Category Archives: impressions

Daggerdale, quest progression, and respawning barrels

I couldn’t really think of a zippy title for today’s post so instead I just listed what I was specifically going to talk about in relation to Dungeons & Dragons: Daggerdale: quest progression and respawning barrels. One’s more of a problem than the other, but both stick out enough that they get me all grumbly inside, and thus, I’m writing these words in the early hours of the morning.

To start, I’m still on the first main chapter of Daggerdale, where the quest “Rift in the Ruins” asks that my hero, the ever stoic halfling wizard Wiltirn Soldshort (see the 7:45 PM comic for a real zinger from Tara), goes out deeper into the cavern-like dungeon and destroy eight goblin mine shafts. Not a terribly challenging task, but the snag I kept running into was that I would play Daggerdale on my lunch-break, get two or three mine shafts destroyed, and have to stop due to being needed back at work. Naturally, I saved my progress and shut the game off. Upon reloading my save slot later, I had to start the entire quest over from the very beginning. Grrr. Yet, seemingly, everything else saved, such as my character’s level experience, new equipment, gold, skill upgrades, and so on. Just not whatever you’ve done in the current quest. This has happened twice now. So yesterday I made sure to schedule enough time to complete the quest fully so I wouldn’t have to mindlessly murder oodles of goblins yet again.

Moving on…barrels. Daggerdale has them in droves, and they are just asking for you to smash them into bits. Sometimes they contain a healing potion, and sometimes they contain nothing at all. Most of the time they drop a pinch of gold. That’s all well and good until you discover that those numerous barrels you destroyed in the entirety of the underground dwarven city-state of Mumblehall all respawn whenever there’s a cutscene or loading screen or any kind of smallish transition. And, having videogame OCD, I then have to go back around, slashing and stabbing, until all barrels everywhere have spilled their literal guts. It’s sickening and funny and I guess a means to filling up my pouch with gold, but it really doesn’t make that much sense.

It’s an okay hack-and-slash dungeon crawler. The loot is good, but not as interesting as it was in Torchlight, and the action is less chaotic. Maybe that’s a good thing. Going solo as a halfling wizard was probably not the best idea, as my dude gets pounded on constantly when he can’t keep swarms at bay, but whatever. I am a stubborn hobbit in real life, and so it is. I’ll keep going at it for a little longer, especially now that I know a quest needs to be fully completed before I save and shut down for the night. That part was a total mindmess as I kept second-guessing myself, believing that I wasn’t using the save button properly. Nope. That was just Daggerdale, missing its saving throw.

::cymbal hit::

Thank you, thank you!

Dungeons of Dredmor hides its death behind doors

A new type of article is slowly going to be popping up over at The First Hour, and it’s called Indie Impression. I’m sleepy and still need way more coffee in me, so instead of describing it in my own words, I’ll just use Greg Noe’s:

Welcome to Indie Impression, a brand new type of article for 2012. As the name implies, these articles will be impressions on some of the numerous indie games that have been rapidly appearing recently. We here have built ourselves very large collections through cheap package deals via Steam, Humble Bundle, Indie Royale, and more. Some have amazing production values, some don’t. Some are incredibly fun, some aren’t. But without question, these indie games generally offer creativity vastly beyond anything you’ll find in mainstream gaming and will likely be the main driver behind industry innovation for a long time.

And as our indie backlogs have grown exponentially, we’ve decided to start sorting through our games and trying them out to get a good impression of each. To add credibility to our impressions, we will try to have at least two people play each game until they feel they have a solid, concrete opinion for writing. Impressions may be from ten minutes of gaming to ten hours, but in this case, we feel like it’s important enough to have multiple strong opinions on each game. With that out of the way, let’s continue to our very first candidate, Dungeons of Dredmor.

Basically, all those countless indie games we’ve been acquiring over the years are going to get some coverage, but not simply first hour reviews. Quicker coverage. A lump sum of impressions and thoughts. Fine by me, as I’ve struggled lately to sit down and take notes for an hour as I play new games. This was more off-the-cuff writing, which is to my liking.

