Joel can enter “listening” mode any time he wants; this puts him in a crouch, turns the world black and white, and pops up visible silhouettes of enemies in the area. I find myself walking around in this mode so often that I forget how colorful Naughty Dog’s world is, how lush with greenery and rust and blood it actually is. I hide by listening.

I suspect I’ll be back for some post-The Last of Us writing, given how powerful the narrative is turning out and unfolding. Plus, I think, unlike with Tomb Raider and Dragon Age: Inquisition, I will give the online multiplayer a shot. A sneaky, stealthy bow shot, that is. Er, hopefully.

To the Moon’s Holiday Special Minisode can’t answer whether altering memories is immoral

to the moon holiday special thoughts gd

I waited far too long to actually play To the Moon, which sat in my digital collection for far too long, and so, after beating it and reading up on Kan Gao and his future plans for the series, I discovered that a minisode–that’s a mini episode for those not in the know–was released, for free, back in January 2014. It’s called the To the Moon Holiday Special Minisode, and I’m going to liken it to post-game DLC or a deleted scene from a really solid, well-paced movie. I did not wait far too long to play it.

Lasting around under an hour, this post-game snippet is set at the offices of Sigmund Corp, the organization for which Dr. Neil Watts and Dr. Eva Rosalene work. As you’ll remember from To the Moon, their work involves providing new memories for the dying, so they can see their dreams and desires fulfilled before passing on. It’s the end of the year, and the company is throwing a holiday party, stocked up on alcoholic drinks and cake, as every good party should be. However, there are protesters outside, tossing tomatoes and pumping signs in the air, which is a bit of a downer for everyone, now not sure if their work is immoral and wrong.

To the Moon Holiday Special Minisode does not try to answer that question. They are a business, they provide a service, and some approve more than others. You could easily put memory-tweaking next to hot-button topics like abortion and the death penalty, which is touchy territory, but it’s handled quietly and innocently here. Eva has her doubts and isn’t afraid to speak her mind about them. Personally, I’m okay with messing with a dying soul’s memories, to give them that one burst of triumph before everything goes black–I’d like that myself. There’s some great relationship development here between Eva and Neil, and you get to meet several other employees, who I hope show up in future installments.

Gameplay is mostly the same as To the Moon, but even lesser so. You can walk around the tiny sections of Sigmund Corp’s headquarters as either Neil or Eva, interact with a few things, and speak to people at the Christmas party. You are no longer collecting shards of memory to power a memento and such–in fact, there’s no menus or even save options. You’ll spend a large portion of this minisode playing a retro PC game that Neil made, inspired by Johnny Wyles and his lighthouse. It is a simple maze adventure, starring the disembodied heads of familiar characters. The player controls Neil’s head and needs to collect mementos to open up parts of the maze, all while avoiding zombie versions of Eva that take off one heart with each hit. It’s the most “gamey” To the Moon gets, but not difficult…more of a cute diversion. The maze itself looks like zoomed in puzzles from Pushmo, each inspired by the previous game’s settings.

I’m thinking I need to play A Bird Story sooner than later, as I’m loving these story-driven tales of melancholy from Freebird Games. All I know about it is that it’s a prelude to Finding Paradise, which will be To the Moon‘s true sequel.

Fulfilling Johnny’s last wish to go to the moon in To the Moon

to the moon gd final thoughts impressions

If thought Duke Nukem 3D: Megaton Edition was a surprising palette cleanser to the lackluster The Incredibles, then I have to imagine this is an even stranger, grander change of direction. Yup, I followed up shooting pig cops in their bacon strip faces and quipping once amusing pop culture quotes with a heavy expedition through an ill man’s mind. In fact, I had wanted to play this last January, as that seemed to be a month where I was experiencing a bunch of those much-discussed indie titles, like Gone Home and Journey. Alas, that never happened, but here we are a year later, ready to give this four-hour tale of a man’s dying wish its due.

Dr. Eva Rosalene and Dr. Neil Watts work for Sigmund Corp. and have unique jobs: by entering patients’ heads and altering memories, they can give people whatever they want, with implemented memories affecting or creating new ones, all on a path to the desired result. Please note, this only happens through the memories, as you are not actually changing what happened in someone’s life. Think of it as…wish fulfillment. As far as I can tell, this service is mostly used for patients on their deathbeds.

In To the Moon, Rosalene and Watts must fulfill the lifelong dream of the dying Johnny Wyles, which is the game’s namesake: he wants to go there, though he’s not sure why. The doctors then insert themselves into an interactive compilation of his memories–think of the shared dreaming idea from Inception–and traverse backwards through his life via mementos to plant the seed of being an astronaut where best. Naturally, there are a few hiccups, along with Johnny’s quickly deteriorating health.

