Category Archives: randomness

The Temple of No holds a map that sees all things that ever have been or will be (but in map form)

gd final impressions the temple of no

The Temple of No is the first Twine game I’ve ever played. How do I know that, other than being me and knowing everything I do except for the hours when I’m asleep and dreaming about drowning in an ocean of spicy tuna sushi rolls? Well, for starters, I had to look up the definition of Twine before beginning the game. Evidently, when it comes to videogames, it means this: Twine is an open-source tool for telling interactive, nonlinear stories. Basically, HTML-driven code that’s perfect for choose-your-own-adventure models, so long as it is inside a browser. I think you can pick your browser.

And that’s sort of what The Temple of No is, except it is more interested in breaking the fourth wall and ensuring you know that you are not the protagonist of the game than sticking to a structured narrative. The story is based on choice, and so you can either be a man, woman, or frog in search of a “map that sees all things that ever have been or will be (but in map form).” Yeah, y’know. Like the Marauder’s Map, but turned up to eleven. This amusing little jaunt is written by The Stanley Parable’s William Pugh and features gorgeous illustration work by Dominik Johann. Crows Crows Crows, the studio behind the equally free and interesting Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist, are also behind The Temple of No.

Despite its understandably short length, I only went through The Temple of No once. Sure, sure, I’m probably missing out on a ton of jokes and maybe even more bits of delicious, storybook-esque artwork, but when a game is driven by choice–in this case, what words I click on and in what order–I can’t help but see these decisions as firm and final. I followed the man of the story as he worked his way through the jungle and into the temple in search of the map. In my mind, I can’t simply undo that history to see what would have gone differently with the frog character despite being a huge fan of Chrono Trigger‘s Frog design. Psst: if you played through as the woman or frog, tell me a bit about their stories in the comments below. Okay, thanks, bye.

The writing is good and amusingly smart in places, though I did spot a few grammatical errors. Nothing major, just a missing period or word that was lowercased that probably should be capped. Since the game is heavy on text, it is important that the writing be strong, captivating. I found the clicking of words and timing of audio cues to be enjoyable, and there’s one bit where a man begins talking to himself…for a very long time. I eventually cut him off, but I do wonder just how long it goes on for. Regardless, that’s some solid dedication for a joke, but that’s what makes The Temple of No special. There’s great care behind it.

I guess I’ll have to keep my eyes open for future Twine games, as well as whatever comes next from Crows Crows Crows. I really do dig their aesthetic and versatility.

2016 Game Review Haiku, #41 – The Temple of No

2016 games completed the temple of no

Go, brave as a bear
To find that special wisdom
That only TWINE knows

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

2016 Game Review Haiku, #40 – The Empty Kingdom

2016 gd games completed the empty kingdom capture 01

Who will you fight when
Everyone is gone, who will
You rule by yourself

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

You’ll never take this 60,000 Gamerscore away from me

Microsoft%20Treasure%20Hunt%201%20small

It was only a couple of months ago that I was touting my latest small victory, of hitting a Gamerscore of 55,555 perfectly on the dot. Now, over my years of gaming since gaining an Xbox 360 and loving the quest of popping many Achievements, I’ve normally only gone after the, in my zany and hairy mind, seemingly milestone-esque amounts, such as 10,000, 20,000, and so on. The big numbers. You can find posts on these ::ahem:: achievements by clicking here. However, I saw an opportunity then to do something silly, and I rounded out that post speculating that I’d hit 60,000 by the end of the summer or 2016. Looks like I second-guessed my ability to do numerous tasks and receive digital rewards for them. Shame on me.

Well, here, enjoy the photographic proof. You’ll notice that I finally upgraded my user pic–I think this colorful dude looks pretty close to me, or, at the very least, close to how I imagine people in the real world view me–as well as gained a couple more friends/followers:

60,000 GS untitled

Speech time. I’d like to personally thank the following games for helping me along the way, in whatever ways possible, since mid-March, because, without them, I wouldn’t be here today talking about 60,000 Gamerscore:

