Category Archives: randomness

Samantha Browne’s everyday adventures are all too familiar

gd samantha browne game final thoughts

Social anxiety is one of my better and constant companions these days, but something I only really noticed hanging around my unshapely body in college, when I struggled with simply walking across a crowded campus or through the halls of the art building, especially after I decided that art, at least in terms of study, wasn’t the path for me. Still, I continued to work a few hours a week in the art gallery, which is naturally located in the college’s one and only art building, forcing me to interact frequently with former students and professors that, in my mind, viewed me as a failure. Every now and then, I’d be tasked with having to deliver something to a professor’s office, and the getting up and going was actually the hardest part, hindered by panic and uncertainty and an increased heart rate and a feeling that everything is madly spinning away from me. So, I completely understand Samantha Browne’s struggle to go make oatmeal.

I’ve had my eye on The Average Everyday Adventures of Samantha Browne for a few days now. I don’t recall exactly what brought Lemonsucker Games’ choice-driven adventure game to my attention, but I immediately added it to my wishlist on Steam. The game released just the other day and for free. It won’t take you long to get through it, and there are multiple ways it can all unfold, but I’m content with just having played it once and living with the choices that forced the game’s main protagonist, one highly introverted and nervous Samantha Browne, out of her comfort zone and into the unknown.

This is basically a lightly interactive story about a college student and the overwhelmingly large dilemma she deals with in her quest to make some oatmeal in her dorm’s communal kitchen. You never see Samantha’s face, which makes her an easy host to embody, and some of your choices are seemingly inconsequential, like what type to make (I picked apples and cinnamon, obviously) and how much to stir the oatmeal after adding hot water, and others are large enough to give you pause. Like in a Telltale Games story, when the moment hits where you have to decide to betray a close friend for everyone’s safety or side with the villain in hopes that nothing further goes wrong. Except these moments for Samantha are whether she should greet the other girls in the communal kitchen or not. Whether she should ask on how to properly use the kettle. For an introvert, while there are often choices, they always all feel wrong. The phrase “between a rock and a hard place” kept coming to mind as I clicked, as it constantly felt like deciding between two terrible scenarios, none better than the other.

So, The Average Everyday Adventures of Samantha Browne is a game of unfair decisions. All of these affect Samantha’s hunger/stress meter. I assume there is a “game over” state if it fills up, but I never got to that point. Every decision you make affects the meter in different amounts, meaning there is no ultimately safe path, and I completed the game with Samantha feeling somewhere around 75% mentally overwhelmed, but at least she had a mug of decently cooked oatmeal (two packs!) to eat back in the safety of her room. We’ll count that as a small victory.

The game is clearly quite personal, written and produced by Andrea Ayres Deets, and features original artwork and animations by comic book artist Reimena Yee, along with a soundtrack by Adrianna Krikl. Some scenes are highly detailed and others minimalist, reminding me of the early seasons of Home Movies, minus the squiggly lines, but the art style is both colorful and interesting without being wholly distracting.

Something I’m not sure of, but the game opens with Samantha instant messaging a friend online while a TV show plays in the background. You get slices and pieces of the dialogue as you read their chat log, but it was hard to truly make out what the show was about. I do recall it being somewhat vulgar, with a line related to ripping someone’s nuts off. Hmm. I don’t know if that’s an inside joke or something, but, after seeing everything else in The Average Everyday Adventures of Samantha Browne, it feels a bit out of place tone-wise. Granted, there’s some super silly stuff here too, like picking the right spoon, so maybe it all balances out. Also, there were a few sentences that read awkwardly, which could be cleaned up with a quick editing pass.

Look, The Average Everyday Adventures of Samantha Browne is important. Many might not see what the big deal is with going down the hall and making some food, but that scenario can be and is just as daunting as performing live on stage for a large audience or asking a stranger for directions or so on. Sure, you expect those situations to bring about a lot of anxiety, even in people not suffering it daily. It is meaningful to understand that not everyone experiences everything in the same way. This is about anxiety, and if you don’t know what that personally feels like, then this is about empathy. Please take the time to see which you relate to more.

