Category Archives: musings

Room 11: Xmas Tree will challenge your Christmas clicking skills

gd xmas tree final thoughts

I don’t believe I’ve played any other “escape the room” games from Ichima’s Room series, which is not to be confused with The Room, a puzzle game series on mobile phones, though I’ve definitely played ones similar to the style and complexity of its logic puzzles. Such as Find 10 Yellow Cupcakes and Polar Escape. Basically, you are trapped in a confined room or house, with the main goal of getting out.

For Room 11: Xmas Tree, the tease of seeing a Christmas tree decorated with colorful balls just outside the window is enough to motivate me to make my escape and get up close and personal with it. Standing in your way are a number of obscure, locked boxes and doors. You can gather some items along the way which may help you get more items, but the bulk of puzzles require some head scratching and logic-based answers. There’s no whacky side quest to configure a key from bent chicken wire and heated up using the flaming breath of a dragon you found via a hidden hole behind the cupboard, which only revealed itself by knocking to the same tune played by a discovered music box. It’s all about seeing a pattern of numbers, colors, or symbols, and later applying to something else.

Honestly, I can think of only a handful of games that required me to take notes as I played. There was Fez, for sure. Way, way back in the day, I think I scribbled down where some treasure chests were for The Legend of Zelda: A Link to the Past, but other than that, most games give you everything you need. Especially modern titles. Need a passcode for a locked door? Pick up a scrap of paper and it’s added to your inventory of passcodes, ready to be automatically used on the door without you actually having to read it or memorize it. There was a moment in Metal Gear Solid 4: Guns of the Patriots‘s later act that asked Old Snake to remember some numbers, and I actually assumed the game would do it for me, so it surprised me when I was told to input them and didn’t actually remember; thankfully, the game moved forward nonetheless.

Well, these tiny escape games do not hold your hand. Room 11: Xmas Tree saw me jotting down everything I came in contact with that was not immediately evident. I have things like MDUDMMU and OOO8OO88O hastily written down like some madman’s manifesto, but it’s all a necessity when you are jumping from one complicated puzzle to another and can’t keep everything clear in your headspace. I figured a few out on my own, but the majority required a lot of back-and-forthing with my notebook to figure out.

I found a YouTube walkthrough of Room 11: Xmas Tree that finished the thing in just under five minutes, but it took me much longer to breathe fresh winter air. That’s because, right from the start, I simply went screen by screen, clicking on every single element until I got no more cryptic clues or Christmas ball ornaments. Then I had to begin to review my notes and figure out how each clue applied to everything else, which often would give me another item to use or more puzzle clues. I’m okay with taking my time, as adding a countdown clock or something like that would really prove too frustrating. Though a soft, soothing soundtrack, not necessarily related to Christmas, would have gone a long way here.

Think you’re up to the challenge? Well, grab a pen and notepad, then head on over here to start your deducing and click-click-clicking.

The only way to Quarrel is with an anagram solver

final quarrel thoughts cheating gd

Words are wonderful; trust me, I copyedit for a living. Not surprisingly, I enjoy a great number of word-based games, such as Scrabble, Scattegories, Apples to Apples, Zip-It, Balderdash, and so on. Basically, if it lets me flex my word-creation or word-pairing muscles, I’m in. However, I’ve never been great at seeing anagrams, especially under a tight time limit, which is why I quickly dropped away from Quarrel a week or two after I got it back in January 2012. You might have noticed that I “completed” it a few weeks back, giving it its very own haiku.

By “completed,” I am talking about the critical path to defeating everyone in the Showdown mode, as well as dominating the known Quarrel world through the domination mode. Both these modes are various scenarios where you battle against one, two, or sometimes three AI-controlled opponents, all fighting for colored territory. There is online play and a number of challenges and Achievements to go for, but I think I’m mostly done going after those. Also, by “completed” I totally mean cheated.

The process went like this. Since I always was picked to go last in both the Showdown and Domination modes, this meant waiting and watching. If an opponent attacked another opponent not named PaulyAulyWog, my girlfriend and I would quickly look at the eight letters given to us, pause the action, and then load up an anagram solver on her cell phone. After plopping down all the letters, she’d select an eight-letter word and tell me what to create. I’d do this as quickly as possible, though sometimes my fingers would slip or I’d hit the wrong letter by accident, forcing me to panic and swiftly amend my error. So long as I got the anagram submitted in time before the two other players put in their answers, I was awarded an extra back-up unit, which are beyond helpful. The process, more or less, went the same when I got attacked, but it was never a guarantee I’d win because I might not have enough letters or still was too slow when buttoning in.

