Category Archives: musings

2015 Game Review Haiku, #58 – Adera (Episode 1, “The Shifting Sands”)

2015 gd games completed adera episode 1

Find hidden objects
Archaeological plot
Familiar, but fun

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.

Fallout 4 opens up faster than expected

gd impressions Fallout 4 Sanctuary Hills

Welcome home, Fallout 4. It’s been a long time coming, and I’m super glad you’re here, as you helped push me into the next generation with the purchase of an Xbox One. Feel free to imagine the sound of an Achievement popping right here, right now. Sorry, PlayStation 4, but you’ll have to sit the next few years out on the bench, and I am saddened to know that I won’t get to explore an alien planet and colonize it under my nomenclature before anyone else in No Man’s Sky, but that’s okay. I assume I’ll still be romping around a ruined Boston in Fallout 4 looking for adhesive by the time that game comes out, with plenty still to accomplish.

Fallout 4 is the story, as far as I can tell because I’m not looking anything up to confirm or noodle out more details, of a ruined family. I’m playing as a good-hearted man named Paul that favors a scruffy beard and cool metal armor, but before we get to all that we need to know how we got to all that. Nuclear war is the short answer. As the bombs begin to fall, you take shelter in the nearby vault along with your wife and son Shaun. Unfortunately, as with all things Vault-Tec, this shelter is more of a social experiment than safehouse, with everybody being cryo-frozen the minute you arrive. You awake from this chilly slumber years later only to watch your wife get murdered by some mysterious folk. Oh, they also kidnap your child, which is the fuel driving your mission to leave Vault 111 and explore a post-apocalyptic Boston.

I was disappointed in how little you actually get to explore the pre-war setting, how quickly you are rushed through it. From Bethesda’s E3 reveal, I was hoping for a longer stay in this environment, but the world quickly falls apart after doing the needful in terms of creating your character and assigning your S.P.E.C.I.A.L. points. I wanted to stroll down the street and speak to my neighbors, scrounge through their trashcans and eavesdrop on private conversations. I wanted to collect some things to take with me into Vault 111. Remember the Tranquility Lane quest from Fallout 3? I wanted that, extended, and not as creepy.

But it’s 2015, and I’m guessing people expect gun-shooting action sooner than later, especially if one was to target, say, the Destiny and Halo 5: Guardians fanbase. Fallout 4 hands it out really fast, so long as you stick to the main story quests for the early portion. In the first hour or so, I got hold of a suit of Power Armor and defeated a Deathclaw, things that were commonly late-game events in Fallout 3 and Fallout: New Vegas. You also immediately get access to several different companions and the ability to build settlements, though the game does not do a great job explaining both how to do this and why it ultimately matters. I’m mostly decorating my house with coffee mugs and paintings of kitty cats.

All that said, this is an open-world game from Bethesda, which means there’s glitches and jank abound, and, unfortunately, I’m in the camp that, while still grumbling audibly about them, have come to accept this as the price to pay to play something so full of possibility. Here’s some of the things that have already gone wrong in my first few hours in Fallout 4:

  • Game froze within the first fifteen minutes, when prompted by my wife to spin my son’s mobile
  • Subtitles didn’t switch over when speaking with Preston for the first time, leaving up Sturges’ three words of dialogue for the entire conversation
  • No Achievement popped when hitting level 5
  • Paladin Danse climbed on top of a table and couldn’t get down in the background while I was having a conversation with someone else
  • Paladin Danse also had some trouble getting in an elevator, of which I have recorded proof and will eventually show y’all
  • Sent Dogmeat “home” to Sanctuary so I could try out a new companion, cannot locate him now
  • A single Raider Scum got trapped behind an open door and the wall, constantly switching between detected and hidden in terms of aggressiveness

Yup. It’s still janky.

I began writing this post after an hour or two with Fallout 4, but since then I’ve dropped another nineteen hours into my first playthrough. I’m mostly sticking to the main story quests, which I won’t talk about yet to keep this spoiler-free, but also am doing a few side things here and there, such as crafting a special chair for the local drug lady to sit in and do drugs. I don’t know why any of this is important, but maybe it will matter down the road. You can expect me back soon to talk more about some of the changes in Fallout 4 that I still don’t have a great handle on, like skill perks, V.A.T.S., and radiation.