Y’know, you have to explore the darkness to move forward in Lampshade

lampshade gd indie game impressions

I recently got a ring in Stardew Valley that emits a small circle of light around my character, which makes exploring the dimmer parts of the mines much easier, especially for my old man eyes. Thankfully, it’s not my only source of light, and it plays a super tiny role in the grand scheme of raiding a mine for resources that you can sell or use back at your house to help fill out those progression-essential Community Center bundles. Wait, I’m not here to talk once more about Perdido Farm. Certainly not until I get through my first winter, at least. This post is about Lampshade from Mister No Wind’s Studio, where you are, more or less, the only source of light, which makes navigating through a dark, labyrinthine cave all the more troublesome. Step by step, as the song goes.

Lampshade tells the story of a nameless woman–let’s call her Lamprini–who must travel through some mysterious, dark cave across six different chapters…for one reason or another. It’s not explicitly said, and the things that are said are said slathered in lyricism and pretentiousness. This is an odd retro world full of platforms and dangerous spikes, but also glitches and strange, old men and rules that are meant to be broken. Also, ghosts that affect your vision upon contact. Every chapter switches things up, and so the simple platforming found in the first chapter becomes hindered by total darkness in chapter two and then completely bonkers after that, with the edges of the screen no longer predictable as merely edges of a screen. It reminds me, as many things often do, of Fez, of Persist.

I’ve had to write some stuff down for Lampshade. I suspect many other players did too, unless they have the mind of three elephants combined. In which case I don’t know if they need to go to the hospital or a museum first. Right, writing. It’s a good thing I like writing because the notes-taking for this under-lit adventure feels…wholly unnecessary. Sure, it is necessary for me to map out where to jump on platforms in pure blackness, but it’s not like the path changes every time I die or if it is even different for other players in their game. It’s the same road, just hidden, and that I guess equates to puzzle platforming. The challenge comes from not being able to see, but that twist doesn’t make it a lot of fun to play.

By the way, Lampshade is played in a browser, using only the arrow keys. Up jumps, and left and right move Lamprini around the level. However, the longer you hold the up key, the higher she jumps. You can use this to your advantage to master hopping up stair-like platforms, but I still found myself losing control of her and missing a landing here and there. Or simply walking off a ledge. You’ll occasionally need to pause in front of lamps, which will reveal the entirety of the screen until you move away from them, leaving you to your memory and platforming skills. Sometimes you have to traverse across several screens before getting to the one you are supposed to have memorized, which can test your total recall ability.

Chapter 4 of Lampshade is most likely where many will walk away or rage quit. I certainly did…of the former. Despite giving you a map, which tells you very little actually other than what square cube you are in…in relation to the other square cubes, you are forced to replay many sections of the level if you make a single mistake towards the end in terms of where you jump and how you land. Naturally, you don’t know this the first time going into it, and so you’ll mess up and feel punished. It’s a cheap means to stretch out the gameplay in the middle, to ask a lot of a player already giving up things like eye-sight and security.

By all means, give it a go yourself. Do let me know what the last few chapters are all about and whether Lamprini ever sees the light of day. I don’t have a lot of faith that she does.

Grabbing all of The Division’s collectibles so you don’t have to

gd post the division all collectibles and jackets

Maybe this says a lot about my personality or how I’m wired, but I can’t not collect things in a videogame if there are things there to be collected. Especially if all you have to do is run around a map and pick up said objects with minimal obstacles in the way, and that is most definitely what you can do in Tom Clancy’s The Division. There’s even a great perk that unlocks all the collectibles as icons on the map once you finish all the missions in one area, which I purchased as soon as humanly possible. The feeling of euphoria is strong both when the map updates with a dozen icons to pick up and after I grab them all for my greedy, self-serving purposes.

There are a disgusting number of collectibles in The Division. A total 293 items to be exact. Here, allow me to break them down for you…

  • 24 Survival Guide
  • 130 Phone Recording
  • 40 Incident Reports
  • 16 Crashed Drones
  • 20 Missing Agents
  • 63 ECHOs

Last night, I finished getting them all. One after the other after another, and this is after a couple weeks of plugging away at this task while friends in my gaming group were killing rogue agents in the Dark Zone or bashing their heads against walls in the ultra-difficult “Falcon Lost” Incursion mission, which, they quickly gave up on after learning that Ubisoft is not giving out mission rewards for it due to people glitching their way to victory. Hmm. See, once I begin collecting collectibles, I can’t stop until I have them all. Especially if there’s a bonus reward to boot, such as an Achievement and special piece of cosmetic gear.

