Category Archives: musings

Covert Front will test your endurance with its traps and trickery

gd covert front final thoughts

You might have noticed an influx of haikus as of late about Covert Front, an episodic point-and-click adventure series from Mateusz Skutnik and Karol Konwerski that began back in July 2007, and that’s because I’ve been playing a lot of Covert Front. See, that first puzzle was easy, almost to the point of idiotic. It’s possibly done on purpose, to ease you into things and make you believe that you can do this. That you are a super sleuth of steel. However, eventually things ramp up both in difficulty and red herrings, and you will concede to not knowing what to do next. I won’t hide the fact that I looked up a lot of answers online, but only to help put me a few steps ahead. Y’know, until I got stuck again.

Covert Front takes place in 1904, but an alternate history 1904. The sort where where a technological revolution in the previous century resulted in a premature World War I. During this conflict, a bunch of specialists from varying fields held a secretive conference in Berlin called “Knowledge for Victory,” and, shockingly, almost a hundred of these specialists vanished afterwards. You play as a spy agent code-named Kara who is investigating the disappearance of General Karl von Toten, and this adventure will see you traveling from shady location to shadier location, unearthing clues and tracking your target down.

As a point-and-click adventure series, you’ll do a lot of pointing and clicking. That’s obvious. You won’t do too much combining of items from your inventory, and using items on in-game environment items requires precision. If you want to unscrew those screws, you need to use the item directly on them, not just in the general vicinity. A lot of the puzzles require thinking and memorization, like entering passwords or knowing exactly what labeled drawer to search in the library. One might be able to brute force these puzzles, but not all of them, which is where a lot of roadblocks lay, especially for the far more obtuse sections, like that dream-esque sequence involving Toten’s magic typewriter.

There’s definitely a lot of pixel hunting too at work here, not just for items, but for additional scenes, as sometimes clicking in just the right spot will reveal a whole new area to explore. Yeah, I’m looking at you, pipe along the side of the house by the airplane. I do wish these weren’t as difficult to discover as it feels a little too unfair, something I also ran into in Skutnik’s Where is 2016? game. Also, red herrings galore. You’ll walk into a scene and immediately see a handful of common day items that are typically picked up in other adventure games and used to open doors and such, but they aren’t interactive here, no matter how many times you click or concoct some reason X item in your inventory should work with it. By the fourth episode, I got used to this and simply ignored a lot of stuff, but it was difficult to do so in the beginning.

One of the nicer aspects of playing a game series that took several years to complete back to back is that I can really see how it improved, both technically and visually, from episode to episode, of which there are four. Covert Front‘s graphics don’t really change all that much, but do become more detailed and stylish, and the cutscenes ramp up the camera angles and action. On occasion, Kara’s model looks strangely odd, with lengthy arms and a neck that stretches a little too far to the sky, and this changes from game to game. Voice acting gets added to give Kara more depth, but never to the point that I actually knew her or felt anything for her. She’s just a vehicle to get things done, and yes, she gets things done, but I’d have been okay with her failing too.

Still, I came away from the Covert Front series enjoying the ride, but feeling pretty dumb. Maybe the brain-teasers in it are just not for me and my simpler solving skills…or maybe the games themselves are unnecessarily difficult. I did find Episode 4 “The Spark of Life” to be the easiest of the bunch, with me resorting to looking nothing up online, so maybe Skutnik took some similar criticism to heart by then and tweaked the puzzles accordingly. There are a couple of series from him that I want to try out, like Submachine and Mr. Mothball, but not just yet. My mind needs a nap.

Stardew Valley is undoubtedly a more fun Harvest Moon

stardew valley screenshot 02

I don’t have the longest or most memory-filled history with the Harvest Moon series, only entering the franchise a few years back with titles like Rune Factory: A Fantasy Harvest Moon and Harvest Moon: Grand Bazaar. I wasn’t very impressed, though I wished to be. On paper, these sound fantastic and easy to lose hours of time to, but they both began so slow and challenging that they turned into non-starters. I even came back to the well for a third time with Harvest Moon: Back to Nature, but that didn’t last long as I quickly realized making progress was still going to be a painstakingly lengthy task. Sure, you could make the comparison to real life, that managing and seeing an actual farm profit is no cake walk, but I’m not interested in a one-to-one simulator. It really shouldn’t take months to acquire a single cow, and then more months for the cow to like me enough to provide milk.