Honestly, I don’t feel too terrible about using an anagram solver for Quarrel. I would for nearly every other word-based game, especially the ones I mentioned earlier. For many of the Showdown and Domination matches, the first fight against you is absolutely crucial for determining how well the remainder of the round will go. If you don’t win or at least take a prisoner early on, it’s basically over, and not a whole bag of fun to sit through everybody’s turns knowing you are a lost cause. Perhaps there are people out there that see a string of six to eight letters and immediately, within seconds, know what the strongest word to create is–I am not those people. Before giving in and relying on an anagram solver, I attempted to play these two modes, only getting as far as two or three rounds in, and those were farces, with me somehow staying alive long enough to watch everyone else kill each other and feast on their remains when the smoke cleared.

When you’re tasked with creating a three- or four-letter word against an opponent with the same objective, speed often trumps complexity. However, when you have the opportunity to make an eight-letter anagram, you make that eight-letter anagram. It doesn’t matter if you don’t know what arsenite or ergatoid means; they are knockout words, and the faster you put them down, the stronger your army will grow. You might be quick enough to remember those eight mixed up letters and pause the game yourself to search for a word, but I recommend having a partner next to you. Eventually, my girlfriend would begin memorizing the first four letters, and then I’d pause, giving her the last four, and saving us a second or two of time. That might not seem like much, but Quarrel‘s AI opponents do not kid around. Unless we’re talking about Dwayne, that is.

So yeah, Quarrel. There’s a lot to like; on the flip side, there’s a lot to dislike, and perhaps it speaks to the quality of the game’s challenge that I had to look outside my noggin for extra help. Again, maybe there are super geniuses out there with fingers like that one bot from Ghost in the Shell that can figure out the anagram right away and submit it faster than light. I suspect many might not suffer the same difficulties as I did, but this is one puzzle game that was more frustrating than fun, even when you figured out the way to win.

Frozen Free Fall: Snowball Fight gets the cold shoulder

gd disney frozen-free-fall-little-kristoff imps

Look, I like Frozen well enough, but a part of me wishes that other Disney and Pixar franchises got the same amount of love and fanfare that this one is currently riding, such as The Incredibles and A Bug’s Life, of which the latter at least gets a cute, interactive movie inside the Tree of Life in Animal Kingdom. Frozen is basically taking over the world (and Norway-land in Epcot), retail shelf by retail shelf, as well as seeping its way into videogame consoles through insidious free-to-play gem-matching microtransaction machines that I, for some reason or another, can’t resist checking out.

I began playing Frozen Free Fall: Snowball Fight on the Xbox 360 a month or so back, but then Fallout 4 came out and I grabbed an Xbox One and haven’t had much reason to turn on my older console since then other than to delete some downloaded games and move save profiles to…the cloud. Thankfully, much like TT Games’ LEGO romps, you can find Frozen Free Fall: Snowball Fight everywhere you turn, and so I downloaded it once more on my newest home console to give it another go and see if I could enjoy myself without having to spend any moolah. Paul’s golden rule is to never spend any moolah.

Frozen Free Fall: Snowball Fight is a match-three puzzle game. Y’know, Bejeweled…but with Disney’s characters for dressing. Or maybe the closer comparison is actually Candy Crush Saga. You are essentially matching like-colored gems and jewels to clear lines, create power-ups, and trigger combos for high scores. There are other elements at work, like trying to get specific items to the bottom of the level, a challenge I loathed in Hexic. Some levels have gems covered in frost, which can only be destroyed by clearing the gems twice. Lastly, some levels are timed, meaning the pressure is on to spot combos and keep things moving, especially near the bottom of the playing field, ensuring that a high score avalanche happens swiftly.