However, I was saddened to discover that, upon the purchase of the indie bundle that contained Dungeons of Dredmor, I was unable to play it on my flailing Macbook. I recently blew my Christmas bonus (keep it clean, kids) on a new Windows-based laptop, and can now run a ton of games I once could not. It’s exhilarating and also kind of funny to watch me get excited over the fact that I now have a computer that can run Diablo II at a decent clip. Yeah. Which is good, because if I’m going to play a dungeon-crawler, I’m probably gonna play one that doesn’t kill me immediately after I go through a door.

Just read my impressions on Dungeons of Dredmor.

It’s been suggested that I give the tutorial a spin, which I might…but not in the near future. I can see why many like this type of masochistic RPGing, but it’s not clicking with me.

Activities from Saints Row: The Third in order of fun

Last night, as I continued to chip away at slowly conquering all of Steelport in Saints Row: The Third, as well as earn that Achievement for playing for at least thirty hours, I finished off another activity fully, earning this little prize with a funny name:


Porkchop Sandwiches (20G): Completed all instances of Trail Blazing.

At around 83% completion and a logged 23 hours, I’ve now done all instances of three activities: Guardian Angel, Professor Genki’s Super Ethical Reality Climax, and Trail Blazing. The first one is completed by just playing the story as there is only two instances of it, and the other two had six instances each, but were ones that I actually enjoyed playing, meaning I sought them out. The other seven activities are…eh, not terribly entertaining. And some are just downright difficult, and it’s always frustrating to get to the very end of an activity and fail by some small mistake.

And so, because I’m in the mood for a list, here’s what I think are the best activities in Saints Row: The Third, from most fun to least fun:

  • Professor Genki’s Super Ethical Reality Climax – It’s a gameshow, wherein you run around, shot mascots, and dodge fire/shock traps. When you’ve earned enough points, the exit opens up. It’s quick, tense, and padded with colorful commentary.
  • Trail Blazing – Riding around on a deadly quad, hitting checkpoints, as well as innocent civilians and vehicles for bonus time. When stuff starts exploding, it’s just pure chaos.
  • Mayhem – You get a time limit and a bunch of deadly toys to hit a threshold of damage points. I’ve tried this one instance of it over and over, but I keep dying at the very end. Me thinks I need to wait until I have unlocked the “take no damage” perks.
  • Tank Mayhem – Like Mayhem, but you’re in a tank. One might think this would be more fun than generic mayhem, but it’s just way too easy to rack up points in a tank. You don’t even have to look at the screen to win.
  • Guardian Angel – Watching over a friend with either a sniper rifle or rocket launcher. I’m not the best sniper that ever sniped so this wasn’t a stellar session.
  • Escort – This comes in two forms: tiger and non-tiger. You basically have to drive someone or some animal around, keeping them calm while every car tries to sideswipe you.
  • Snatch – Rescuing hookers. I couldn’t figure out how to get them to get into my car. They just stood there.
  • Trafficking – You ride around as the passenger as your ally drives to and fro to take care of some business. Just protect them for as long as you can. Need “unlimited ammo” and “instant reload” perks to make this much easier.
  • Heli Assault – Helicopter controls are the worst. It’s like controlling a balloon of swooshing water. I hate it, and end up hitting my homie’s car more often than not with tossed rockets.
  • Insurance Fraud – Throw yourself into traffic and earn points by bouncing off cars. It’d be nice if there was actually traffic to throw yourself into, but every time I get to a “hot spot” it is devoid of automotive life. Meh.

I think  my next sit-down with Saints Row: The Third will be spent on getting the remainder of the collectibles–there’s like 10 left–and wiping out some more gangs. Eventually, I’ll get back to these activities. Yes, even the non-fun ones. It’s the completionist in me. At least this is all helping me get closer to the 30 hours Achievement. See, the silver lining. Sigh.

Playing the Ludum Dare 22 Winners, #5 – Stray Whisker

I don’t think Stray Whisker would’ve been as effective if it wasn’t for the fact that, just three weeks ago, Tara and I got two cats. Their names are Timmy and Pixie, and they are having a good time exploring and owning all the space within Grimmauld Place. I love them except when they vomit, poop, or put their smelly butt in my face when I’m trying to sleep. Conversely, I think they now love us, and I can say with confidence that one cat in particular–Ser Timmy of the Toylands–would go on a journey to find us if we ever abandoned him alone in the urban wilderness.