Still, being a massive fan of Animal Crossing and a few farming simulators that will remain nameless, I continued to scan the gaming horizon almost daily for something of this farming/dating sim ilk that will satisfy my curiosity. Which brings us to Stardew Valley, the talk of the Internet town over the last week. Amazingly, it’s developed by one person, Eric Barone under the handle ConcernedApe, and published by Chucklefish, and is receiving a lot of praise and press. I asked Greg Noe to sell me on the game as I know he’s a big fan of Harvest Moon, and he straight up gifted me a copy. Bless you, Internet neighbor. But if your farm is to be a raging success, you can’t give away the goods all time.

The story is one we’ve heard before: you’ve inherited your grandfather’s old farm plot in the titular Stardew Valley. After slumming around in a corporate workspace and feeling a severe disconnect with the world, you grab a few essential tools, a handful of coins, and make your way to the farm, which I named Perdido Farm after China Miéville‘s New Weird novel just because, to begin your new life. However, it’s not going to be easy, especially under the shadow of the Joja Corporation. Plus, a large part of the nearby Pelican Town is in disrepair, so not only do you have to make this plot of land of yours a success, but also rebuild the town from the ground up.

Graphically, it’s pixel art, but it’s sweet, delicious pixel art. Really colorful and fun, and more detailed than you might assume, especially once you get inside some of the shops and homes. It’s a sharper SNES title, with a slicker interface. I got to make my avatar in my own likeness (see above), and the menus are easy to navigate through. Call me silly and maybe this has more to do with me playing a lot of open-world games as of late, but I wish there was a way to mark a location on the map and follow directions to it. Like I said, silly.

Well, I’ve put about two hours in Stardew Valley so far, which is equivalent to five or six days in-game, and I can safely say that this gets things going much faster than other Harvest Moon titles. Again, there’s a lot one can do during the day, and a part of me wishes time moved slower or the character had a faster walking speed, because it can take a decent chunk of his day simply going from place to place. You’ll want to clean up debris on your farm, plant crops, sell materials, meet people, take on quests, and so on. When I say there’s a lot to do, there’s a lot to do, and I don’t have the space here to list everything out.

Instead, I’ll focus on a couple of big aspects. First, I really like the there’s a quest log. That might seem like a small detail or even just the norm these days, but previous Harvest Moon games didn’t have it, which often lead to me not knowing what to do next or give me a goal to focus on while waiting for those parsnips to grow. Items and tools and everything else contain detailed information, which is handy, and the map is intimidatingly large. I’ve not yet met all the citizens of Pelican Town–how do you greet the wizard?–so I’m not ready to pick a potential love interest or discuss how the dating sim elements work. Lastly, the idea of rebuilding this town and doing side quests from the bullet board by Pierre’s shop is hitting the nail on two different heads: my fondness for quest boards, as well as watching castle headquarters grow in Suikoden and Suikoden II.

I don’t understand the fishing minigame. Wait. Let me rephrase that. I understand the mechanics behind it, but I don’t understand it as a whole. It seems both challenging and random, and at the same time I’m not desiring an easy button press like in Animal Crossing: New Leaf, and everyone should already know my feelings on really bad fishing minigames. I just worry that fishing can be too much of a risk or time waster despite obviously containing some great rewards.

Anyway, I’m eager to get back to Stardew Valley tonight and continue making progress, especially with those parsnips. It’s definitely one of those “one more day” kind of games, where one more day actually results in you playing for several more hours. If you don’t hear from me after a bit, check the farm.

Samorost has always been and always will be pleasantly weird

samorost 1 final impressions gd

The surprising news the other day was that Samorost 3 is on its way, launching on PC and Mac on March 24, 2016. That’s awesome. I mean, to be honest, I haven’t really thought about the Samorost series in a good long while. I played Samorost 2 way back in the day (circa 2010, when I was moving out of my studio apartment), and only just realized with the latest news that I never touched the first in the series, though I did bang my head against a wall for hours in Machinarium, less in Botanicula. Suffice to say, I like Amanita Design’s games, as weird as they are, and I want to eventually play them all.

That’s why I headed over to the developer’s website, where you can play the first Samorost for free in your browser. It’s fairly short, depending on how good of a clicker and puzzle solver you are, and it’s more about interacting with the environment than controlling the space gnome directly. The story for the premiere entry in the series is that an asteroid is on a direct course to crash into the gnome’s home planet, and he will do whatever it takes to not let that happen. And so you’ll travel to this asteroid, which is full of life and machinery and isn’t just some hunk of rock hurling its way towards death and destruction, and try to change its path. You do it by clicking, deducing.