Ironically, I hit a wall right around the same spot as I did in the Xbox 360 version, which is in the level 20s or so, where Frozen Free Fall: Snowball Fight ramps up the difficulty significantly, but begins limiting the free power-ups that definitely help when you only have a few moves left and desperately need to see that crown drop down, not-so-subtly nudging you towards purchasing them with real-life cash. The pricing scheme is not friendly, asking $0.99 to add 15 seconds to a timed round, which, in reality, probably gets you four or five more moves. For some reason, I’m hardwired to try and play these free-to-play titles without using any of the extra abilities and items, to know if they are doable without them, like mostly in Pokemon Shuffle.

Also, you are given a limited number of hearts when you begin Frozen Free Fall: Snowball Fight, with the chance to win more by logging in every day and selecting a random tile to flip over. I think I started with 16 hearts, and every time you lose a match or do not complete the required objectives, you lose a heart. I’m down to 11 now. Once you run out, unless you win more through the daily log-in thingy, you’ll have to purchase more to keep playing. Spoiler alert: hearts aren’t cheap. Well, that sucks. Still, I’ve found an annoying way around this annoying feature, and that is this: quit the level before it is finished and restart the game, and you’ll have the same number of hearts as before. Which means once you realize things are going poorly or you aren’t going to hit that high score tier, simply exit out and return again to try once more. Not the best way to manipulate the system, but it does work (for now).

There are some other problems at work in Frozen Free Fall: Snowball Fight, and they fall under the graphics and sound departments. Both are lifeless and feel like afterthoughts. This is Bejeweled with a light coating of Frozen stuff, like an overworld map of Arendelle for selecting levels and these strange, barely animated versions of the characters that simply stand off to the side and watch as you make moves. Every now and then they clap, but not because you did something right; sometimes they clap when you lose. It’s on a cycle. The music is of a generic orchestral style, but not very memorable, which is ironic when there isn’t much to begin with and it repeats on each and every level you play.

The film version of Frozen took the world by storm, though I didn’t end up seeing it until many, many months later. Once I did, I got it; there’s strong, adventurous characters and an unbelievably catchy soundtrack to bop your head and pretend you aren’t singing along to. There’s warmth in all the frigidness, and a triumph to see through to the credits. Unfortunately, you’ll find none of that in Frozen Free Fall: Snowball Fight.

GAMES I REGRET PARTING WITH: Super Ghouls ‘N Ghosts

games i regret super_ghouls_n_ghosts

Starting out, I had only a few games for the Super Nintendo, my first home console. Back then, unlike today, games were scarce and limited, gifts given to you by loved ones every X number of months or purchased via the savings you had from doing daily chores over the summer, and so you played what you had, over and over and over, because they were the only digital entertainment you had. Hopefully your friends had different titles to try out. Well, you also played Super Mario World, Super Metroid, and The Legend of Zelda: A Link to the Past over and over again because they were fantastic, constantly surprising and rewarding, beyond fun to this day. More to the topic at hand, I played Super Ghouls ‘N Ghosts over and over again because it was frustratingly difficult.

You control the knight Arthur, who is entrusted to rescue the princess from a bunch of evil demons. Yup, game plots back then were as straightforward as they get, often with men saving a woman in peril, whether that man was a plumber, young boy, or legendary warrior. Anyways, Super Ghouls ‘N Ghosts‘ antagonist is the Emperor Sardius, who has kidnapped the princess in order to obtain the whereabouts of the Goddess’ Bracelet, the only weapon in existence capable of destroying himself. Kind of like a Horcrux, I guess. Hmm. I didn’t know about that last tidbit, but seeing as I never got really far along in this mighty quest, that makes plenty of sense.

For those that know not, Super Ghouls ‘N Ghosts is an action platformer, with a good focus on both action and platforming. Health is represented by Arthur’s suit of armor, which can be upgraded a bunch of times. Whenever an enemy deals damage, the armor lessons, falls apart, all the way down to having our heroic hero running around and tossing lances in only his boxer shorts. It’s humorless, but works really well to visually show how much more damage you can take before buying the farm. Oh, and Arthur can double jump, which was not as common as you think back then. Other than that, it’s all about moving and reaching the end, killing every demon or demon-created enemy in your way.

The big thing I remember about Super Ghouls ‘N Ghosts is that, just like in DuckTales, treasure chests are hidden and can only be accessed by moving through certain specific areas of the screen, causing them to appear. Thankfully, since I sucked at saving the princess, I got pretty good at knowing where many of the hidden areas were in the first few levels.