Smells Like Art’s grand idea to turn poop into portraits

smells like art 01

Every now and then, I pop over to the Carmel Games website for two reasons. One, I honestly want to see how Dakota Winchester’s Adventures concludes and am patiently waiting for it to pop up when available. Not because the plot of where the third ruby is hidden is keeping me up at night or because the characters are a Joss Whedon-level of memorable, but because I like reaching conclusions for things I start, whether they are books, shows, or a less-than-stellar puzzle game. Two, I’m fascinated with the quality of these specific point-and-click adventure games.

Well, there’s no new adventure up yet for Dakota Winchester, but there’s been plenty of new additions from the last few months to peruse. I only have the name and a tiny sliver of art to go on, and so I went with Smells Like Art in the meantime, which actually does not reveal much about itself based on those two credentials. Turns out, it’s a game about poop. Well, dealing with poop. you know, making the best of a bad situation. Our hero Bosko has just inherited a bathroom off the highway from some dead relative, but quickly discovers it is in terrible shape in terms of…acceptable hygiene standards. He decides to change it into an art gallery instead.

That’s the plot. Don’t dig too deep into it. Grossness abounds. The puzzles themselves are not terribly difficult to figure out, as they more or less follow a logical path, save for the part where you are turning feces on the wall into framed artwork. You have a small inventory and can combine a few items together while using others on people or things in the environment. There’s only so many places to visit in the game and, generally, once you’ve acquired everything in the location there’s no reason to revisit, unless you found a pen and know a man who loves pens. You can speak to less than a handful of cartoony characters, but there are no dialogue choices, and they only say a few lines total.

Once again, the writing is silly and too direct, with most of the female characters voiced by a man with effects added afterwards. This doesn’t make them sound like a woman, but rather a woman on drugs or mutating into a small demonic critter. Not a fan. I’m totally fine with old-school adventure games where no characters speak out loud and you have to read everything that they say and imagine their voices in your head. I wonder if all of Carmel Games’ creations contain voicework like this, or it’s just been my luck with the few I’ve tried so far.

Strangely, for all of Smells Like Art, which I finished in just under thirteen minutes as I obviously work towards becoming a professional speedrunner and racking up millions of dollars through sponsors, “Dance of the Sugar Plum Fairy” plays on loop. I don’t really understand why it was included. I mean, it’s a dance for a ballerina, not background tunes for some dude dressed like Fred Flintstone as he deals with his serious bathroom issues. In this case, I’d rather have no music whatsoever than this for seemingly zero contextual reason. Yup, you’re reading this right–so far, I want no music and no voices. Guess I’ll just turn my laptop’s sound down next time.

Don’t worry, Carmel Games. I’ll be back to sample some more of your bizarre creations. Maybe one day I’ll actually like the adventure, instead of simply going through the motions, clicking on everything, eyes wide in amazement, brain tingling with the words and turns of phrases I’ll use to describe the latest ordeal. If anything, these games help give my creative writing a big burst of energy.

Never want to go back to Final Fantasy IX’s Oeilvert

ff9 oeilvert maxresdefault 2

Last time I wrote about Final Fantasy IX, I expressed my concern over the fact that I just couldn’t help myself wasting hours and hours on grinding for permanent abilities for all potential party members. The siren’s call to fight Zemzelett over and over simply so both Garnet and Eiko had all potential summons at their disposal was too hard to resit. Well, all I can say is that, despite wanting to do more ability grinding, I moved the plot forward after my summoners stocked up on epic, screen-defying magical beings from beyond. I mean, it’s scary–2015 is nearly over, and I simply cannot let another year go by where I don’t see this adventure through.

Unfortunately, I was watching Giant Bomb‘s Drew and Alexis Extra Life 2015 stream–for the kids!–while playing, and missed an important piece of dialogue before selecting which party of members I wanted to bring to Oeilvert. Other than the name of a place that is deviously tough to spell, it’s also home to some mystical maguffin called the Gulug Stone that Kuja wants, but is afraid to gather for himself. So he kidnaps Zidane and his friends, and in order to save some of them from dropping to their death, tasks Zidane and three other people with traveling there and obtaining the thingy for him. The important part of dialogue I missed though was that Oeilvert is a no magic zone; naturally, because I missed this, I brought Vivi, Eiko, and Garnet with me, all three of which are heavy on magic casting and not so much on hitting enemies with sticks. This made Oeilvert much harder than it needed to be, but by then I had already committed to the task, plus saved my progress.