Almost instantly, you’ll find yourself in a strange, surreal world with Samorost, where common combines with odd, solving somewhat leisurely puzzles that occasionally require a bit of extra thinking and clicking. Paying attention to everything happening on screen is vital to making progress, even if it is as minor as bugs making noises or the way a signpost is facing. Sometimes it is difficult to take everything in when you are presented with this gorgeous, stunning mix of reality and artwork. At times, it can be jarring, like the screenshot above, but for the most part it becomes the norm, and you begin to believe in this strange planet and wonder how these critters and beings survive and whether or not they also know they are on a bad path to their own demise. Well, I did.

Thankfully, the day was saved, as well as the space gnome’s home. I just skimmed my review of Samorost 2 to remind me what happened next, and it involved a dog getting kidnapped by aliens. I wonder what the plot to Samorost 3 will be; truthfully, it doesn’t matter, because this is the sort of point-and-click adventure game where what’s on the screen and getting to the next one to see more wild imagination come to life is the reward. I’m sure something will drive the space gnome forward, but it’s not essential for me to care about. It’s the journey that matters, and the locations so far are absolutely stunning in their strangeness, their ability to be unnatural and yet familiar, a place one could live in if that was their role in life.

Between this and Night in the Woods, 2016 is shaping up to be stellar for adventure games. I also need to get around to Oxenfree and Firewatch at some point as well. Too many amazing titles to try, not enough time. Such is life, when you are not a space gnome.

Adding to the Backlog – Greater than nine, but less than eleven PS2 games

gd adding to the backlog feb 2016 games

The world’s weird, and I say that because it was one year ago in February 2015 that I went out to my friendly neighborhood GameStop and grabbed a whole bunch of PS2 games for next to zero dollars. Well, I did it again the other day, feeling compelled to take one more gander before future purchases like these can only be done online, without the thrill of discovery. See, I moved from a house to an apartment since then, and there seems to be only one GameStop in my area still stocking shelves of case-less, manual-less PS2 games, and variety, in terms of selection, are growing slimmer by the day. I feel like I grabbed the last of whatever one might consider good games, leaving behind dozens and dozens of copies of Guitar Hero III: Legends of Rock, SingStar ABBA, and Madden NFL ’08, which I assume will eventually just get trashed.

Anyways, since there’s ten total, I’m just going to list ’em below, along with their prices. Keep in mind that these were already marked down for me being a Pro Member, as well as from the store running a 75% off promotion on all things old school. Oh boy. Here we go then, in alpha order:

  • Bombastic ($0.45)
  • Buzz! The Hollywood Quiz ($0.67)
  • Harry Potter and the Chamber of Secrets ($0.67)
  • Harry Potter and the Goblet of Fire ($0.67)
  • Harry Potter and the Prisoner of Azkaban ($1.13)
  • Harvey Birdman: Attorney at Law ($0.67)
  • Jak X: Combat Racing ($1.13)
  • Onimusha 2: Samurai’s Destiny ($0.67)
  • The Golden Compass ($0.45)
  • The Sims 2: Pets ($2.25)

All right. That’s a whopping $8.76 in total. Not too shabby, all in all. I’ll touch briefly on some of these and why, in my zany mind, I determined they were worth snagging on this last hurrah out into the wild. We’ll save a longer analysis and fleshed-out thoughts for down the road, when I actually get to play these. When that will be, I naturally can’t say, considering I haven’t even really dipped into the ones I got a year back, though I did attempt to play My Street and have a post-in-progress in my drafts folder on it…I should really do something about that soon.

Both Bombastic and Buzz! The Hollywood Quiz are games I’ve never heard of before. The former seems to involve exploding dice, and the latter is a, surprise surprise, multiplayer trivia show about pop culture.

Much like my fascination with all things Lord of the Rings, I’m just as curious about the videogame adaptations of the Harry Potter series. Specifically, the non-LEGO versions. I’ve only played a few before–one was a terrible DS title, and the other is a spin-off about Quidditch–but never any of the ones really dealing with the early going-ons of Harry and his school days. In short, I want to explore Hogwarts and go to classes and do a quest to figure out the new password for Gryffindor’s common room.

Harvey Birdman: Attorney at Law…er, I have no idea what this is, having never watched a lot of the cartoon show. Why couldn’t I have found a videogame take on Home Movies instead?

Look, Jak X: Combat Racing. I really only got you to complete the collection, not because I want to play you. The driving around the desert and car combat from Jak 3 were my least favorite parts, so here’s a whole game devoted to that stuff. Insert some snarky comment from Daxter here.

I played an Onimusha game once, back in college, but I don’t think I could confidentially tell you which one or anything about it other than it was my roommate’s. They seem like decent character action titles, and I was surprised at how good the game actually looks for its day.