Years later, after piling this game up with a bunch of others and trading it in for some credit towards a PlayStation, I snagged a copy of Maximo: Ghosts to Glory for the PlayStation 2. It is based on the same universe and features original character designs by Japanese illustrator Susumu Matsushita. Despite having an albeit punishing save system, the game is still as grueling to get through, but I’m once again halfway decent at the opening few levels, as I just keep replaying them from time to time.

Evidently, to get the true ending and ruin the rest of Emperor Sardius’ days, one must complete Super Ghouls ‘N Ghosts twice. In a row. I’m sure it’s been done. I’m sure all I have to do is type some words into the YouTube search box and I’ll see what I want to see. That said, I prefer living in ignorance, remaining a child in his bedroom, twisting the SNES controller in my sweaty palms, screaming at the TV, “This game is impossible!” before popping back over to causing chaos in Sim City. I know it’s not, but Arthur’s journey is not a walk through the park. It’s a walk through a skeleton-laden park that hates you. Now double that feat and keep your clothes on the entire time. No thanks.

Sure, I like playing that opening level a whole bunch, but maybe, in the end, this is actually one game I don’t regret trading in.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

The Legend of Zelda: The Minish Cap really makes you shrink

gd early impressions The-Legend-of-Zelda The Minish Cap

Don’t ask me why, but I often like to begin playing a new game–well, new to me, that is–during the Thanksgiving holiday break, with me digging into Metroid II: Return of Samus and Ratchet & Clank: Size Matters in the past. Well, this year, I only had my Nintendo 3DS with me as I traveled down to South Jersey for turkey, Christmas tree decorating, and too much Black Friday shopping even during “regular” hours, and while I dabbled in my daily staples of Pokémon Shuffle and Nintendo Badge Arcade…I wanted something fresher. You know, from 2005, the era of the Game Boy Advance. Enter The Legend of Zelda: The Minish Cap.

This is also one of those freebie 3Ds Ambassador titles given to all us early investors, of which I’ve played just about all of them for various lengths of time. You can read some words on things like Kirby and The Amazing Mirror, Metroid Fusion, and Yoshi’s Island: Super Mario Advance 3 by clicking this very sentence. I think the only one left for me to really try, and maybe write about some day, is Fire Emblem: The Sacred Stones.

The Minish Cap‘s quest begins when Link, who I renamed Pauly, is chosen by the king of Hyrule to seek the help of the Picori after Vaati destroyed the Picori Blade and petrified Princess Zelda. Also, evil monsters are now running rampant in Hyrule, with Vaati creating as much chaos as possible in his search for the Light Force. Link was selected for this journey because he’s able to see and interact with the Minish, a race of small, elf-like people. Along the way, Link rescues Ezlo, a strange being resembling a green cap with a bird-like head, who joins him and is able to shrink the leading adventurer to the size of the Minish.

The basic gameplay is nearly identical to previous games in the series, with Link acquiring items, exploring dungeons, and defeating bosses for extra hearts and story-vital trinkets. The two stand-out elements that make this GBA adventure unique, as far as I can tell, involve Link shrinking down to the size of an ant and fusing kinstones. The former is used to open up new areas to explore, but also provides some stunning visuals, with plants now as large as trees and shoes on a tabletop a major roadblock. You see tiny doors everywhere, but you can only shrink in specific areas, which means you have to either figure out how to get there or come back later on when, I assume, you kill and roast Ezlo, gaining his powers by piercing his duck-like flesh with your cartoony chompers.

Fusing kinstones, is really addicting, mostly because it is really rewarding, and I hope the loop of finding a kinstone, fusing it with someone, going out for that revealed treasure, and finding more kinstones never fades. Basically, kinstones are items you collect as you cut grass and attack enemies, and back in town, if a person has a bubble over their head, you can take your half of a kinstone and match it with theirs. If they complete each other, something will reveal itself on the Hyrule map. So far, it’s been rupees, entrances to hidden areas, and more difficult enemies that drop a lot of money.