After you complete Oeilvert, you switch back over to Cid, now a frog instead of a oglop, as he helps free the other party members. How? Through a time-based stealth puzzle section where you have to also place certain weights on scales…naturally. It’s goofy and tricky, and I’m not going to hide the fact that I looked up a solution to the weights puzzle as I was running low on time and worried about losing a good chunk of progress. It’s certainly not the best part of Final Fantasy IX, that’s for sure. With everyone else freed, you get to search the Desert Palace, light candles, and fight monsters. However, now my party was made up of Freya, Steiner, Quina, and Amarant, none of which I look to for magic stuff.

See, in this area, you fight Grimlocks, which have different strengths and weaknesses based on what colored head is on the top. The red head deals out high physical damage dealer, but has a low defense to magic. On the flip, the blue head casts status-inducing spells and has low physical defense. Basically, it boils down to this–when the red head is on top, cast magic, and when the blue is on top, attack with weapons. Basically, I had to constantly wait for these beasts to don their blue heads and then attack with everyone, though Quina did have a water spell in his/her/its inventory. This made these fights extra long, and when you get into a random encounter every few steps, it can begin to feel a bit maddening.

Somehow, I got through it all and am now on my way to the Last Continent. It might not have been the clearest cut path–and that’s my fault for not selecting better balanced parties–but I’m right behind Kuja and his army of questioning black mages as they cross through Esto Gaza. Progress, people. Progress.

Look, I don’t know how Final Fantasy IX concludes, nor do I want to just yet, so please refrain from spoilers in the comments section. Somehow, I’ve remained blissfully ignorant when it comes to plot details for the end of this story, as well as Final Fantasy VIII, but I really do feel like we’re dragging our feet now. The conclusion to disc two felt more like a finale than anything else, but I guess then that would be too short for a JRPG from the mammoth Squaresoft. I’m not as invested in Kuja as a villain as I was with Garnet’s mother, and so I am simply following after the effeminate man because the game is telling me to. Also, I hope I get an airship like soon.

Pay for 3DS home menu cosmetics through Nintendo Badge Arcade

nintendo badge crane arcade gd impressions

Growing up near both the Atlantic City boardwalk and Ocean City boardwalk, I’ve seen my fair share of crane games. If you don’t know what they are, they are this: vending machines that consist of prizes, usually plush toys or alternatives, which can be acquired by steering a claw crane over them, lowering to grab hold, and then, if you were lucky enough to capture something, dropping it down a chute so that you can rub it against your childish face with glee. Anyways, while I’ve seen a bunch, I’ve played very few, often because, even at a young age, I knew they were a gamble, one slanted a little far to the unfair side of things.

Thankfully, things are monetarily safer with Nintendo Badge Arcade. In fact, the game’s nameless bunny host, who I’ll talk more about in a bit, repeatedly informs you that you don’t have to actually spend real-life cash to play, that there are other ways to earn free plays at the themed crane machines. One almost gets the sense that both this bunny and Nintendo are just as hesitant as–and I’m theorizing here–the player is about paying $1.00 for five chances at moving a crane to the left and then down. Either way, your rewards are badges, though some appear to have sharp tips on the back, making me think of them more as pins than anything else.

What can you do with these prizes, you ask? Not much. They are collectibles, and you can then decorate your home menu with them on the Nintendo 3DS. I layered an 8-bit Mario sprite badge on top of the folder that contains all my Mario games, as well as did the same for my Legend of Zelda titles by using a blue octorok–here’s hoping I get something a bit more iconic down the road–but you can also place the badges anywhere in the menu to create cute or inventive scenarios and such. I’m not ready for that. You can also purchase matching themes to work cooperatively with a set of badges. I’m mostly into the badges that can replace certain applications, but still function as activating them; for example, I now have a Yoshi-themed badge to launch into my library stats thing. I want more of them.

Nintendo Badge Arcade‘s claw crane mechanic works as you expect it to. Simply press and hold a button to begin moving it over to the left and release when you want it to stop and lower. If you did it right, then sit back and watch as the claw does the rest. If you done goofed, then my sympathy. I did play one machine that featured a hammer instead of a claw, and the hammer swings forward, hitting everything in its path towards the chute. I got like three or four more badges on this machine.