I’m a big fan of Philip Pullman’s His Dark Materials series, but less so of the film adaptation of the first book The Golden Compass. The theatrical version was too friendly and safe, scared to put children in danger. Heck, they even changed the ending, which would have greatly affected the plot in the next two films…if they ever got made. Pretty sure its reception was not great despite all the cute and cuddly dæmon voiced by mega stars, and they made a videogame tie-in, so I can only imagine how bad that turned out. Wait, I don’t have to imagine anymore…I own a copy. Woo?

Funny enough, I played The Sims 2: Pets at my girlfriend’s the other week, doing my best to recreate my kitty cats and a happy, stable home for all of us. I didn’t put a lot of work into either the cats or home, as I was just messing around and not planning on saving my progress. For example, instead of a bathroom, I simply had a toilet in the living room and surrounded it by plants. Anyways, for this price, I had to snag a copy for myself, which maybe I’ll mess around with once I am fully finished with The Sims FreePlay. You know, sometime in 2025. Sad zing.

Right. Well, here’s a whole bunch of more games to add to my backlog. May they wait patiently until it is their turn in the spotlight.

You’ll never find The Hunt’s Elk King unless you click everywhere

the hunt screenshot 001

For short, atmospheric-driven point-and-click adventure games, I try to go in blind. Maybe, at most, I’ll read a brief summary of what it is all about, but I’m probably already interested in playing based on either its zany title or if a screenshot revealed an appealing art style. I figure I’ll learn along the way, and it’s not like I’m committing to some hundred-plus JRPG where there are many spinning plates to pay attention to. Well, for Running Zombie’s The Hunt, I read a bit more than usual before exploring its spooky wilderness, and I’m so thankful I did, because without that knowledge, I’d never have been able to complete it.

The Hunt is an otherworldly and horror-heavy point-and-click adventure game that has you tracking down the legendary Elk King, for reasons not clearly stated. This Elk King is a demon that has cursed the surrounding forest, as well as those that pursue it. Also, I keep mistyping it as Elf King, which Thranduil would not approve of–my bad. Before venturing off into the woods, you grab a gun, knife, and your trusty dog Arrow, which I can only assume is a reference to The Point. Anyways, along the way, you’ll find clues, as well as fend off animal attacks, all in search of a mythological creature.

Since The Hunt is a point-and-click adventure game you can play in your browse, one only has to click on things to interact. Some objects will display descriptive text when you hover over them, but not everything you can interact with does this, which leads to a lot of clicking on everything…just to be sure. The game’s developers also seem to like to hide pertinent items and puzzle solutions along the far edges of the screen, where many might not even consider examining. This is the bit I mentioned reading earlier that really saved my skin. In terms of your inventory, it’s mostly weapons and tools, and these items are often used automatically if the stars are aligned and you are standing where you need to be standing. However, using the shovel to dig up the grave makes perfect sense, but the shovel remains in your inventory afterwards despite being depicted as on the ground after shoveling the dirt. I don’t know. The whole interface and way the puzzles are obscured from view makes for extremely awkward gameplay, nearly to the point of frustration.

For example, take a look at the screenshot at the top of this post. I picked it on purpose. See those trees and flowers to the far right side of the screen? Seem fairly nondescript. No descriptive text comes up if you hover over that area. Well, if you click near the “mute” button, but not actually on it, you’ll push the plants away, revealing a boat that will help you get across the island. I stumbled upon this solution through brute force. Or rather, brute clicking. I did not feel rewarded afterwards.

Here’s what The Hunt has going for it: atmosphere and sound department. Also, the art style is loose and grainy, but easy to fall into, like Thomas Cole’s paintings, and the animal attack jump scares did their job, catching me off guard by how fast they happened. I say all this because there’s something here, a glimmer of potential in a dark cave full of red eyes. Hopefully Running Zombie’s next adventure will require less clicking in corners like a madman and more logically tough puzzles. Otherwise, I’m less inclined to chase down that mysterious Elk King. For those curious, I took the “approach” choice when forced, and it did not end well for me or my dog. Sigh.

Meet me in the Dark Zone in Tom Clancy’s The Division

gd impressions TOM CLANCY THE DIVISION BETA

You can’t see my face, but my eyes are both blurry and extra droopy today, and that’s because I put about four hours straight into Tom Clancy’s The Division last night, only stopping once to grab a glass of water. Specifically, it’s free, open beta thingy, happening from February 18 through the weekend. Xbox One owners got to get in a day early, which is better for me, since I’ll be traveling and visiting family over the weekend. Either way, this is actually my first experience with a beta/early access kind of game, and I’m coming away from it with a better understanding of what The Division is about, and maybe what it might become down the line. All in all, I think I’m in.