  • Tom Clancy’s The Division – Thanks for having so many collectibles to collect, even if all I got in the end was a rosy pink jacket. Just kidding. Got a ton of Achievements from running around an empty map of New York City in search of cell phones and abandoned laptops while friends did actual missions.
  • Gears of War 2 – Thanks for a fairly okay solo campaign and multiplayer modes that allow me to play against the AI instead of thirteen-year-old kids that like to curse. At some point, I’ll be back to get all them dog tags.
  • Saints Row IV – Thanks for just kickin’ back and saying, “Have at it!” I’m still working towards a few goals in Steelport, but the fact that there’s a menu keeping track of all your stats, such as how many kills you’ve gotten with a specific weapon, is extremely useful.
  • Hitman Absolution – Thanks for being the sort of game that lets you be sneaky sneaky and then all-out action hero when things go wrong. I hope to write about you soon, as I’m having a much better time in your world than I did in Blood Money.
  • Tekken Tag Tournament 2 – Thanks really goes to Bandai Namco for making Tekken 7, as well as giving this one out for free during E3! Tekken has always been one of my favorite fighting game series, though I strangely never got to play any of the Tag games. Until now. So far, I pretty much only use Jun Kazama.
  • Microsoft Treasure Hunt – Thanks for providing that 10G Achievement of revealing a trap on the first level, which helped me nail the 60,000 mark perfectly. You’re a blessing. Also, I promise to come back and play you at some point, as you seem like a mix of Minesweeper and a rogue-like, which…yeah, sure.

::a round of roaring applause while some bouncy exit-stage-left music plays and I’m ushered away behind the curtains::

So, is 70,000 Gamerscore possible in 2016? Hey, anything‘s possible. It’s the doing that takes work. Believe in me, dear readers, and I’ll see you when I get there.

To live in Final Fantasy IX is to give life meaning

gd update on ff9 end of disc three pandemonium

Bet you thought I gave up on Final Fantasy IX, seeing that the last time I spoke of it was back in January 2016 when I was stuck endlessly grinding my knees into the dirt against the Earth Guardian boss. I wouldn’t say I gave up, but rather stepped away for a bit. Well, several months. The idea of grinding with a two-party team made up solely of Zidane (cool) and Quina Quen (less cool) was really off-putting. I have good news though–I soldiered through it and was able to take down the Earth Guardian and get back to a much more substantial adventuring company of four. Speaking of four, I’ve also moved on to the last disc, which hopefully means that the end credits are in sight.

Look, I’ve had my copy of Final Fantasy IX for about half my life. Loyal readers should know that I’ve been trying to see this game to completion for a long while, and my track pattern used to be playing a good way into the second disc of the game and then abandoning the quest for…well, something else. I still believe that everything involving Kuja that happens after Dagger’s mother buys the farm feels like sequel material, but whatever. Here’s what I’m getting at. 2016 is the year that I, for the very first time, took disc four out of its place in the game’s jewel case and into my PlayStation 2. There are some light scratches on disc two from wear and tear, but disc four is as smooth and pristine as compact discs get. I found this to be somewhat surreal, but then again, if one was to take a look at my physical collection of games, there are a lot that I haven’t taken out of the case yet. Hmm.

Anyways, the areas after defeating the Earth Guardian weren’t difficult in terms of fights thanks to all that earlier grinding, but are story-heavy, and I’m not interested in spilling all the spoiler beans here. Also, not going to lie, a lot of what happened in Terra and Bran Bal went over my head. This is the part of Final Fantasy IX–and to some degree Final Fantasy VII and Final Fantasy VIII–that I lose interest in. When lengthy conversations about life and death and souls and the universe and everything being connected take center stage. Please, no. Not again. I just want to watch the boy with the monkey tail fumble his way into telling a girl he loves her, as well as Vivi deal with self-identity.

I did end up referencing an online walkthrough as parts of Pandemonium are very maze-like, and there was even a frustrating stealth-driven puzzle section that I couldn’t get through despite all my obvious stealth skills. I continue to rely on a team makeup of Zidane (high damage and stealing), Dagger (summons and healing), Vivi (black magic and boosting Steiner), and Steiner (good damage, versatile abilities). The last part of disc three requires you to deal with three boss fights, one after the other, with no chance to save or heal up in between. I didn’t know this going in, but like I mentioned before…all that extra grinding from before paid off

Zidane and company are supposed to head to the Iifa Tree for the final confrontation with Kuja. Naturally, I’m not making a bee-line right there. I want to upgrade everyone’s gear and see if there are any side quests worth going after, as it sounds like there is really just one big dungeon left to get through. Now, a part of me suspects that I’m going to be using a mix and match of my party members in the fight to come, but some of them, such as Freya, Eiko, and Amarant, are severely under-leveled compared to others. I probably should devote some time to grinding them up. Sigh. I don’t want to do it, but I know this is probably better in the long run, and I don’t want to get all the way to the end and be unable to finish the fight, like how things went down in Final Fantasy VIII all them years ago.