By far, the most appealing thing about this free-to-play app is its host, which is a charismatic and energetic pink bunny. Who cuts through the cheddar and speaks as plain as possible about what this program is and how you do not have to spend any money on it…though it would help keep the lights on and bills paid if you do. This bunny will randomly change into costumes and other things, as well as promote a Nintendo game in a surprisingly candid and conversationally manner. Heck, I actually felt a slight ping of interest in The Legend of Zelda: Tri Force Heroes after speaking with Badge Business Bunny–that’s what I’m going to call him–for a minute or two. Maybe I’m just a sucker for trivia.

I expect to not drop a single ounce of real-life money on Nintendo Badge Arcade, but do see myself checking in every night alongside Pokemon Shuffle as my once-per-day go at progress. The practice claw machine may or may not provide me with free plays, but it’s worth a shot and won’t take very long. I’m definitely interested in more of the app replacement badges, as well as all things related to Animal Crossing: New Leaf. Perhaps I can have Sylvia back in my life after all.

BEEP combines physics and platforming with cute robots

beep early impressions gd

Remember when I went balls-out crazy over the summer during the Steam Summer Sale and spent an astounding $0.74 on a bundle of four games? And then I only played one of them, the cute yet challenging Out There (Somewhere)? Yeah, I remember that too. Congratulations, we both have good memories. Except that I also promised to try out the other three–Polarity, Beep, and Camera Obscura–sooner than later, which were words written five months ago. I think I need to look up the dictionary definition of “soon” before I ever use the word again.

Beep tells the story of a lone spaceship that has been gliding through the emptiness of interstellar space for, like, ever and ever. An automated factory within this ship prepares a fleet of robotic explorers in search of gold nuggets–one of my sister’s least favorite words–that will help advance their race. Don’t ask me how, I’m not a robotic explorer. Gold also unlocks newer planets to explore. When arriving at a planet, a robot is deployed, and the player gains control, using platforming, physics, and laser beams to collect the necessary nuggets and reach the end safely.

Your little exploring robot in Beep–which I’m not totally comfortable writing as BEEP though that’s how it appears over at Steam–is mega cute. I mean, look at it. Anyways, it moves on wheels, which does affect how you climb up over some ledges or whether or not sliding is an issue on slanted slopes. The first few levels, namely on the Perilous Plains, slowly up the difficulty, but mostly introduce elements like moving platforms to climb on and dealing with antagonistic robots at a good pace. However, I found the little robot descending underground into dark sections with limited light and tricky jumps a bit too much early on. You do hit some checkpoints in the levels, which means restarting isn’t too punishing, and you can just keep trying over and over.

The graphics and bouncy tunes keep everything feeling easy and safe, even if it can get a little challenging in some parts. At first, I mistook Beep to be a prototype or student project–shame on me–but the graphics eventually fade to the background as you find yourself concerned with tossing defunct robot bodies out of your way or lowering a platform just so in hopes of being in line of sight of a nugget and using your anti-gravity gun to bring it closer. Using that gun to hurl rocks and dead enemy bot bodies with force is really fun, though it can bite you in the butt if you aren’t careful where you are aiming. For example, I wanted to hurl a dead opponent up and over my little robot explorer’s head into the gap behind it–you know, like a cool action hero–but instead tossed it directly into it, knocking both off the edge. Yes, I laughed, but I also quickly learned my lesson.

Beep‘s got some pedigree behind it too. I don’t know specifically who, but it comes from the minds of former LucasArts and BioWare employees and is clearly inspired by games like Cave Story, Yoshi’s Island, Trine, and Half-Life 2, all of which I’ve actually played in my lifetime. I’m enjoying it so far and expect to chip away at it slowly. I also can totally see myself just sitting on the level select menu, which is simply a solar system you can fly around and bump into drifting meteorites and such, all while a thumping, Blade Runner-like soundtrack plays. The shocking truth is that I really need to load up other things on my laptop other than Time Clickers.

100%-ing LEGO Marvel Super Heroes nearly broke me

lego marvel superheroes 100 percent grind

Naturally, I saved all the elements I hated the most for last when working towards hitting the 100% completion mark in LEGO Marvel Super Heroes. Like races, of all variety. Like replaying every story level a second time to find the last few collectibles. That’s it, really. Those are the two mission types I disliked the most, as the fetch quests and bonus levels kept things lively, and so long as you have a character that can fly–my go-to was always Galactus or Ms. Marvel–then you can zip around the hub world and start checking off tasks…somewhat quickly. Getting there is no big problem, but one still has to factor in solving the puzzle to unlock the gold brick, vehicle, or character.