Story details are not the focus of the open beta, but here’s what I know so far about The Division. A smallpox pandemic, transmitted by a virus planted onto banknotes, spreads on Black Friday, throwing the United States into mayhem and panic. The U.S. government swiftly collapses in five days, and basic services follow after that. Without access to food or water, the country quickly descends into chaos. You play as an agent of the Strategic Homeland Division (SHD), or “The Division” for short, which is a classified stay-behind force of self-supported tactical agents under direct orders from POTUS to prevent the fall of society.

The Division‘s core mechanics are similar to other action-based third person-shooters of the last generation or so, like Gears of War and The Bureau: XCOM Declassified, in which the player character can carry multiple firearms, grenades, and equippable skills that create effects on the playing field, like dropping a mini turret or pinging the area to highlight enemies from allies. Players can take cover behind objects during firefights, like cars and barriers, to avoid taking damage from enemies and provide a tactical advantage when attacking. Or you can do what I do often, which is forget to hide behind cover and stand right in the lines of enemy fire, taking shot after shot to the chest and wondering why I’m bleeding out so fast.

There’s also loot, which is where this begins to be more of an RPG like Diablo than a straightforward corridor crawl of just shooting fleshbags and moving on without a care to their corpse. First, there’s customizeable gear for your person, like new coats, shoes, breathing masks, and such, which are cosmetic only. Then there’s actually new pieces of armor and backpacks, as well as different types of weapons. You can carry two larger weapons, as well as a pistol-sized gun, switching between them with the press of a button. Naturally, there’s also a ton of mods to loot or purchase, which provide new grips, scopes, and muzzles. I’ve been focusing on using the pistol and Ballistic Shield ability, hanging back to heal myself and others via the First Aid ability.

Lastly, let me talk about the Dark Zone, since there were only two story-based missions in The Division‘s open beta, one of which was a surprising amount of fun, but they are over rather quickly. Basically, the Dark Zone, besides being the name of my forthcoming new wave death-metal band, is a player-versus-player competitive multiplayer mode, where a lot of high-end weapons are left behind when the military retreats in the game. It is separate from the main campaign and even has its own progression system, represented as a purple experience bar that fills up as you do stuff. Basically, players can discover contaminated loot inside a Dark Zone area, and these valuable items can be stolen by other players in the zone; the only way to permanently add this gear to your inventory is to extract them via a helicopter, which arrives after a timer countdowns. Other players can join you in hopes of extracting their loot, but both A.I.-controlled enemies and agents gone rogue will attack in hopes of performing a successful robbery. This means that every new non-lethal agent that pops up in the area has the potential to be a threat, which raises the tension of extracting higher.

Visually, The Division is extremely sharp, with dynamic weather effects and time of day changing somewhat unnoticeable…until you notice it is dark out. I’ve only been in NYC a few times, but the recognizable areas are there, and the map seems to correlate directly to real life, which is both cool and staggering. I played with a buddy of mine, and that definitely made for a more enjoyable–and learned–experience as he taught me some of the systems and lead the way. I do worry that if I can’t team up with people that The Division will be less fun to grind through solo, and even more tough to survive out in the Dark Zone.

Either way, I’m looking forward to playing a bit more during the open beta, and then we’ll see if I’m committed or not to The Division next month when it actually releases to all. This could be addicting, or it could be like Diablo III: Reaper of Souls was for me, addicting for sure, but only for a little bit.

This is my kingdom, where splatting globs of paint rules

gd final impressions unfinished swan

I shouldn’t have waited almost four years to play Giant Sparrow’s The Unfinished Swan. Nor should I have waited to play it since downloading it for “free” back in May 2015 as part of being a PlayStation Plus subscriber. I mean, it’s a short thing, an experience completely capable of devouring within a few hours, which I did recently on my day off thanks to all them presidents and whales.

For some reason, in my mind, I had paired this with Antichamber, which I’ve not played, but what seems like a lengthy and somewhat obtuse puzzle game. One I definitely want to try, but worry I don’t have the brain capacity to handle right now. Both also have amazing styles, where color is king, but thankfully the puzzles in The Unfinished Swan won’t melt your mind. Instead, you’ll find childlike glee and fascination in a straightforward, yet somewhat depressing story about magical and imaginary beings and lands.

The Unfinished Swan tells the touching tale of a young boy named Monroe, who travels through one of his deceased mother’s paintings to reach a mysterious fairytale-like realm, chasing after the titular farm animal. As Monroe makes his way forward, he’ll learn about the king of this world, who is no super saint and will leave you a bit conflicted by the time credits roll. Actually, credits don’t roll per se, but rather unfold as you play through them, and it’s fantastic, right up there with other playable credits, like in Vanquish.