Without any further delay, here’s my level 30 character (level 37 in the Dark Zone, pfftt) wearing all the different jackets awarded for finding sets of collectibles spread across New York City’s disease-ridden map:

Meadow Jacket, for finding 24 Survival Guides

Meadow Jacket, for finding 24 Survival Guides

Highland Jacket, for finding 40 Incident Reports

Highland Jacket, for finding 40 Incident Reports

Sierra Jacket, for finding 20 Missing Agents

Sierra Jacket, for finding 20 Missing Agents

Rose Jacket, for finding 63 ECHOs

Rose Jacket, for finding 63 ECHOs

Frost Jacket, for finding 16 Crashed Drones

Frost Jacket, for finding 16 Crashed Drones

Shoreline Jacket, for finding 130 Phone Recordings

Shoreline Jacket, for finding 130 Phone Recordings

Look, the majority of the clothing options in The Division are drab and nearly identical. I try to make my outfit as bright and stylish as possible, and it’s quite challenging. So it is a great disappointment that three of these reward jackets–Shoreline, Highland, and Meadow–look almost exactly the same. Ubisoft has some gall to ask the player to collect 130 cell phone recordings, many of which are uninteresting, throwaway bits of story and banter, and then give them a jacket that is barely indistinguishable from the one you get for collecting a fraction of those collectibles in a different set. I personally think my character looks best in the Rose Jacket and don’t plan to change out of it unless something else nicer appears in future downloadable content.

That all said, I really can’t recommend anyone going out of their way to get all the collectibles in The Division. If one of these jackets strikes your fancy, then sure, focus on it and grab just those items to unlock it. I’m sure many of the other players out there, like me, beat all the story missions and hit the level cap before beginning to tackle these checklists, so it’s not like the XP you gain for getting them even does anything. The collectibles are definitely not scattered along the main roads/areas, meaning it is unlikely you came across many as you fast-traveled from your Base of Operations to whatever mission you wanted to do next.

I suspect I’ll not be dipping into The Division as much going forward, having completed a big part of it now besides Dark Zone stuff, raising my gear score (I think it’s around 178?), and missions on crazy hard difficulties wherein I die a whole bunch. Which is weird, because I worked so hard to get a fancy new jacket, and I have no future desire to wear it out in the world, to strut my stuff. Perhaps I’m ashamed of what I did, of the ridiculous lengths I went to. But I had to know, and now you know–choose wisely.

Telltale’s take on Game of Thrones is not sunshine and rainbows or even a game

Game of Thrones_20141203084312

Well, I almost significantly spoiled my girlfriend Melanie on Game of Thrones over the weekend, which is something so bad that not even Ramsay Snow would consider doing it on the worst day of his wretched life. I am sorry, and may the Mother and the Father forgive me. See, sometime back, Telltale Games was offering the first episodes of its Game of Thrones, Tales from the Borderlands, and The Wolf Among Us series for free, so naturally I nabbed them all, figuring I’d get to them when I’d get to them. After the stinging disappointment that was season two of Clementine’s return to The Walking Dead, I was in no rush for more.

In my mind, I figured the Game of Thrones series was set during the early parts of the show/books. Mel has read the first two books–and a page or two into A Storm of Swords–and seen all of HBO’s season one. To my surprise, the game takes place smack dab in the middle of the third book, at the Twins. Seems like Lord Walder Frey is throwing quite the celebration for whoever is getting married that night. Yikes. Naturally, the game even uses the phrase “The Red Wedding” when setting the opening scene to hammer home the where and when. I immediately closed out to the Xbox One dashboard and then proceeded to turn on the PlayStation 3 for some more progress into Puppeteer, getting as far away from the Crossing as possible.

Later, I burned through the first episode “Iron from Ice” by myself, and I found it, much like with that other Game of Thrones game, beyond dissatisfying. For different reasons, of course, but I do have to wonder if this well of potential will ever get the right kind of treatment in the industry. Probably not. Personally, of the two that I have played, I figured this would be the better style suited to a world of poignant choices and larger-than-life characters. While that aspect is covered and pretty good in the moment-to-moment decisions, I was also hoping for more things to do around picking who lives, who dies, who you let live because you are weak and you know they’ll come back to kill you, and so on.