Races in the sense of a competition between runners, horses, vehicles, boats, etc. to see which is the fastest in covering a set course are just the worst when it comes to open-world videogames. I avoid them at all costs. I think I did the obligatory one in Grand Theft Auto V and never went back. There are a few types in LEGO Marvel Super Heroes: in air, in vehicles, or on foot. None of them are fun. One mistake generally costs you the entire race, forcing you to go back to the mission giver and try again, which is sometimes not an easy process. The flying ones are a real hassle as the controls for zipping through the sky like some cool person are clunky and, nine times out of ten, work against you. Here’s a real kicker though: Maria Hill challenges the player to a go-kart race on the S.H.I.E.L.D. Helicarrier, but it’s on a digitalized, floating track in the sky, and if she wins, the track disappears, and you fall all the way down to the city below. Want to try again? You have to either fly back to the Helicarrier or use a warp station.

Let’s talk a bit about Stan Lee. You know, the iconic American comic book writer, editor, publisher, media producer, television host, and actor who loves making cameos whenever it comes to all things Marvel. He’s a collectible in LEGO Marvel Super Heroes, and there’s fifty in total to rescue. One Stan Lee in Peril is found in all the story levels and bonus levels, with the rest, a good twenty or twenty-five out in the hub world somewhere. Thankfully, an icon appears on the map to let you know where he is, but you can naturally only rescue one at a time. He’s not Multiple Man, mind you.

Anyways, after rescuing a bunch of Stan Lees in the hub world, I noticed there was no new icon showing up, which lead me to both recheck the map several times, but also assume that any new Stan Lee rescue missions were locked until I did something else. Or hit a set percent completion. As it turns out, that was not true; instead, there was a Stan Lee icon on the map the whole time, just hidden underneath another icon, one for a story mission that I had already completed. I only saw it visible when glancing at the mini map; you can’t see it through viewing the large map. In short, I could have been collecting Stan Lee the entire time, but didn’t because the developers thought it was a good idea to hide the icon on a map they clearly knew gamers were going to use as a means to set waypoints and track down things. In shorter, screw Stan “The King of Cameos” Lee.

Lastly, even after hitting 100% completion and enjoying the warm fuzzies of seeing all those collectibles collected, I still wasn’t done with LEGO Marvel Super Heroes. See, I began playing the game co-op with my girlfriend, and evidently the Falling…with Style Achievement for successfully sky-diving off the S.H.I.E.L.D. Helicarrier is glitched if you try to do it first in co-op. The only way for me to pop it was to start a new game and never bring in another player. More frustratingly, you don’t get access to the S.H.I.E.L.D. Helicarrier until after the first story level is completed. Imagine me, drained from grinding my heart out on LEGO Marvel Super Heroes, having to play a story level for a third time simply to be fully done with this mutation. Also, you can’t skip cutscenes the first go around. I grumbled through it, jumped off the Helicarrier, saw the Achievement pop, and felt an invisible weight lift off my shoulders.

At one point during my seemingly impossible climb to 100% completion, Deadpool mocked me for even trying. Made fun of me going after all these collectibles or doing another vehicle race simply to check it off an imaginary to-do list. I get that that’s Deadpool’s thing, breaking the fourth wall and whatnot…but when the videogame you are attempting to master is leaning back and laughing at you, one has to wonder. Super heroes are often defined by their sacrifices. I feel like LEGO Marvel Super Heroes is one of my greatest.

Upgrading ED-E and my Xbox 360 in time for Fallout 4

ed-ecated achievement fallout nv

It’s crazy to write this, but Fallout 4 comes out this week. I’m under no embargo, so I can totally say that out loud without fear of retribution. In fact, on Wednesday, I’ll be joining the next generation of gamers–a.k.a. the current gen–with an Xbox One and a retail copy of Bethesda’s post-apocalyptic take on Boston. Yeah, I know the game releases to the public a day prior, but my bundle won’t arrive until Hump Day. That all said, I’m totes excited.

I fired up Fallout: New Vegas over the weekend because the reality is this: once I can deep-dive into Fallout 4, it’s going to be hard to return to any of the prior games. That’s fine when it comes to Fallout 3 because I saw and did nearly everything possible, but there’s still a handful of things to do and Achievements to pop left in Fallout: New Vegas, and it seems like I haven’t touched my console copy of the game in about three years. A couple of them still seem too much for my waning heart, like completing an entire run on the “hardcore” difficulty or getting banned from all the strip’s casinos. However, I noticed that there were two left unpopped from the Deathclaw- and radiation-heavy DLC Lonesome Road. Hmm. Off to the Divide!