Look, I’m playing The Minish Cap with a guide open next to me on my laptop; however, I am not following the guide line by line. In the past, I’ve struggled to get through many quests involving Link, Princess Zelda, and the Tri-Force because I either get lost or forget where I need to go next or simply walk away from the journey for too long. There’s a reason why I still haven’t gotten through The Legend of Zelda: A Link Between Worlds, and it’s because every random chance I hop back into it…I don’t know what I’m supposed to be doing, what world I’m supposed to explore. Anyways, at any time, you can press “select” to get a clue as to where to go next from Ezlo, but even that is not always crystal clear. My greatest fear is returning to a dungeon I already completed and spending a chunk of time in it before realizing I’m supposed to be elsewhere, using that boomerang. So I’m only using the guide to keep me on the main path; I will not let The Minish Cap suffer the same fate as Link’s Awakening.

I’m really enjoying it, and, through glancing at the guide, The Minish Cap doesn’t seem to be the longest of Link’s adventures. That’s fine by me. There’s only a month left for 2015, and I have a number of other conquests to see done before 2016 comes crashing into my face. Cue panic face.

Unsure of where to call home in Fallout 4

where to call home Fallout 4

Fallout 4‘s tagline is “Welcome home,” but I’m not exactly sure where that is. At this stage, I’ve put in about 40 hours or so, and home, for most of that, was in Sanctuary, one of the earliest settlements you can come across and begin filling with people and reconstructing. However, I never felt one hundred percent certain that this is where I’d hang my proverbial hat–in reality, my Silver Shroud hat–and thus never stored anything anywhere there and only did the minimal amount of work to make it appear like I was one of the group. You know, built some turrets and a fancy chair for that drug-loving Mama Murphy.

In previous Bethesda open-world games, having a home was either something to figure out on your own or work towards via downloadable content as some non-essential side activity, though when I did the latter in The Elder Scrolls V: Skyrim‘s Hearthfire DLC it was after I had finished the main plot missions and completed the majority of things a Dragonborn dreams of doing, thus feeling ultimately unrewarding; plus, it was beyond repetitive. I remember finding “unowned safe spots” in Fallout: New Vegas, like Victor’s shack in Goodsprings, to store some of my heavier gear without fear of losing it permanently. I was, more or less, squatting and creating my own set of secret caches for somebody else to find.

Naturally, most of this searching and scouring for safe containers to hold all your Nuka Quantum and Daedric artifacts would be unnecessary if it wasn’t for…encumbrance. The dictionary defines the term as “a burden or impediment,” but we all know it as that age-old Bethesda staple, an annoyance that caps the amount of crap you can carry while still functioning like a solid warrior in terms of running and fast-traveling. From a logical perspective, sure, it kind of makes sense, though when you begin to scroll through the lists and lists of items in your Pip-Boy in Fallout 4, reality starts to crack in at the edges. There are ways around encumbrance, but the easiest is building a place of residency so you can swing by between missions to dump gear–or, in my case, dozens of coffee mugs–and restock before heading out once more…for more.

As mentioned before, previous games from Bethesda lightly sprinkled in bits of housing, letting those playing on PCs add more options via mods. With Fallout 4, it’s a full downpour of potential abodes from the get-go, some of which are actual entire settlements, sizable areas comprised of multiple homes for refurbishing. This is where deciding becomes important, because all the potential areas require an investment, both in time and resources. I’ve already dumped a decent amount of stuff into Sanctuary, seeing as that’s where this all began, but have now decided that a full-blown settlement is too much for my little heart to nurture. Instead, I’ve taken up base at…Home Base, which is a small, three-floored house for 2,000 caps in Diamond City, where the first floor offers the most room to plop down furniture and get creative.

You can see a glimpse of what my Home Base looks like in the picture at the top of this post. The first thing I built was the Bobblehead stand, which, for me, really cements that this is where I want to put my feet up at and decorate with as many cat paintings as possible. I like the addition of magazine racks, though the ability to spin them in-game would go a long way to making me smile. Other than that, I’ve hung a few flags, created a nicer bed, and placed all my Nuka Cherry on a shelf because that’s what cool people do. Haven’t decided yet what to do with the rest of the living space, but it’ll surely get filled in over time.