The story revolves around the northern House Forrester, rulers of Ironrath, whose members attempt to save their family and themselves after ending up on the losing side of the War of the Five Kings. House Forrester has not yet been introduced in the television series, but is mentioned briefly in A Dance with Dragons, so at least they aren’t just ::cough cough Riverspring cough:: making things up. Still, with the events post-TRW, House Forrester must make smart choices to keep themselves in the fight, and that’s where you, the player, come in, eventually controlling a number of characters in the family. There’s Ethan Forrester, who finds himself learning how to rule at a much earlier age than expected; there’s Mira Forrester, all the way in King’s Landing, who serves as a handmaiden to Margaery Tyrell; there’s Gared Tuttle, a squire who is off to the Wall to hide. I think later episodes give you others to play as, too.

Here’s my biggest problem with Game of Thrones, and it is the same problem I had with season two of The Walking Dead–it’s barely a game. It’s a choose your own adventure story, with a high emphasis on choose. Interaction is kept to a bare minimum, and you’re mostly left with dialogue choices. Basically, press this button or that button (or say nothing at all). I also found it difficult to roleplay these characters since I kept switching between them for different scenes; before, you had Lee, and every choice you made was reflective of the Lee you wanted to play as. Same for Clementine later on. Here, you get a short scene with Gared, then Mira, then Ethan, then Mira, etc, which makes it difficult to really grow them in my mind, learn who they are. I naturally tried to play each character the same, as an honest, hopeful soul in this grim world of brutality and betrayal. For many, it’s not going to work out well.

In “Iron from Ice,” I ran into zero puzzles. There are a couple of action scenes, where you have to hover the cursor over an item to grab and use it quickly, or swipe in a direction for some purpose, but that’s all early on and over with swiftly. At one point, while controlling Gared, I got to pick up two items from the room I was in–one was paper, the other some kind of plant or healing herb–and put them in my inventory, along with a sword. That said, you can’t select the items in the inventory or try to use them on other items or even people in hope of starting a dialogue. It’s a pointless list on the left side of the screen to make you think you are playing a puzzle-driven adventure game when, in reality, you are on a linear cart ride down the King’s Road. The other characters you play as don’t even have an inventory.

Kudos to Telltale for getting HBO on board to allow them to use the likenesses and voices of many of Game of Thrones‘ prominet characters/actors, like Cersei Lannister (Lena Headey), Tyrion Lannister (Peter Dinklage), Margaery Tyrell (Natalie Dormer), and Ramsay Snow (Iwan Rheon). It does help to sell the setting and soften the blow that you’re playing as a lesser-known family in the great big mix of things. Still, even on newer consoles, the gameplay is glitchy, with it chugging along from scene to scene, textures are slow to load in, and character models occasionally vanish from scenes without warning.

Telltale has certainly changed the point-and-click genre to a more modern, easy-to-swallow sort of experience, the kind that just about anyone can play–but it’s not for me. I want more interaction, more noggin using. I hate to say it, but this is exactly the sort of game I’m okay watching someone else play and then move on. I’m glad this first episode was free, but I’m also worried about how The Wolf Among Us and Tales from the Borderlands unfold. In my heart, they are all the same, and walking away from this company’s future output is one of the harder choices thrown before me as there’s a lot of like about the franchises they handle. Thank goodness there’s no timer.

2016 Game Review Haiku, #32 – Antenna

2016 gd games completed antenna

A machine ponders
Searches dark for sound, signals
Mouse wheel required

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.

Autumn, the season of mists and mellow fruitfulness, has arrived in Stardew Valley

sv fall year 1

I want to play Stardew Valley all the time, but I don’t have all the time to play Stardew Valley. Yup, it’s a double-edged sword. Or perhaps a tilling grub hoe would work better in this instance. Anyways, I’ll do my best to explain.