The game is split into a few main chapters (and epilogue), each with its own look and mechanics. Clearly, the first chapter is The Unfinished Swan‘s most effective, opening to stark whiteness, with your only tool being tossing globs of black paint to reveal the world around you. You can use as little or as much paint as you want, and I found myself unable to not fill in the edges of the world to ensure I missed nothing. This is, in fact, only a slice of the game, with the other chapters relying on similar, but not identical mechanics revolving around tossing substances at things. Some work better than others; for instance, I disliked directing and climbing vines, and found getting stuck–and hurt–in the encroaching darkness to be strangely off-putting when compared to everything else up to that point, which never really threw danger in your face.

Naturally, color is used effectively from section to section. Golden crowns and orange footprints (gooseprints?) help direct you early on in The Unfinished Swan when you’re unsure where to go, and massive black-and-white city is fascinating to behold from afar. I constantly had the urge to jump into a spaceship and zip through it like in Race the Sun, but that’s probably just me. Later on, you’ll travel to another dimension where everything is blue, like unrolled blueprints, or desperately follow after a ball of light to not only survive the monsters stalking after you, but see where you need to go next.

Other than progressing forward linearly, there are balloons to collect, and these collectibles act as currency to buy power-ups, like being about to shoot paint in a hose-like fashion, and other goodies, like concept art. Do yourself a favor and buy the “balloon radar” toy as soon as possible, which will alert you as you get near a collectible. That said, I did not get all the balloons on my first playthrough, but similar to Rain, you can pop back into a chapter easily to find what you missed. Thankfully, not similar to Rain, these balloons are obtainable on your first go, so I only have a few left to snag. Mostly in the last main chapter, as there was a time pressure element at hand that caused me to ignore everything around me unless it served to get Monroe to safety.

So, I really liked The Unfinished Swan. It wasn’t exactly what I was expecting, based on only knowing how that first chapter played out from some Internet coverage, but that’s okay. In this day and age, it’s nice to not have everything about everything known to you beforehand. Also, more games need a button you can repeatedly press to have the main character call out for someone, anyone, à la Luigi’s Mansion. Despite nobody ever answering poor, lonely Monroe, I continued to push the button every few minutes, to ground myself and him in this world, to make noise.

Dakota Winchester does indeed anticlimactically find the third ruby

dakota win 3 capture

At last, the day has arrived. For a while there, I thought we’d never get the third and final act for Dakota Winchester’s Adventures, which stars an Indian Jones wannabe in search of three mystical rubies because…hold on, let me look this up. Right, these rubies are the keys to the even more mysterious Hilda’s box, which proclaims to contain the secret to eternal life. Anyways, I kept checking the Carmel Games website, but only saw that other brand new adventuring series were being started at a surprising and alarming rate. Thankfully, it is here, just in time for Valentine’s Day. Swoon. And I’m not disappointed, but only because I knew going in that I would, more likely than not, given my track record with these sorts of games, be disappointed.

I played the first two parts of Dakota Winchester’s Adventures way back in November 2014, nabbing two out of three rubies in preparation for the final victory. This third act kicks things off in the basement of some old mansion. Dakota Winchester is on the hunt for the final ruby, and he’ll have to solve puzzles involving fires, ropes, and hidden safe locks, as well as conversing with an old professor of his who does not think highly of him. See above. My favorite aspect of this character is that he himself is a wannabe, this time of Indiana Jones’ father, Henry Jones, Sr., played by the legendary Sean Connery. Look, we all can do terrible Sean Connery impressions, but that doesn’t mean we should or should have these impressions recorded and tossed into a point-and-click adventure game for many to hear. It’s potentially more cringe-worthy than when previous Carmel Games titles would obviously pitch up a man’s voice to portray a female character.

I found Dakota Winchester’s Adventures Part 3 to be a letdown from beginning to end, but maybe that’s because I built it up in my head to be a somewhat satisfying conclusion. Or at least provide closure so that I could feel like I finished a full thing. The puzzles are frustrating even though many of the solutions are obvious, and a few required brute forcing. There was also one scene that I didn’t realize provided an arrow to a second scene if you moused over to the left far enough, but I assumed that pathway didn’t exist because there was a chandelier on fire in the middle of the walkway, which looked like something our intrepid hero couldn’t get around. So that was frustrating to discover several minutes later. Also, one puzzle near the end is basically a round of rock, paper, scissors, which is strange and jarring and makes me think that the developer simply had access to this interface and decided to toss it in for kicks. I won on my first try.