To the Moon is built on the RPG Maker XP engine, a program used to create 16-bit role-playing games in the classic sprite-based style of Dragon Quest or Final Fantasy. That said, To the Moon is not an RPG. There is no inventory system or party system or way to gain experience, though the really quick joke early on about a turn-based battle against a squirrel was amusing. The game’s focus is more on puzzle solving; you do this by finding key memento objects which will allow you to go deeper into Johnny’s memories, and then collecting five pips of energy to break into it. Once you do, there’s a relatively simple yet satisfying tile-flipping puzzle. Later on, there’s a one-off section where you can shoot projectiles and have to avoid traps, but it doesn’t last long and is more cumbersome than anything. It broke a bit of the atmosphere, to say the least.

To the Moon‘s soundtrack, featuring a theme song by Laura Shigihara and the remainder of the piano-driven tunes by Kan Gao, has been praised by many critics. And rightly so. It’s soft when it needs to be, as well as deeply brooding and uplifting. When it swells, I couldn’t help but feel myself inhaling and holding my breath. The soundtrack is its own beast and a special part of the game, dictating the way scenes play out, since you can’t get a ton of facial reactions and such. When I first booted up To the Moon, I sat at its title screen for a few minutes, playing with the moonlight, but really mostly listening. It makes a fantastic first impression and never lets up.

I found To the Moon to be fantastic, and I’m annoyed I dragged my feet on it for so long. I wish I had been able to play it all in one session–it’s around four hours long–but I started it late in the evening and had to return to it the next night. The writing is smart, heartfelt, and funny all at once, save for a Doctor Who joke I didn’t grok, and everything gels together–the music, the graphics, the puzzles, the pacing. Yup, even that horse-riding section. Since I love all things memory-based, such as Remember Me and Inception, I did find the explanations for how the memory implementation works here a little contrived, but I went along anyway; it’s more about the characters than the science.

You really don’t come across that many games willing to tackle the themes of old age, illness, love, regret, sacrifice, and playing god, all while doing it in reverse, which is why To the Moon is exceptional. It’s a story worth seeing unfold.

Coma means to feel nothing and still get full credit for being alive

coma gd final impressions

It’s interesting to see what an impact 2010’s Limbo from developer Playdead had on the gaming industry. It’s been almost five full years since the world got to take control of a young boy, wreathed in silhouette, on the hunt to find his missing sister. Since the world got to watch in horror as horror happened to this young boy for every misstep and mistake he–a.k.a. you–made. Coma doesn’t punish you in the same trial and error way as Limbo did, but it still evokes a somber, almost futile sense of dread with every jump and change of scenery. I dug it, but there’s problems. Also, questions.

What’s a coma? An extended state of unconsciousness. I’ve never been in one and hope to never experience it, but you never know what way life will go. More pertinent to the topic at hand–what’s Coma with a capital c? It’s a light exploration and adventure game by Thomas Brush, playable in your browser over at Adult Swim’s games section. Probably a bajillion other sites, too, but this is where I first stumbled across it, my new go-to site for small, bite-sized gaming experiences, like Insidia and Winnose from last year. It’s a casual platformer, with no fail state that I could find and a running time of maybe fifteen to twenty minutes, depending if you get stuck trying to figure out how to make it across that one big gap.

Coma‘s story is purposefully obtuse. You play as a tiny boy-thing, drowning in shadows. You are searching for your sister who, according to a bird-thing you befriend, is trapped in a secret basement. Along the way you’ll run into other strange critter-things who may or may not help you. There’s writing on the walls that maybe clue you in on the state of this realm and Pete’s abusive father, but again, it’s not really for the game to say. Is this boy in a coma? Is he trying to rescue his sister, who is the one in a coma? Is that big blobby queen creature a tumor? Not really sure. I both like that and don’t, as the game’s world is perhaps too ethereal and foreign to feel grounded in, so I have nowhere to even begin basing anything off of.

The controls are thus: use the arrow keys to move left and right, as well as the up arrow to jump. Personally, I’m not a fan of this, as I like my jump command to be binded to a different button than the movement keys as it can sometimes be tricky to press both in one direction and then up to leap over an obstacle. You use the mouse to advance dialogue by clicking on it. That’s it, which is more than enough for an exploratory platformer. Unfortunately, the fluidity of the jumping takes some getting used to and is not very accurate when you need it, such as jumping large gaps or from ledge to ledge. Plus, given that there is maybe one or two choices to make, dialogue should’ve scrolled automatically, with no input needed by the player.

A platformer with poor platforming controls should not be played. That’s a pretty obvious call, really. However, Coma is so gorgeous to look at and listen to that I urge everyone to push past the lackluster leaping to see the next screen, hear the next tune. I’m a sucker for fields where the grass sways and flowers bob as you brush past them, and that happens a lot here. There’s also a beautifully picturesque sequence involving a trampoline and clouds that I won’t say any more about. When Coma gets dark, it gets dark, and that’s fine, given the subject matter, but I much more preferred wandering around above ground than in the giant worm-infested darkness below.

Coma will most likely mean something different to everyone that plays it. For a short, relatively simple adventure gameplay-wise, reading a bunch of various interpretations about what Peter’s sister’s song means and the point of Mama Gomgossa’s ball game is nonetheless stimulating. Play, don’t trust the bird, and see what you see.