Stardew Valley is capable of devouring hours of your life. In your mind, you might think that this is the sort of game you can sit down and play for a little bit and then stop. That is false. Oh so wrong. It is amazingly difficult, at least for me, to not continue into a new day after the rooster crows and I check the TV for the weather report, my fortune, and if any new kitchen recipes are available to learn. I don’t even have a kitchen yet. If I step outside my house, it is inevitable that I’ll see something that needs my attention, whether there is a letter in the mailbox or crops to harvest or just the fact that my kitty cat’s bowl is empty. Unlike Animal Crossing: New Leaf, where a day in-game was identical time-wise to a day of real life, one could play a number of in-game Stardew Valley days over the course of a few hours. With so many things to do, it’s easy to lose yourself in your pixelated farm.

I won’t go into much detail about how Stardew Valley plays, as I think I covered most of it in my last post. In terms of progress on Perdido Farm, I just finished the summer season of my first year in Pelican Town, and autumn is now working its magic spell on me. Falling leaves and swirls of reds, oranges, and yellows–it really is the best season, and I’ll hear no other argument about it. I’m excited to grow some fall-only crops, which will help in my progress to upgrade the community center. Bring on all the gourds and stalks of corn and weird, other worldly mushrooms. I should also begin preparing for the winter, which is most likely a season where you can’t grow a ton of crops. Hmm.

However, I’d really like to talk layouts today. I’m terrible at them, as well as terrible about planning ahead. This is definitely the case in Stardew Valley, but I’ve also run into the same problem in games like Terraria, Minecraft, and Fallout 4. You’re given all these elaborate and open-ended tools to create things–farms, houses, settlements, etc.–and then it is up to you to either get creative or smartly efficient. In fact, my favorite update to Minecraft was when they added in NPC-occupied villages, so that I never had to worry about constructing a functional house for myself. The answer is always squatting, I guess. I mean, I’m okay on the creative side of things, and if you don’t believe me please come over to my house in Fallout 4‘s Diamond City to see how many paintings of cats I was able to hang up on the walls.

Unfortunately, went it comes to farms, efficiency is key. Sure, there’s merit in being creative and laying everything out in an eye-pleasing, organized manner, but you need to place a greater emphasis on ensuring your crops grow and can be cared for with ease. For Perdido Farm, this is not the case. I just sort of dug up the ground directly in front of my house, built some stone paths around it, and threw scarecrows and sprinklers in probably not the best spots because…well, I got the items and wanted to immediately place them into action without pausing to think for a split second where they could best be used. And now I feel somewhat stuck in what I’ve started, as it can be dangerous to unearth some of the items you placed and replace them. If I was better at all this, I’d have planned out my farm from day one and created something much more effective. I mean, look at some of these things.

Perhaps this is something I can focus on in the winter, in preparation for an even better spring harvest. Y’know, when I’m, at the same time, trying to worm my way into Maru‘s heart, of which, I am currently rocking four hearts with her. Also, if you are curious where that nifty turn of phrase in this blog’s title came from, check out the poem “Ode to Autumn” by John Keats.

Valiant Hearts: The Great War can bloom even on a battlefield

valiant hearts gd early impressions

I don’t know much about war, but I suspect I’m more knowledgeable when it comes to details related to World War II than World War I. Mind you, this is not me saying I’m knowledgeable at all. Just more familiar with how things went down from 1939 to 1945. Blame it heavier on popular entertainment media than my limited history school lessons, as I probably absorbed more from things like Band of Brothers and The Saboteur than anything else. As for World War I…well, I know it was one of the deadliest conflicts, with some absolutely terrifying weapons of war used. Like severe mustard gas.

So, naturally, there’s not a plethora of games based on this happy-go-lucky time period, though I did recently puzzle my way through Covert Front‘s alternative take on World War I. Ubisoft’s Valiant Hearts: The Great War is also a puzzle adventure game, released in summer 2014 and developed by Ubisoft Montpellier, and walks the path of being both fun to play and educational. Evidently, the game was inspired by actual letters written during World War I and focuses on four different characters: the Frenchman Emile, his German son-in-law Karl, American soldier Freddie, and Belgian nurse Anna. It’s a heart-twisting story of love and survival, sacrifice and friendship. There’s also a dog you can continuously pet.