Still, there are some problems. I can’t send any of my companions to Home Base to hang out when not traveling with me; they only like settlements, I guess. Second, unlike the early promotional art for Fallout 4, which showed your weapons hanging against the wall on some kind of pin board, that sort of shelf is not available to build. Or I’ve not found it yet. This means that if I want to display any cool weapons I find, like the Fat Man, I have to simply dump them on the ground and then try to maneuver them just so on top of a table or desk. It’d be easier asking a Deathclaw for five bucks. You can switch to “building mode” to pick up and move items around, but that can be just as problematic, with some clipping through walls or vanishing the moment you drop them. Also, I found a really nice vase with a flower in it while exploring the Commonwealth, brought it to Home Base, placed it on the table next to my bed, and discovered it missing the next time I returned. Boo.

This is my first playthrough of Fallout 4, and knowing what I know now, I don’t imagine myself placing a lot of effort on having a place to call home the second time around, when I play as an evil, red-headed woman who likes to punch people and animals into smithereens. Maybe I’ll just abuse my companions to the point of weighing them down entirely with my full stash of weapons, mods, medicine, and coffee mugs. Maybe I’ll never pick up another single thing again and have no need for a place to store stuff. Yeah, right.

Where do you call home, my fellow Vault dwellers?

Help Craig escape his house and get back to making potions

craig gd impressions demo untitled 002

First, let me clear something up: Craig is a black and white game/demo for a future game that takes place on two screens. I already used the first screen for my completed haiku review, which left me with the second screen for this final impressions post; alas, the second screen is more white than black, which throws a wrench into my Grinding Down style of using big, blocky white letters atop it. That’s why the above image is green, but please understand that’s not how Craig looks after escaping his house. I’m not here to misrepresent.

In Craig, you are Craig, a long-nosed local potion maker who wants nothing more than to get to his potion shop and start his day. Unfortunately, to his horror, some hooligan has barricaded him inside his own house overnight. Thankfully, Craig is a resourceful soul and can use the materials and items inside his house to escape, though it’ll take a bit of examining and trail and error to do so. I’ll spoil this much and say you do get outside, though the next roadblock involves getting inside your locked-up shop.

It’s a point-and-click adventure game, which means you’ll be clicking…a lot. Once you click on something, a list of options appears. You can “look,” “greet,” “pull,” “use,” and do other context-specific actions, and each action results in a humorous slice of writing. Make sure you greet every single object, no matter how silly that might seem. Seriously, the writing is what makes Craig worth exploring for twenty or thirty minutes. The gameplay is fine, but you’ve done this all before, and the puzzles are fairly logical to deduce, once you figure out that you’re supposed to read the ripped up recipe in the items menu and not actually try to put it back together with some kind of adhesive. Also, if you notice a “?” attached to some item, that means you don’t have enough information yet to perform the extra command; come back later.

Craig was made in about a week by someone under the username of Pai, and though it encompasses only two screens and is more of a tech demo than anything else, the writing and characters are there. I’d love to see Craig become a full-fledged release, with a focus on creating different potions from a variety of items, as well as a personal quest to build up his manly physique. If such a thing pushes forward, I’ll be right there behind it, ready to click, more than ready to greet.

Turn-based trial and error assassinating with Hitman GO

gd early impressions hitman go

The Hitman series and I have not exactly clicked over the years, which is strange, seeing as these are stealth-based games with multiple paths and ways to succeed, with one often using the environment or disguises to get jobs done than simply firing a bullet from a sniper rifle miles away. It’s that whole “this sounds better on paper” thing, seeing as I could barely get through the opening parts of Hitman: Blood Money and walked away from Hitman: Absolution fairly early on, though I’d still like to return to the latter eventually and give it a second shake.

Good news, everyone–Hitman GO rocks! In fact, it’s my favorite Hitman game so far. Yup, this turn-based, puzzle board game version of Agent 47’s stealth assassination missions is basically everything I do like about these games, but with a super strong aesthetic and enough challenge to get me scratching my head, but returning for more after every level. I bought it the other night for $0.10–that’s ten cents for those with eyesight problems–through Microsoft’s online store as part of their weekly sales for Black Friday, though I’m playing it on my laptop and not a tablet/phone as it is probably intended to be experienced. Too bad, so sad.