It’s a quiet game about just that though. A woman in pink leaves her kitty cat in a nondescript section of outside and just walks away. Maybe she can’t afford the cat anymore or doesn’t have room in the house with a new baby on the way or the cat threw up on her favorite pair of heels. We don’t know. We just know that, as the cat, we must get back to her. We must nuzzle her leg and be the greatest purr machine that ever purred. We must.

Gameplay is simple as it’s all controlled by the arrow keys. Left and right make the cat go left and right, respectively, and up gets it to jump. You can jump on to ledges and knock down pots in typical cat-like ways You are always moving right, and eventually you meet other cats and a not-so-friendly dog, but eventually you’ll find your master’s home, with your master at home upstairs. I got stuck here initially as I thought I was supposed to lead all the other strays back to the house with me, but that wasn’t it. Just had to climb into the house through the top window. Love achieved!

One moment in particular reminded me of Limbo, where you reach a new screen, get the quickest glimpse of your sister/owner at the edge of the opposite side, and do everything you can to reach her. It’s small, but effective, and made the reunion of cat and owner all the more precious. Also, kudos to Andrew Sum for the solid animation work. That cat’s tail is pretty authentic.

Total play time is under five minutes, unless that red ball really becomes a distraction. Get to it, cat fans.

I have no quarrel with Quarrel

I am a word nerd. Always have been, always will be. I guess this is obvious if you know me in real life, as I’ve been a copyeditor for the past seven to eight years. I see letters, I see words, and for the last chunk of life, I’ve been correcting misspelled words. It’s a disease. I just can’t help but notice errors or better ways to write something. And so I was very delighted to see a Quick Look of Quarrel over at GiantBomb, which is a game that’s been out on other platforms for some time now, but I’ve never heard of it because my cell phone is pre-600 B.C. I was sold immediately, especially at the appealing price tag of $5.00 (or 400 Microsoft Points) on Xbox Live.

Anyways, Quarrel…it’s a mix of Scrabble and Risk. Maybe some Boggle, too. Basically, each player is given different cuts of land on a shared map, and to capture enemy territory, you have to create a better word than them from a mix of random letters. The size of the word is limited to the number of soldiers you have when attacking, which can be increased by making kick-ass words or recruiting them from other controlled slices. It’s also a race against time, as sometimes you and your opponent will enter words worth the same value, with the winner being decided by who was the fastest.

Check out the three Achievements I’ve unlocked so far, which clearly show off my supreme wordage skills:


A Rag Man (5G): You made your first ever Quarrel anagram.


Unbeaten! (20G): You capably captured Starfish Bay in Domination without losing a single quarrel.


Incrediword! (15G): You made a whale of a word worth at least 20 points.

The aspect that I’m loving about Quarrel so far is how quickly a match can swing from being in your favor to being your worst nightmare. Last night, before bed, I decided to do one more match, a four-way between me and three computer-controlled opponents: Malik, Caprice, and Dwayne. I got picked to go last, so I sat, watching as the other players duked it out, trying to make anagrams  during their fights. When my turn came, I began dominating, since most of my enemies’ territories were now down in size, squashing their “OH” and “IT” with “SCRUB” and “LAZY”. I was able to take out Caprice and Dwayne, stopping to earn some new recruits. Then it was a back and forth between Malik and I, with me eventually flubbing up one too many times, and then he destroyed me. Even if you have eight troops to make an eight-letter word, a player with a four-letter word can still pull the rug out from under you.

But yeah, Quarrel! I’m gonna play some more this weekend, hopefully. Seems like a great chaser between stress and trying to get done a thousand and five artsy things for MegaCon and MOCCA. It costs $5.00, and you should get it, and then we should wage war against each other with words. Seriously, find me. Message me at PaulyAulyWog. Word!

Playing the Ludum Dare 22 Winners, #6 – Split Party!