Valiant Hearts: The Great War is divided up into four chapters, and each chapter is split into several sections. Most of these sections you to clear an objective in order to progress through the story, like solving environmental puzzles or acquiring specific items related to the situation. Other sections mix the action up, such as surviving heavy gunfire, stealthing past enemies undetected, and, my personal favorite, rhythmic car chase scenarios set to classic songs where you have to avoid obstacles in the road. Also, each of the four characters is able to interact with the world based on who they are, such as Emile shoveling through soft ground, Freddie cutting barbed wires with his shears, and Anna treating patients’ injuries through a mini QTE. When available, the characters can order the dog to carry objects and push levers.

Despite the tone and horrific historical details, I’m really enjoying my time so far in Valiant Hearts: The Great War. It’s got a fantastic, cartoonish art style, and the puzzles have not gotten too complicated to the point where I’d want to throw the controller away. Even if they do, there’s an in-game, timer-based hint system, if you need an extra clue on what to do with the dog or how to sneak by that watchful sniper in the tower. Toss in some relaxing piano tunes for when you are reading up on days past, as well as a soothing narrator, and this is a strangely tranquil gaming experience amidst all the explosions and mortar shells. I’m somewhere in the middle of chapter two currently, so I don’t expect this to last that much longer, but that’s okay. It’s bite-size, but so far quite filling.

Lastly, I keep thinking from its title that Valiant Hearts is somehow related to Vandal Hearts, a PlayStation 1 tactics RPG that I regret trading in back when I was young and dumb (but haven’t written about yet). Alas, the two are no more related than…well, I tried for the longest time to think of some witty war comparison here, but came up empty. Germany and Canada? Meh. If you’ve got a killer line, drop it in the comments.

Big’s Big Fishing Adventure 3 is more dialogue than fishing

gd final thoughts sega april fools big the cat fishing

I’ve never been a mega Sonic the Hedgehog fan, and that may be because I just didn’t interact with a Sega Genesis much when growing up. I was an SNES kid and still am, if you consider the fact that I have my original console safely in a box somewhere in the apartment. Last time I checked, which was maybe three to four years ago, the thing still worked, even if you have to press pretty hard on one of the controller’s start buttons to get it going. My childhood best friend had a Genesis, and so a lot of ToeJam & Earl, Streets of Rage, and Jurassic Park was played, but infrequently. I’ve dabbled in a few of the earlier Sonic the Hedgehog games, mostly just those opening stages, but nothing past the Genesis era, which is why I had no idea who Big the Cat was and had to look him up. Evidently, he’s a big, bluish-purple cat.

Yesterday, at the very least, Big the Cat was also the star of a “new” game from Sega called Big’s Big Fishing Adventure 3: The Trial. It’s a silly thing. Probably all the sillier too for those that are more into Sonic the Hedgehog than I am, but enjoyable regardless. I’m a big fan of tiny, goofy playable games on April Fools Day. Last year, you could play Pac-Man in Google Maps. They help sell the jokes even more, because you realize as you’re interacting that someone took time to create art assets, program code, and so on for this throwaway idea that, at its greatest moment, probably elicits a chuckle from its consumer.

In Big’s Big Fishing Adventure 3: The Trial, Big the Cat is, once again, trying to find his friend Froggy. For reasons I no longer remember despite playing it only a day ago. I think it has something to do with the idea that Big believes a game about himself is coming out soon. Like imminently soon. This idea is countered when Dr. Eggman shows up to claim that the game is naturally starring himself and not some anthropomorphic cat that nobody seems to like. Sonic also shows up too to toss barbed words at his nemesis and do all the battling.

Other than story dialogue to click through and a few moments of making a choice, which I have to imagine has no impact on the story, there are two minigames to play. The first is a time-based maze to maneuver through; it’s easy enough to solve so long as you trace your paths early to not head too far down ones that are dead ends. It then all culminates with Big the Cat fishing for his friend Froggy. Surprisingly, it’s not the worst fishing minigame I’ve encountered. Don’t take that for me saying it is the best though. You simply toss out your line and reel in a fish that bites without breaking your pole. You have to clear out a bunch of fish at the top of the pond to both strengthen your rod and clear the way for the hook to drop lower into the water where Froggy is hiding. Once you get him, it’s end music song with lyrics and the hint that it was all a dream.

Anyways, it’s a goofy parody thing, and one worth checking out if you’ve lamented the last few mainline Sonic the Hedgehog releases in terms of quality and creativity. You can play it right inside your browser, and though Sega recommends you plug in a retro controller, your keyboard will do just fine. Besides, we all know you’ll get better fish headshots when using mouse and keyboard. Duh.