My first focus was on upgrading everyone’s favorite floating eye-bot equipped with battle theme music ED-E with all five performance enhancements. I guess I missed one or two the only other time I played the DLC, which meant I opted to have a guide open next to me as I both meandered through the irradiated land and listened to Dave Lang coin future Giant Bomb phrases like “get monked” during his Extra Life 2015 stream. I was able to get four of the five upgrades for ED-E, which do stick in the robot permanently when you return to the Mojave Desert, but one required a Science skill level of 75 or up to hack a terminal and open a locked door. I’m guessing I didn’t have the skill high enough before. Well, as luck has it, I did not have a great Science skill with this character either, so I grinded out some XP and used a magazine to hit 75 on the dot. Check it out:

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ED-Ecated
(20G): Find all of ED-E’s upgrades in the Divide.

The other Achievement that I was juggling progress towards as I outfitted ED-E for the future is Warhead Hunter, which tasks the Courier with detonating all of the warheads in the Divide. There are thirty in total, and by the time I had spoken Ulysses down from unnecessary violence–thank you, 100 Speech skill level–I had twenty-four taken care of. Then I hit up the Courier’s Mile for two more, which is a really tough section full of radiation and Deathclaws; I kind of zipped in, used the laser detonator, and got out faster than you can say wasteland omelet. That means I have four left, and I’m not sure exactly where they are, nor do I feel like retracing every step I took to unearth them. Kind of a bummer, but my fault for not following a step-by-step guide.

If anything, this brief return to Fallout: New Vegas has reminded me of what I’d like to see greatly improved in Fallout 4. Combat can still be chaotic and clunky, and sometimes you can mash on the Pip-Boy button only for your character to never bring it up, leaving you open to the deadly swipe of a Deathclaw. The menus themselves continue to be a struggle to get through. That standard Bethesda jank will never go away, seeing as I had enemies doing cartwheels through walls during slow-mo V.A.T.S. moments, but I’d like to see less of it on an enhanced engine.

Considering my Xbox One bundle comes with a digital version of a backwards compatible version of Fallout 3, there’s hope down the road of Fallout: New Vegas also getting the same treatment. If so, cool. Perhaps by then I might be in the mood to return to Brown Town and finish up the remaining six Achievements. Until then, I have Fallout 4‘s ruined Boston to explore, which is doubly interesting to me seeing as I visited the real-life city back in August and expect to recognize several locations. Hopefully one of them is the fake Cheers bar. It’s gonna be wicked.

The Mirror Lied is an experiment intentionally too vague

gd final impressions the mirror lied maxresdefault

Earlier this year, I finally got with the times and played To the Moon, which I quickly followed up with its holiday mini-episode. I ate both up quickly, excitedly, and then immediately went to Freebird Games’ website to see if there was anything else to play. Turns out, yes, seeing as I had a copy of The Mirror Lied in my videogames folder for some months now. I’m guessing I never grabbed a copy of Quintessence: The Blighted Venom because I saw that it was incomplete and currently on hiatus. Too bad. Regardless, I finally got around to playing The Mirror Lied a few nights ago, and I have no idea what went down by the time credits rolled, which seems intentional, if not entirely successful.

I’m going to now give you my interpretation of The Mirror Lied‘s plot, but this could be entirely wrong. You play as Leah, a young, faceless girl living in a house all by herself. She has a friend–a bird called Birdy. Somebody keeps calling her house’s landline, telling her what to do, when all she really cares about is watering her plants, choosing the right dress to wear, and exploring the house for secrets. Eventually, she’ll escape, to the roof. Or maybe it’s all a metaphor for depression slash nuclear war slash coming of age slash menstruation. Really, I’ve got no idea, so tell me your take below in the comments.

Similar to To the Moon, this is an adventure game, where you explore your surroundings, gather items, and advance the plot. One strange mechanic here though is that you have a limited amount of time to reach the ringing phone, which makes sense from a logic standpoint, but gameplay-wise it’s just annoying. I’d be watering the magically growing plant only to suddenly learn I had five seconds to get to the phone; figuring out how to trigger the ringing a second time after missing it was hit or miss, with me forcing Leah to wander aimlessly until it happened again. It might have seemed neat on paper, but not in function. There’s also a single scenario where you have to use the inventory menu to load an empty gun full of bullets, which was clunky. Otherwise, just have Leah walk up to stuff, examine the items, and move on.