I’ll be back after I complete Final Fantasy IX for the very first time. And no, I have no plans to start over now that the game has been ported to Steam with glorious, progress-rewarding Achievements. I’m too far in.

2016 Game Review Haiku, #38 – Legend of Xenia

2016 gd games completed legend of xenia

Thought dead, the princess
Washes ashore, to find keys
Kill slimes, all colors

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

2016 Game Review Haiku, #37 – Saints Row IV

2015 gd games completed saints row iv

Earth is gone, POTUS
Out for revenge on Zinyak
Superpowers help

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Drowning in random drops in Crimson Shroud’s Gerseym Waterway

crimson shroud waterway random drop gd bs

I have a problem. Well, more specifically, my Nintendo 3DS has a problem. See, there are updates to both Pokémon Shuffle and Nintendo Badge Arcade that I desperately want to install, but I can’t download them. I also have a code for Retro City Rampage: DX thanks to the latest Humble Friends of Nintendo Bundle that I can’t do anything with yet. Why? Well, of course, after many years of downloading things like games, DLC, themes, and StreetPass data, the system’s memory is just about full.

Upon reviewing everything that is installed, I noticed that Crimson Shroud is extremely large, coming in at 1,965 blocks. Yowza-bo-bowza. However, me being me, I can’t simply just delete this outright, and so I’ve gone back in to this magical land of figurines and digital dice, to figure out how to progress in hopes that I can complete the game and then feel justified in removing from my handheld. I did this with Attack of the Friday Monsters! A Tokyo Tale, though there is a part of me that wants to revisit that game relatively soon down the road, especially with summer creeping on in.

See, last I played Crimson Shroud, which I sheepishly admit was back in January 2013, I had just defeated the Zombie Minotaur boss and was looking forward to exploring the area more. Unfortunately, to progress forward, you have to work through one of the most obscure puzzles I’ve come across in all my years gaming. Which is over twenty-five. Anyways, after dealing with the Zombie Minotaur, our trio of adventuring table-top figurines–Giauque, Lippi, and Frea–make their way to the Gerseym Waterway. There, you need to recall something Frea previously said:

“If you’re going to continue to search this way, you’ll need something to dispel the darkness–a gift. Anything with a gift like that would be an enemy to any mage. More of a curse than a gift, really.”

Right. Evidently, from that, you’re suppose to know that in order to move forward and not perpetually explore the limited number of spaces over and over and over again you need to obtain a single item called Obsidian Daphne. However, you won’t find this in a treasure chest or somewhere on the map. It needs to drop from a battle encounter, one specifically involving a Skeleton Mage. Your best bet for finding Skeleton Mages to battle against them in the Gerseym Waterway, but it’s not as simple as just getting into a battle, taking them down, and walking away with their sweet, puzzle-solving loot, and this is probably why I eventually put Crimson Shroud down despite loving rolling digital dice to regain MP.

Okay, every time you move away from and back to the space for the Gerseym Waterway, you get some muddled text and the chance to fight some monsters. A choice, really. Here’s the rub. There are four types of encounters you can…well, encounter. Not all of them contain Skeleton Mages as enemies, and the only way to know is to first take out an enemy and see what it gets replaced by. I think there’s a higher chance of a Skeleton Mage showing up if you destroy the Skeleton Archers first, but that’s just me guessing. Regardless, if you get the wrong encounter, you’re out of luck, but must still finish the fight, which takes several minutes as the enemies have a lot of HP and do not go down swiftly. Then you have to rinse and repeat your actions from before and pray to the skies above that you walked into the correct encounter. Remember, each of the four types of encounters have the same initial set of forces, so it’s all a crap-shoot from the get-go. For me, this took about an hour to do, and I almost missed grabbing the Obsidian Daphne at the end from the list of available loot. Eek.