With Split Party!, you just have to ruin all the fun. See, your goal for each level is to separate different colored boxes so that each one switches from a smiley face to a frowny face. It’s like these blocks are your teenage kids and their punky, disrespectful friends, and you just came home from a long day at the blocks factory to discover your liquor cabinet wide open and emptied. Time to put your foot down, undo your belt menacingly, and get everyone to clear out. Well, that’s how I read it, but let’s see how its maker Ishisoft describes it:

A short puzzle game. Rotate the blocks to split them up from their friends, we don’t want them partying too hard!

I played up to the tenth level and got stuck. Not sure if there are ten levels in total, as there seemed to be more room available on the select screen, but nine successfully completed levels and a tough tenth one still encompassed a good time. The graphics are simple, but likable, though one caveat was that the ultra pink-purple background never changed with each level. A missed opportunity, for sure. And it’s amazing how effective a happy block to a sad block is. Music’s good and the puzzle mechanics of rotating, while initially confusing, quickly become secondhand nature. Early on, it was hard to wrap my mind around how to rotate the blocks to precisely cut them up and/or move them elsewhere within the level.

A great little gem of a puzzle game made in under 48 hours. Do give it a look, I say. And put back any liquor you took.

The Kingdom of Amalur: Reckoning demo is brimming with color

Chances are high that, thanks to some quality time with the demo for Kingdom of Amalur: Reckoning, I won’t be getting the full release when it drops next month. Boo hoo. And that has nothing to do with how the game plays, as it’s quite a fun action-adventure RPG with bright colors and the potential to be huge and vast and a total timesink. Nope, that’s all well and good. Alas, it suffers from tiny text syndrome.

Why can’t every game just be like Saints Row: The Third? I mean, when that game tells me to drive a tiger around the city and keep it calm and relaxed by not running into other cars, I can totally read those instructions on the screen with no problem whatsoever. Big and bold font versus what seems to be a growing standard of tiny and scrunched. It’s all I ever want

But let’s start at the beginning. The beginning of the demo, that is. It opens with a lore-heavy cutscene, voiced by a woman that desperately wants to evoke Galadriel telling the tale of those rings forged in darkness. Amalur is a world of many races–gnomes, elves, magical beings called Fae, and smelly ol’ humans–and, from what I can tell, a Winter Fae named Gadflow and his followers, the Tuatha, have decided to kill all the younger races. I think it has something to do with a prophecy. And you, whoever you are. You are dead at the beginning of the game–SPOILERS!–brought back to life by the Well of Souls, something the Tuatha also want to see destroyed. Plot-wise, it seems like you will be investigating how exactly you came to be reborn, as well as get mixed up in all this bitter conflict.

The escape from the pit of dead bodies is clearly a tutorial level, wherein you’ll learn how to use weapons, equip stuff, kill rats and giant spiders, have some dialogue, and fight a rock troll. Afterwards, you are given 45 minutes to explore as much of Amalur as you want, doing whatever you want. The game even makes it explicitly clear that the 45 minutes will pause during dialogue so nothing needs to be skipped. Regardless, I skipped a lot of dialogue; it’s not the game’s strongest bullet point.

The game looks like Fable II and plays like Dragon Age II, and you can interpret that how you like. Vibrant colors abound and combat is fast, heavy on action and rolling. I really like the visuals in Amalur, with all the flowers and colorful trees and billowing grass. Even dungeons look nice and non-gloomy. In an industry washed with browns and grays, it is nice to see something a little brighter, even if it draws comparison to World of Warcraft‘s cartoony style. I did notice some odd quirks during the demo that have me worried about the game as a whole: my avatar glitched in and out of cutscenes a few times and everything seems to glow, which can be overwhelming once outside in the wild.

I mentioned combat is fast, but it doesn’t have to be. There’s a play style here for everyone. You can do range with bows and staff spells or stealthy with sneaky daggers or full-on force with swords and such. From the selection of weapons so far, I actually prefer to just go in swinging contrary to my normal stealthy ways. Third-person stealth is always harder to do for me than first-person. The magic spells and Fate Combo Thingies look pretty fantastic, with nice particle effects all around.

By the end of my 45 minutes of free time, I had killed some smugglers, froze a bear to death, found a magical sword, and stole some peasant clothes from a stranger’s house. Y’know…RPG stuff. I liked the demo a lot and can see the potential here, but alas, I won’t be picking it up until I get a new TV, which might never happen. Sorry, citizens of Amalur. Save yourselves.