There’s no story in Hitman GO, and there doesn’t need to be. Instead, each world, represented by a vintage-looking board game box, collects a handful of themed levels together, with the main goal either being to reach the exit unnoticed and alive or kill a specific target, often draped in red attire. There are side objectives as well, such as collecting a briefcase or completing the level in a set number of turns, and those go towards acquiring stars, which will help you unlock future sets of levels. Every character is represented as a tiny figurine, even mimicking the “toppled over” effect of taken chess pieces when knocked down. I liked this in Crimson Shroud, and I like it once again here.

Truly, it’s the board game aesthetic that has me transfixed. Here’s a true fact about me: if you are ever looking for me in a bookstore, you can generally find me at the board games shelf, ogling just about everything, fascinated with all the games and possibilities, saddened over the fact that I don’t have anyone to play these things with. Recently, I gave Machi Koro a good hard look, amazed at the colorful, friendly artwork. If a real, tangible version of Hitman GO existed, I most assuredly would be staring at it for a while, as i do when I play. You can rotate the board around for a better view or to simply admire the small, off-to-the-side details.

I’m currently in the middle of the second world’s levels, which have introduced new, tricky mechanics like hiding in potted plants or using trapdoors to teleport around the screen at the cost of a turn. My biggest struggle right now is with the knife-wielding enemies in teal shirts that turn 180 degrees, as I still don’t grok when it is wise to move towards them. Strangely, it’s when they are already facing you. It’ll take some practice, though I’m sure there are other elements down the road that will be just as hard to figure out.

A negative, sadistic part of me wonders if I’ll hit a wall when I get to the Blood Money-themed levels–yup, I know they are forthcoming–and tasked with tossing coins to distract guards, but we’ll see what those ultimately look like when I cross that path. Until then, may all your puzzles be murder.

Trying to thieve as a master thief in Thief

gd early impressions Thief xbox 360

The Xbox One recently rolled out its list of backwards-compatible games, and, no, Thief is not one of them. Not yet, at least. I’ll get to the connection shortly, I promise. I’m a big fan of this function, and it honestly was one of the attributes that resulted in me picking up this current-gen console over the other, despite all the hubbub around the possibility of PlayStation 2 emulation on the PlayStation 4. Anyways, with the fact that some of my Xbox 360 games are ready to be played on the newest console, this meant deletion and freeing up hard-drive space was imminent.

Once I deleted Just Cause 2 and moved my save game profile to the cloud–which is a technology that I’m still scared to trust–my Xbox 360 began downloading the next game in my queue, which turned out to be Square Enix’s Thief, released back in February 2014. It’s a stealthy game I’ve been eyeing for some time, though it was immediately strange and revealing going from sneaking around the Commonwealth in Fallout 4 to sneaking around the less-imaginative, ultra dark, Victorian-themed, plague-riddled City.

Here’s the story: master thief Garrett teams up with his former apprentice, Erin, on the same job from their contact Basso. It’s clear that Garrett and Erin differ on what it means to be a thief, with Erin happily murdering guards to ensure no one follows after them while Garrett would prefer to be less violent. Along the way, he steals her claw weapon. As they arrive at the Baron Northcrest’s manor, they discover some ritual taking place. Garrett calls off the job, but Erin refuses to listen, falling into the center of the ritual, which was nearing its completion, becoming engulfed by some mystical energy. Garrett is knocked out trying to save her, and only awakens from unconsciousness a year later.

It’s not a great story so far–I’m past the prologue and somewhere into the second chapter, after visiting a church–and a lot of that falls on Garrett’s cloak-covered shoulders. He comes across as a self-righteous do-gooder, stealing from the rich and keeping it for himself, but also always has a snarky one-liner to say for every situation, often to the point of mockery. I get the sense that he lacks empathy and could care less about what happened to his friend Erin, but we’ll see where things go. It’s hard to get a lot of story when your main character spends the majority of his time slinking around houses in the dark, half-listening to conversations through keyholes, not letting a single footstep be heard.

The focus of Thief is to use stealth in order to overcome a number of challenges, with violence often left as a last resort. I’m all about that. “The stealthier, the better” would make an excellent bumper sticker. Early on, I ran into the same problem that turned me off of Dishonored, in that once you are spotted, there is little chance of survival, which only makes me want to do perfect stealth runs, with no room for error. That said, I don’t think Thief plays or looks all that great; it’s sluggish and murky, with nothing distinctive-looking about it. So far, the coolest move, in my mind, Garrett can do is distinguish candles to darken a room, and I’m eagerly awaiting popping an Achievement somehow related to doing this.