Interpretation certainly has its place in art, such as with the ending to LOST or that couple of dressed up lovers in The Shining who are clearly into some raunchy things, and videogames occasionally let you determine for yourself what you just went through. The Stanley Parable, despite having a narrator tell you every little detail, leaves plenty of room for your own take on events. Superbrothers: Sword & Sworcery EP says a lot through very little. I still occasionally ponder what LIMBO was trying to get across years later.

However, here, in The Mirror Lied, it all felt like an exercise in simply trying out mechanics and puzzles–nothing more, nothing less. A half-hearted attempt at a narrative to connect everything was provided with Leah, Birdy, and the phone calls, but the rest is left on the back-burner, because it doesn’t matter if you understand what is happening by the end, only that you got there, by figuring out how to unlock drawers, access a computer’s email network, and fill up a bucket with reddish liquid to water your ladder to freedom.

The Mirror Lied‘s developer Kan Gao stresses that it is not a horror game, that nothing will jump out at you. Can’t argue with that.

Where They Once Were ended with me cold, dying alone

where they once were gd impressions VO4gCKj

Where They Once Were is another teeny tiny yet impressive result of Ludum Dare 31, which brought us cheerier titles like Kram Keep and A Place in Space. Actually, no–both of those contained their fair share of murder and mayhem, though here it is downright brooding. Anyways, that thirty-first game jam’s theme, in case you forgot, was “Entire Game on One Screen,” and I’d say Where They Once Were absolutely nailed it, seeing as everything happens on a single screen, in and around a snowed-in log cabin.

Basically, Where They Once Were is a survival game. Like your first few nights in Minecraft or all of The Forest from the moment the plane crashes. I’m just not sure if one can, ultimately, survive the many snowy nights, but a better player than I might be able to make it. There’s three endings, of which I got two: eaten by a wolf, and cold, alone, with no more supplies. Not sure if the third ending is a victory or just another way to buy the farm; I couldn’t figure out what to do differently. Maybe it has something to do with that snowman outside the cabin.

For controls, you can use the arrow keys to move left or right, up grabs items or drops whatever you are currently holding, and the space bar interacts. Sometimes it’ll interact with whatever you are facing, sometimes it’ll go to what is in your hand, and the other times it’ll use what’s in your hand on what you are facing. That might sound confusing, but it’s really not. For example, to stay warm at night, you need a roaring fire. To do that, you go over to the log pile, carry a bunch of logs back to the fireplace, and press the space bar to drop them in. Then you grab a book of matches, go back to the fireplace, and light them on fire. Rinse and repeat each night to keep on keeping on, while other elements development.

Where They Once Were‘s puzzles aren’t too tricky to figure out, as everything, more or less, follows a logical path. Yes, part where you use a shotgun to shoot a ladder down, I’m raising an eyebrow at you. Need that can of food opened as soon as possible? Whack it with your shovel. Once you are fed, warm, and free from outside danger, you can use the bed to sleep safely through another balmy night. However, the odds are stacked against you from the start, with a limited amount of supplies in the cabin, meaning you’ll have to work hard to make everything last. There’s not much in the sound department, but the absence of sound effects adds to the mood, though I don’t believe that to be an intentional decision, rather a cut due to time.

The game’s page describes the story as about “a woman finding a weird abandoned cottage while escaping pursuers.” A couple things. I never got the sense that the main character was a woman, though with pixel art it can be difficult to tell. Shame on me for assuming this. Also, there was no mention of being chased by off-screen villains, so I took this more as this person lives out here by themselves in the day-to-day, but must now survive the harsher weather for a few nights on a sliver of supplies. You don’t get much in terms of words-on-screen narration, though I did find a diary with some obtuse writing in it. Regardless, surviving is the goal, and the reasons behind it are up for interpretation.

Either way, it’s a neat survival game that may help you years from now if you find yourself trapped in a snowstorm with only a creepy log cabin for safety. You can download the original jam version of Where They Once Were in the link from the previous paragraph, which is the one I played, or there’s a post-jam version here that adds sound effects and additional endings. Both will suffice in terms of atmosphere and experience. Let me know if anything happens with that snowman. Really now–I know it’s vital for living.