Look, I’m going to spoil the last fifteen seconds of Dakota Winchester’s Adventures Part 3. If you can’t handle this, just cancel your Internet subscription and burn whatever device you are reading this on. I need to explain what a bait and switch this whole affair is. After doing all those puzzles, you finally gain hold of the special key that will open that locked treasure chest. Inside, as expected, is the third ruby. Dun dun dun. Dakota Winchester places each one into their respective sockets on Hilda’s box, which opens and is full of light, kind of like the Ark of the Covenant from Indiana Jones and the Raiders of the Lost Ark. Anyways, Dakota says he can see some gold coins, as well as a map, and then…TO BE CONTINUED? pops up. Credits roll. Take note that it’s not TO BE CONTINUED with or without a period or even ellipses, but it has a question mark at the end, as if even the people making these have no clue what they are doing.

I recently read Javier Grill0-Marxuach’s will and testament about whether or not the writers of LOST were “making it up as they went.” It’s a fantastic examination of how nothing can be so simply said, laying out as much history as possible before it either fades or becomes exaggerated in one’s mind. That sometimes things come together conveniently, and other times you have to force it more than you like. Plus, mystery boxes. Even by the end, there’s no firm conclusion. That said, despite their very own literal mystery box, the developers behind Dakota Winchester’s Adventures Part 3 are definitely making all this up as they go. I guess they would; I mean, they want people to keep playing their games, and so they need those games to truly never conclude.

Okay, that was probably far too many words about Dakota Winchester’s Adventures. If you read them all, then bless your heart. You’re a good one. I’m not going to hold my breath waiting for the fourth entry, though, knowing me and my ever-curious mind, I’ll probably check it out nonetheless and continue to be flabbergasted when the map leads you on another wild goose chase that ends with more carrots on strings. Now that I think about it, a great twist would be that Dakota Winchester spends so much time trying to find the secret to eternal youth that he passes away from old age in the sixty-fourth entry in the series.

Matching four of a kind in Gems of War is indispensable

Gems of War f2p gd impressions

Early on during my Nintendo DS days, I played a lot of Puzzle Quest: Challenge of the Warlords, as well as Mario Kart DS. But more Puzzle Quest than anything else. It successfully combined role-playing, strategy, and puzzle elements in one addictive pill to swallow, and threw in a fun, if cookie-cutter storyline to follow. At some point, I showed it to my sister D, and she got hooked, asking to play any time I came down. Eventually, I just left the cartridge with her since she could play it on my mother’s Nintendo DS easier–and faster–than waiting for me to visit every few weeks. Anyways, when I was into it, I was into it, and Puzzle Quest was this nearly perfect storm to kill fifteen minutes and feel like you were accomplishing something and having fun, marching down a path.

Hold on. I just pulled out my copy of Puzzle Quest and popped it into my Nintendo 3DS. Looks like my save data is still there, as well as my sister’s. My character’s name is Ferpina, and she’s a tough-looking, dagger-wielding, redheaded warrior at level 50. Oh my. When I load up the current mission, it’s called “The Final Battle,” and a message says that I managed to escape from Lord Bane’s clutches, and that I must try again. That means either I never actually beat Puzzle Quest or I did beat it and this is the last moment it saves your progress. Ha, I just tried taking on Lord Bane and he whipped my butt hard, so I have to imagine I never saw credits roll.

Well, good news and bad news–the developers behind Puzzle Quest are back (505 Games), and their new game is just as appetizing and fulfilling as before, if strikingly similar. In Gems of War, you create an avatar–I’m a cat lady warrior–and then match gems to power your array of spells, as well as match three or more skulls to deal direct damage to your opponent’s team of enemies. If you take out each troop on the opposing side, you’ll gain gold and souls, both of which are used to buy more soldiers, as well as level up the ones you got. Rinse and repeat until you take hold of all the kingdoms, of which there are currently fifteen. It’s quite close to what Puzzle Quest was, but with some free-to-play stuff here and there, though none of it has been bothersome or in the way at this point.

For Gems of War, I’ve been sticking to a specific team, really enjoying the way these troops interact and gel with each other. In my first slot is either a red mana or yellow mana weapon (I keep flipping between them) that does damage to a single enemy. Then I have a Boar Rider, currently strengthened up to level 7, followed by a Templar for boosting shields, and a Golem for exploding skulls and reducing enemy armor. Boar Rider is maybe my favorite troop, as its ability is to clear out an entire row, deal damage to an opponent’s troop, and then take a free turn afterwards. If you are playing strategically, you can use this ability to gain multiple turns in a row and keep the attack pressure on your enemy.