Heads up: there’s also a lot of pressing X. You hit this button to pick up loot, of which there’s a ton. I think there was over 70 pieces to grab in the first chapter alone, and this loot translate into money, which you can later then spend on skill tree upgrades, weapons, and miscellaneous items. however, when it comes to desks and drawers, plan to press X a bunch and be disappointed when you find nothing. Also, I think I had a similar gripe with Batman: Arkham Asylum, but mashing a button to open a window or grate is beyond tedious, there only to pad out what little gameplay already exists.

I’d really like to see Thief become backwards-compatible on the Xbox One, but not because it is some much treasured entry in the series and fans are eagerly looking to play it right now. It’s more out of laziness. The further forward I go with my new current console, the less interested I am in switching on the 360, changing inputs on my TV, and plugging a controller into the system. Yes, I’m the same dude who is still working away at Final Fantasy IX, a PlayStation 1 RPG of old on my still-kicking PlayStation 2, but that’s on a different television in my bedroom. Okay, I have to get back now to looting dead bodies and hanging cat portraits on my settlement’s structures…oh wait, wrong game.

Jane Sinclaire’s on the pixel hunt for the mysterious city of Adera

adera episode 1 gd early impressions

My mother, when she was heavily gaming on her less-than-subtly pink Nintendo DS, leaned towards titles where the main goal was to mostly find hidden objects on a single screen full of objects, with usually some cockamamie narrative wrapping to provide the player with just cause for exploring this underwater sunken ship or that ancient ruler’s treasure room. You know, mega hits like Yard Sale Hidden Treasures: Sunnyville and Nancy Drew: The Mystery of the Clue Bender Society. These quests occasionally featured other styles of puzzles too. I feel like Adera from Hit Point Studios fits the same mold, which is why I gave it a shot, though its production qualities are much more refined.

Adera is an episodic adventure about Jane Sinclaire, an auburn-haired archaeologist in search of her previously thought-dead grandfather, as well as the mysterious city of Adera, after receiving a message from him. The first episode, “The Shifting Sands,” is free to download and play and will take one roughly a couple of hours to complete, especially if you are searching for every butterfly and animal totem collectible like I did. I think it came out for Windows 8 a couple years ago, but I played it on my laptop, which got Windows 10 as a free upgrade some months back. All that said, the game is clearly designed for tablets and touch surfaces and still retains a lot of the language, such as instructing players to swipe left or right to move between locations when, in reality, I have to click a blue arrow with a mouse.

Story aside, as it is ultimately generic and only there to put you in exotic, mystical locations so you can slide tiles around and collect cog wheels, the cutscenes and transitions from room to room are actually quite nice. Better than I expected, to be honest. Adera also features some voice acting, and nothing atrocious stood out like in previous point-and-click adventure games, but Jane is mostly on her own in this adventure, as her partner Hawk–cool name, bro–works on fixing their broken helicopter. She inner monologues a bit, but also write in her diary; alas, the font used is tough to read, and so I skipped most of her passages.

My favorite puzzles are the same that my mother enjoyed, which are finding a list of hidden objects on a screen littered with junk and misdirection. I don’t know. There’s just something especially relaxing about these in the same way that I’m into word finds; my eyes take control and scan away, seeing things in front of other things or catching the sliver of a handle, which might belong to a knife, which, oh, look, there’s a knife on my list of things to find, click it, yes, that was it and…oh, sorry. I think I drifted a bit there. See what I mean? There’s maybe three or four of these in “The Shifting Sands.” Anyways, there’s a handful of other puzzle types to solve, but none of them are terribly hard to figure out, and the places you need to investigate–at least on the middle difficulty I selected–glow purple, so you won’t miss any key items. If need be, you can always hit the “hint” button for a clue, but “hint” buttons are for chumps.

While the first episode of Adera was free to play, it’s looking like $19.99 will snag you the other four slices of content. Hmm. Think I will pass. Unfortunately, I’m not fully hooked enough to invest that kind of pocket change, especially when I can find other hidden object games relatively easy online when I need a fix, and so I’ll leave the ponderous, courageous Jane Sinclaire where I last saw her, among the shifting sands, her pockets full of pointless animal totems.