Queen Zeal says I need to finish up some more sidequests

As per my last update on Chrono Trigger, I was feeling iffy over the remaining sidequests and decided to just bite the bullet and attempt to end the game via storming into The Black Omen, slicing and dicing and dual teching, and taking down Lavos for all of humanity. But after watching Crono, Marle, and Ayla fall to pieces three times in a row, I’m thinking that I’m not ready to beat the big baddie. Or rather, the smaller baddies before the big baddie. Well, I’m ready, truly, with all my heart and soul, but my characters are not despite all three being around level 45 or 46.

So, The Black Omen. It’s linear and draining, featuring normal enemies that could potentially be labeled mini-bosses, as well as Flyclops, which are these one-eyed flying monstrosities that can literally empty your character’s stock of MP in a few turns. I hate them deeply and have to take them down fast with Falcon Strike or all hope is lost. A number of save points are thankfully available, as there is a constant need to heal up prior and post the numerous boss fights. It’s not the most exciting push towards an ending; the bigger problem I’m having is with the boss fights in rapid succession near the end of The Black Omen and not being fast enough to heal up before Queen Zeal flicks everyone to death after lowering my team’s collective HP to a measly 1. Yup, you have to endure three fights, one after the other, with no time to recover. It’s a bummer when that “you have died” music plays, bringing you back to the main menu screen and showing you that you just lost 15 minutes of playtime.

So I talked to one of those weird Nu things and escaped from the floating ship of death and depression, getting back to fights I could handle. Namely, Retinite in the Sunken Desert, who went down with ease now that my team was significantly higher in power and gear than the last time they fought it. I then brought that forest back to life, save a sad moment in Lucca’s life, got a cool accessory that I don’t want to use as I have cooler accessories already equipped, and…that’s it.

Let’s update my list of sidequests then:

  • Ozzie’s Fort
  • Northern Ruins
  • The Sunken Desert
  • The Sun Stone
  • The Rainbow Shell
  • King Guardia’s Trial
  • Geno Dome
  • The Black Omen/The Final Battle

Four down! Three more to figure out.

Also, I have to come to terms with the fact that my team of Crono, Marle, and Ayla is not good enough for the final fight. Firstly, I know Marle could use a stronger weapon as she’s still rocking a Robin Bow, but her purpose in the group is for healing and adding on to some dual tech attacks; rarely does she go in shooting solo. My only group heal spell is the dual tech Aura Whirl between Crono and Marle, but I really don’t want to give up the princess. With a Gold Stud and a lot of Magic Tabs, I’ve made her a cheap healing beast. Which makes me think that maybe Ayla needs to go. Her Charm tech is nice, but she lacks an elemental aura, which can hurt in some fights. Maybe Frog? I don’t know. I like my girls so there’s also Lucca who, if I’m to be honest here, I’ve used minimally since beginning Chrono Trigger. I just find her…uninteresting.

I also have the option–I think–to skip The Black Omen entirely and just fight Lavos via the bucket at the End of Time.

Hmm. Decisions, decisions. I hope to have a more successful update next time.

^_^ will shout at you until you are a smiling fool

I can understand that this blog post’s title might be a little confusing to read, but that’s how it is. Like Prince’s unpronounceable Love Symbol #2, ^_^ is a name that’s easier to type than say outloud. In my mind, I refer to it as Smiley Face or The Wererabbit, but your mileage may vary. However you want to say it can be argued this way and that, but one thing is clear: y’all need to play this.

I discovered ^_^–and subsequently further work by Ben Chandler–from the Gnome’s Lair blog, which focuses its coverage heavily on point-and-click adventure games, a genre that I’ve been enjoying more and more thanks to my recent times with Monkey Island 2: LeChuck’s Revenge and Broken Sword: The Shadow of the Templars. Initially, I was attracted to ^_^ by a single screenshot, which, almost immediately, made me want to click on everything, from the cart to the crow to the coatrack. Turns out that single screenshot makes up the entire space of the game, so it’s a relief that it is simply gorgeous. The lighting on the grass from the lamp is worth noting.