Still, I mash buttons during the intro and outro “dialogue” sequences, which exist only to give you a story-related reason to do battle. It’s fine, but fluff, and I’m never very invested in any narrative here. I just want to do all the quests in a kingdom and then claim it as mine. I also feel like there are perhaps too many choices when it comes to troops and you can waste a bunch of souls leveling up the ones that don’t matter or aren’t great for long-term play, which is why I’m rocking a team of one common and two rares because that’s all I’m comfortable experimenting with. Some of the rarer cards look neat, but aren’t immediately easy to use.

Perhaps my favorite thing about Gems of War is that, so long as you don’t go spending all your coins like a kid without a care, you can play duel after duel after duel. There’s no energy system here to stop you from playing. Each duel costs 50 gold to start, and that’s easy scratch to have and hold on to, even if you end up losing a few. Other free-to-play games bum me out in comparison to Gems of War, simply because they make it a struggle to even play and make progress. Not in this realm though.

Also, allow me to list what other match-three (or try hard to match four for better results!) games I’m currently juggling alongside Gems of War:

  • Frozen Free Fall: Snowball Fight
  • Pokémon Shuffle
  • Puzzle & Dragons: Super Mario Bros. Edition

Okay, three. That might not seem like many, but it is when they are all at once similar and dissimilar to each other. It’s like trying to eat four cheese sandwiches at the same time, but each one contains a drastically different tasting cheese that lingers on your palette and actually begins to affect how you taste the other delicious sandwiches. Also, you like cheese, so this is one of those first-world problems, where it’s only really a problem if you analyze it too deeply. If you have a better analogy than this, please leave it in the comments.

Well, back to matching I go. These skulls aren’t going to combine themselves. See you after I’ve conquered every kingdom in the realm, leveled up every troop I like using (sorry, Zombie), and decked out a variety of teams to their fullest capacity, each capable of handling a number of situations tossed before them, whether it’s a boss fight or simply trying to stay alive as long as possible in an arena battle. In short, “To (Gems of) waaaaaaaaaar!”

The future is full of cyborg diseases and neon adverts in Among Thorns

gd final impressions among thorns screenshot 01

I am weak to small games with big ambition. Like Limbo, which was a perfunctory action-puzzle platformer that attempted to tell a story of loss and uncertainty with next to no words. Or Superbrothers: Sword & Sworcery EP, what with its exploration based around different phases of the actual moon. I think we can add Among Thorns to this mental list of mine. It reminds me a bit of A Landlord’s Dream, which also came from the AGS community and was brimming with grand ideas, littered with the kind of far-reaching sci-fi concepts that flesh out a futuristic world to make it feel livable instantly. However, Matt Frith’s pixel art here is a whole lot less grainy, having that clean, sterile feel to it that can only be attained in an era of synthetic body upgrades, and the puzzles are not as obtuse.

Among Thorns was created specifically for MAGS, which is a monthly competition for all amateur adventure game makers, last month. January 2016 for those that can’t figure it out. I think voting is still going on, though I have high hopes for it doing well among its competitors. The theme was Black Death, and Among Thorns certainly covers that aspect with its Necronite disease, which only seems to affect the people in this world that have begun to augment their bodies.

Among Thorns‘ driving force is slight, but gets things going right away. You almost don’t have time to finish your noodle cup before the plot starts popping in. Anyways, you play as a young woman named Cora who ends up taking a shady job from her boss Lentii to investigate a dude named Cordell Jann, as he may or may not have a cure for Necronite. Yup, that sentenced contained a lot of science fiction-appropriate names. Now, getting to Jann’s apartment is no hop and skip over, and most of the game involves puzzling your way past roadblocks, like the cops. Once you’re inside Jann’s place, there’s more to do and discover, but I won’t spoil any of that here.

Gameplay doesn’t try to do anything wild and crazily unorthodox for the point-and-click adventuring genre. You have an inventory on the left side of the screen, can collect items, converse with people and things, and solve puzzles logically, using your brain and whatever is in your pockets. That’s fine. It’s a short little game, and, for me, this was all about seeing what was next. The more neon signs my eyes could eat up, the better. I mean, we all love Blade Runner, right? This is very much Blade Runner-inspired. There’s a small amount of pixel hunting to do, and this task can be hard to accomplish when there is so much already on the screen to gawk at. I’m still always looking for that balance of easier to find things to interactive with versus actually playing detective screen to screen.

Though Cora does complete her job by the time credits roll, the story ends in a cliffhanger-esque fashion, leaving me hungry for more and wondering what happens next. Clearly, time was an issue, and this is more a prologue than complete project. Among Thorns is certainly capable of carrying a full-fledged story and campaign, and I’d love to learn more about Cora herself and why she prefers to live off the grid and what struggles that entails. Until then, I’ll probably check out some of Matt Frith’s other work over at the AGS community.