Alas, that’s all the progress I’ve made so far in Crimson Shroud. Granted, it’s big, and hopefully there isn’t another section just like it up ahead, but I found the whole thing unnecessarily frustrating. I’m only on chapter two and already looking up online walkthroughs. Also, I’m beginning to remember another major issue I had with Crimson Shroud, and that comes down to screen real estate. With three party members and upwards of four enemies on the top screen, plus other information, it can be a bit hard to see what is even going on. I’m all about portable RPGs, but this one might make the case for being on one of those fancier Nintendo 3DS systems with the larger screens.

Oh, and once you find the Obsidian Daphne, it is used up immediately to further the story along. I didn’t even get a chance to hug and kiss it–after all that.

Sliding, spotting, and shotgunning through the Gears of War 4 Beta

gd gears of war 4 beta impressions dropshot

I’ve not popped back recently into Tom Clancy’s The Division for a couple of reasons. One, after grabbing every single collectible on the map, I’ve found that it’s a shockingly empty, bland world and terribly lonely to play by yourself, especially when you don’t have a goal to go after, like nabbing all those cell phone recordings. Two, all of my Division buddies have been playing the Gears of War 4 Beta for the last week or so, which makes diseased New York City doubly abandoned. They got into the Beta seven days early for being special money-tossing loyalists to the series, but it went open to all on Monday, which means I get a week with the thing, which is plenty of time for me to figure out if I’m cut out for this kill or be killed multiplayer-driven world.

So far, I don’t know. I’m not great. Surprisingly, I’m probably not the worst player out there, but by no means am I at the top of the end game stats list. Getting more than three kills in a match is something worth getting excited over, and, if you think that’s silly, think back to your first time with the game, any game, and whether or not you were an unstoppable tank then or a fragile mosquito desperately facing down a shower of bullets with little to no luck on your side. I believe I did try once or twice to play a multiplayer session in the original Gears of War, which I was getting into some seven years after its initial release, and that didn’t go over terribly hot. In terms of my performance, yes, but also with how many people were still into that mode after fancier, enhanced editions were available for consumption from Gears of War 2 and Gears of War 3.

Let’s see. This Gears of War 4 Beta is…all about the multiplayer. Here’s what you get access to. There are two modes: the returning Team Deathmatch and brand new Dodgeball mode. To play these two modes, there are three available maps–Harbor, Dam, and Foundation. At this point, all I’ve played is Team Deathmatch on all of the maps, with my favorite one being whatever is the brightest one set during a nice afternoon with no clouds in the blue sky. My old man eyes are able to see the other team’s players much easier on this map, whatever one it is. I’m leaning towards Dam, but don’t make me swear on it.

The goal: murder everyone that doesn’t look like you. You’ll get randomly selected to play as either the humans or monsters before the start of each round. Each team only has so many lives and respawns, and everyone must work together to take control of the map. If not, the other team will slaughter you, and you’ll feel bad about yourself and probably not want to play anymore, especially if your own teammates are reinforcing these thoughts in your head. Thankfully, my gaming group has been relatively kind to me considering I’m brand new at all this, and I can see myself improving in small ways from round to round, but the nagging thought that I’m bringing everyone’s experience down a wee bit is a lingering friend nonetheless. My biggest hiccups are not moving around enough, going from cover to cover to cover, and learning how to blind-fire effectively.

My strategy is to generally follow a team member or two and stick near them like glue, helping where I can. A lot of my co-op online experience comes from The Division, and I had a role there too, which was dropping turrets, healing/reviving everyone when needed, and occasionally taking a shot or two at the bad dudes. Here, you really need to be on top of yourself, alerting everyone about what you are doing and where people are and how many and so on. This means a lot of communication, which is not my strong point when gaming online. There were definitely a few times where an enemy team member took me down and I didn’t say anything, and then that player took out a few more of my friends due to my silence. Whoops, and I’m sorry.