So, Julian is a wererabbit–the first of his kind, too–but wasn’t always that way. He’s trying to get a witch to help change him back, but first, he must retrieve her hair, which keeps running away from her. Also, there’s a verbally-challenged vampire and enough jazzy records to keep one from selling their ol’ gramophone for one of them newfangled cee-dee players. Yeah, it’s kind of weird and random, but cohesively sound, with a clear goal to achieve. Puzzles involve a lot of clicking and dialogue options and using the right item from your inventory at the right time and place. Standard adventure game stuff, but it’s all very charming here. My favorite running gag within ^_^ is all the shouting, which also nicely plays a pivotal part in getting that magical hair back to its master. The small addition of a screen shake each time is quite effective.

I played for about an hour last night, getting stuck a couple of times. ^_^ is no walk in the park, or a walk outside a witch’s house at that. Trial and error will get you there, as well as paying attention to how the game operates early on. Generally, if Julian uses a certain trick to advance the plot, he’ll do it at least once more before credits roll. Oh, and speaking of credits, Chandler handles them as nothing more than in-game dialogue, which I found pretty amusing and appropriate. After that, the game ends. It literally shuts itself down, leaving you left to stare at whatever image is gracing your desktop, heartstrings tugging for just one more thing to click on.

^_^ is a charming short story, with many moments worth remembering. The graphics and animations are surreal and surpass many quote-unquote professional games of the same ilk, and the funny moments are genuinely funny. Play it for the vampire tongue-twisters and all the shouting and the revelation from where the game gets name. Play it because it’s freeware, but made with skill and style. Play it.

This fresh meat is Rage’s latest MVP

I’m still not completely enamored with Rage, which is somewhat striking considering its similarities to Borderlands and Fallout 3. Granted, it’s not exactly the same as those other games, but it has elements or an essence of, such as kooky character designs, a barren wasteland thriving with mutants and bandits, and the use of vehicles for getting from point A to point B.

Evidently, Rage also has some online multiplayer, and it’s on a separate disc, too. Split into two types, there’s the Legend of the Wastes co-op challenges and Road Rage matches. The former are specially created missions meant to be played with a partner, and the latter consists of racing around a map, shooting other players and collecting special nodes to acquire points and hold the lead. Chances are I’ll never get to play Rage co-op–unless someone reading this has a copy of the game for Xbox 360 and wants to be my friend, then please, by all means, message me (gamertag: PaulyAulyWog)–so I did some Road Rage matches for about half an hour, climbing from a Level 1 wasteland racer to a Level 4 wasteland racer. Woo. I also earned the following two Achievements:


Fresh Meat (10G): Complete a public Road RAGE match


MVP (20G): Get first place in a public Road RAGE match

The first one’s pretty simple, but let me tell you how I got the second one. Sure, there’s a story; there’s always a story. For Road Rage, I ended up getting into an online party consisting of two little boys (both Level 1s) and some male adult (Level 20). Yeah, it was a little awkward. Anyways, the first few matches consisted of the Level 20 guy murdering us; me, I was still learning the rules and how to play, and the kids, well, they were little kids, not too skilled and very vocal about it. Eventually, the Level 20 guy mentioned he had to use the restroom, but that we should continue with a match anyways. And so we did. The two kids, who I assume were friends, ended up getting stuck in rocks or the landscape right from the get-go, begging each other to shoot the other in hopes of respawning–which never happened–and so I was free to roam the map, collecting all the power-ups and points and killing an idle Level 20’s vehicle over and over and over. I won the match with ease and never said a word to anyone.

So, yeah, I cheesed my way to the top of a match, but whatever. I probably would’ve gotten it eventually, as Road Rage isn’t too difficult to figure out. It’s somewhat fun, but there’s not a whole lot of incentive to keep playing; leveling up earns new vehicles and weapons for these vehicles, but I did just fine with the little ol’ scout. You can also unlock new badges and skin jobs, but meh. Plus, and here’s where y’all can call me a whore, there’s no more Achievements left associated to Road Rage matches.

Back to shooting mutants badly in Rage and running out of ammo, I guess.