Category Archives: just beat

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.

2015 Game Review Haiku, #31 – Spec Ops: The Line

2015 games completed gd spec ops the line

On reconnaissance
Captain Walker finds Dubai
Changed, traumatic, shot

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #27 – Jolly Rover

2015 gd games completed jolly rover

James Rover, pirate
DeSilver robs his clown dreams
Voodoo your way home

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #26 – Assassin’s Creed II

2015 gd games completed assassins creed 2

Desmond, Ezio
Caught in political plot
Stab stab climb jump stab

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #24 – Kram Keep

2015 gd games completed kram keep

Bloodsucking menace
Waits at the top of this keep
Collect powers, kill

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #14 – The Last of Us

2015 games completed gd the last of us

Searching for hope, cure
To survive, they turn savage
Plants can be deadly

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #13 – Detective Grimoire

2015 games completed gd Detective Grimoire

Solve a Boggy crime
Use logic, clues, but no hat
Facile and foreseen

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

A young alligator astronomer’s journey to find a star in Lost Constellation

lost constellation overall thoughts gd

Lost Constellation, as a supplemental to the forthcoming Night in the Woods, did its job–and did it splendidly. I’m officially onboard for Infinite Ammo’s full-blown videogame, which, in their words, is “an adventure game heavily focused on story, characters and exploration, with some platforming to get around town.”

Lost Constellation is all that, but condensed and only slightly related. In short, it’s a ghost story, a bedtime tale, a journey within a journey. Mae’s grandfather is the narrator, weaving together the night-driven adventures of Adina, a young alligator astronomer, and her journey to find a star, keep a promise. As she travels through the cold, harsh woods, Adina will stumble upon a number of interesting–if mostly untrustworthy–characters, like a blue fox that wants to sell wanderers coffins, a cat that is not a wizard cat, just simply a cat, an old, weather-controlling witch, and ghosts of the once living. Oh, and snowmen, but Adina makes those herself, rather than runs directly into them; more on that later.

Gameplay is exploration-based, with Adina moving left or right, discovering items and characters to interact with. She can also pick up and carry snowballs, which are great for hitting things out of trees or summoning a guard via some rung bell. Expect plenty of dialogue to unfold, the majority of which is amusing and interestingly presented, and there is the occasional dialogue choice to make, though they never seemed like the sort of decisions that would change what might happen next. Merely a different way of asking the same thing. Maybe Night in the Woods will explore this deeper.

The soundtrack by Alec Holowka is strikingly soft and eerie. Beautiful and off-putting. Happy adjective and sad adjective. Perfect for a walk in a strange forest under starlight. I’m personally a big fan of “Tundra” so much that I left the game up in a part where it played while I did some household chores, letting it loop (this was before I knew the developers had a separate site for it). The whole soundtrack actually reminds me a lot of Mass Effect, Transistor (minus the jazzy drums), and Fire Emblem: Awakening, all snowballed into one very low-key, laconic, haunting concert.

One of the big focuses of Lost Constellation is collecting special items and constructing a snowperson out of them. Or around them, if you will. You end up making four or five across Adina’s time in the woods, and the game lets you take a screenshot of your finished work, saving it directly to your desktop, free of charge. I will now share with y’all my four snowpeople, in all their creative glory:

snowman_2015-02-07_11-31-50 snowman_2015-02-07_11-22-54snowman_2015-02-07_10-15-51 snowman_2015-02-07_10-22-55

Overall, I’m pretty proud of my work. From what I’ve gathered based off screenshots and animated GIFs for Night in the Woods, it seems to be set in a modern city and during autumn, so this snowperson-crafting mechanic might not show up there. Perhaps we can help Mae create monsters from piles of leaves. Either way, I hope something like this is in there again, because, while not challenging at all, it made for a fun distraction and at least made the slight bits of backtracking rewarding. When I watched Giant Bomb play Lost Constellation last week, they found a dog collar for one of their snowmen; I did not, which makes me wonder if there is some randomizing happening under the hood.

Again, Lost Constellation is a side thing, a slice of maybe what’s to come for Night in the Woods. It has me intrigued over this world and the holiday called “Longest Night” and this astronomer Adina (though not-so-much about Mae). I don’t know everything, but I’m looking forward to learning more, and I have to wonder how much of what is in Lost Constellation will pop up elsewhere. Regardless, here’s hoping for a 2015 release. Or heck, even another pay-what-you-want supplemental. I just want more.

2015 Game Review Haiku, #12 – Lost Constellation

2015 gd games completed lost constellation

A bedtime story
Of ghosts, snowmen, forest gods
Gorgeous, childish

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #8 – Duke Nukem 3D: Megaton Edition

2015 games completed duke nukem 3D

Pig cop invasion
Death, destruction, attitude
Duke Nukem hates poems

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.