As a “thank you” to those participating in the Gears of War 4 Beta, anyone who reaches XP Level 20 will receive the Beta exclusive “Vintage Kait” character model, an emblem, and a special Vintage Kait bounty, as well as the Vintage weapon skin for the Lancer and Snub Pistol. Hmm. Lot of vintage going on here. Okay, I guess. I’m somewhere around XP Level 10 or so, with a few more days left to play, but if I somehow don’t hit this mark and get these mostly cosmetic freebies, I’ll live.

If anything, the Gears of War 4 Beta has inspired me to pop back into Gears of War 2 and make some new progress in the solo campaign (on its easiest difficulty, of course), for better or for worse. More on that later in a separate post, but let me just tease you with this: having a limited number of chances to toss a grenade into a boss sea monster’s mouth on a boat that is prone to glitches and having the characters lock up on its geometry and then having you do it all over again from the very beginning if you miss on those grenades because there is no other way to damage the beast is not fun. I’m currently on attempt number seven, if you are curious.

Antenna’s quadrupedal machine searches for answers to loneliness

gd final impressions antenna game

The really dangerous part of playing numerous short, free indie games is that, if I don’t get to writing about them immediately, I forget a lot of details. They lose that initial woah impact, and my memory is not all that it is cracked up to be these days, and I blame knowing too many Game of Thrones family trees on that. For example, I completed Antenna a couple weeks ago and, other than a tricky puzzle involving matching rhythmic audio tones, I’m having trouble remembering much of what unfolded. Or maybe that’s exactly what LWNA’s Antenna is supposed to be–a mysterious adventure into the unknown, where the darkness hides the light, where you are just as lost as the quadrupedal machine you control.

In terms of story, it’s more of a question–am I alone? This is what our leading robot ponders and then sets out to answer. It scans the radio spectrum for answers, hoping to be heard, while also wondering if it is meant to be heard. There’s a lot of ambiguity to Antenna, and this is especially clear in some of the radio chatter you pick up, which hints at life elsewhere, but never stays long enough to prove the theory true. I’m okay with there not being a whole lot here, as it is, in this case, more fun to wonder than it is to know.

Yet here’s what I do know. The game has a simplistic, but stunning look, one that continues to impress me since the hey-days of 2010’s LIMBO. The forefront is all dark silhouettes and white pupils, and the backgrounds are misty, murky swaths of muted color. Just enough to make you believe there is more in the distance, even if you’ll never get there. Antenna‘s in-game world is not massive or that diverse, but you’ll move your four-legged tank beast across empty plains where radio towers grow, as well as underground, and your imagination will fill in the necessary gaps. I imagined this place as some failed project to build a station on another planet that all got left behind, with our little WALL-E wannabe left to keep things going.

Naturally, a large part of Antenna‘s world and mechanics revolve around sound, which comes from…Arddhu. Not sure if that is a person or company or magical lost city in space. Either way, make sure you have the volume turned up, though I did find a few parts of the radio static hard to listen to or just a wee bit too sharp for my delicate man ears. When not solving puzzles based around specific sounds, there’s a good amount of atmospheric, ambient sound, like drips of water on metal pipes or the cling-clang of the robot’s legs as it walks.

Interestingly enough, the game requires extensive use of a keyboard, as well as the mouse wheel, to be played. No controllers allowed whatsoever. Originally, I tried playing this in bed on my laptop, with no mouse, not realizing how essential it was to even begin the game. You’ll do a lot of holding in keys and pressing other keys simultaneously, and at one point it felt like a game of finger Twister as you tried to keep everything in place, but still do one more action. There’s also some puzzles to be solved, but they most involve finding a particular pitch or tone and matching it with another to turn on some machinery or move to the next scene. Alas, the game didn’t run great on my ASUS laptop, stuttering from moment to moment and dropping audio occasionally, but I was able to see the whole thing through regardless.

I don’t know. Antenna‘s a neat thing from newcomer studio LWNA, and it’s free, so I can’t not recommend you at least give it a try and see if the sensation of uprooting a tower piece by piece using the powers of your fingers and keyboard gets your senses all thingy. I mean, it did for me, but to each their own. I might not have picked up on the game’s meaning or subtleties, but I like its look and courage the developers have for dropping something like this out into the wild with not much behind it in terms of description. May we never be alone, surfing the airwaves, praying that someone else is out there doing the same exact thing. Though I’d be totally okay with being a spider-esque, tower-building robot.