2016 Game Review Haiku, #28 – Big’s Big Fishing Adventure 3

2016 gd games completed big the cat

In search of Froggy
Big the Cat will fish him back
Silly references

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.

So many mushrooms to click on in The Sea Will Claim Everything

the sea will claim everything island

Sometimes I just want to read. Other times, I want to play, or, more to the point, interact. With people and animals and things. Cause and reaction is what I’m looking for, but the safe, casual kind. Don’t shoot me in the stomach and force me to find medicine to stop the bleeding. Instead, let me find some fish food for a hungry fishie that will make it smile. Well, after a panic-inducing, unpredictable weekend, I wanted to do both: read and interact harmlessly. Thankfully, there’s The Sea Will Claim Everything, a game which I’ve danced around revisiting lately. Well, the straw that finally broke the camel’s back is that it has now been released on Steam, and Jonas Kyratzes was kind enough to provide me with a free key since I already purchased the game back in 2012 from the Bundle in a Box promotion.

Allow me to quickly summarize what’s going on in The Sea Will Claim Everything. If I can, that is. You visit the Lands of Dream through a special window which allows you, the person reading this and playing the game, to see, travel, and interact with the various strange and fantastical elements of the Fortunate Isles. You begin in the Underhome, a biotechnological house unlike anything you’ve ever experienced before. Unfortunately, Underhome has been badly damaged by goons threatening to foreclose on it; they are so rude that they even cut up a nice rug. Your job is to help The Mysterious-Druid, who likes to simply be called The, get Underhome back to its healthy former self. However, along the way, you’ll end up on a larger quest to free the citizens of the Fortunate Isles from Lord Urizen’s political and economic oppression.

Strangely, when it comes to me and point-and-click adventure games, it’s always about getting to the next scene to see where things go. Brute-forcing through the puzzles to see what new characters pop up and grab more items for my ever-growing inventory. However, with The Sea Will Claim Everything and other works in the Lands of Dream, I prefer to linger, to absorb. Every screen is packed with flavor and things to click on, with my personal favorite being all the little mushrooms sprouting up in the Underhome. Verena Kyratzes’ artwork is colorful and pleasant, perfect for a storybook-like tale, and you should not take anything for granted–each individual flower has its own flavor text, as does every book and drawer and item at a merchant’s stall. Also, there’s evidently 700 collectibles to gather, so click, click, click.

Gameplay is mostly clicking and reading, and it doesn’t take long to realize that The Sea Will Claim Everything is roughly just fetch quest after fetch quest after fetch quest. Occasionally, you’ll have to find a recipe and create the item someone needs instead of simply finding it elsewhere in the world and bringing it back. I’m okay with fetch quests, as sometimes it is all I want, but I do wish that the quest log, represented as a single-page scroll, did a better job of showing your progress. For example, I need to make a special soup that will help heal the Underhome, and this requires gathering a number of items, but the quest log doesn’t show what I have and don’t have; instead, I need to pop back into my inventory, scan the list, and then figure out what is missing. Also, with so many people and strange names, it’d be helpful to list where the person is in the quest so that I can turn it in without having to scan every single screen in Port Darragh over and over again.

Since you’ll be doing a lot of sitting on a single screen/area and reading flavor text, dialogue text, recipe text, and dialogue text, a good soundtrack is a must. The music needs to not overpower your brain and get in way of the nifty characters and stories, but at the same time ground everything together, enhance it. Make you believe that this talking spider is part of the world. That this town of anthropomorphic creatures live lives and exist beyond your window view. I’m happy to report that Chris Christodoulou’s soundtrack is nearly perfect. Inspiring and mystifying, the songs fit the adventure. I do wish some were a little longer or looped more instead of repeating after a two minutes or so, especially when you are in a room for longer than that. I think my favorite is the piano-driven, calming “Plingpling Fairydust,” but the dark, beyond unnerving “Swamp Thing” is also quite special…for reasons.

The Sea Will Claim Everything is really the most charming oddball, and I’m looking forward to helping everyone I can on the Fortunate Isles, whether it is by solving a mysterious murder or giving them a cookie. It just might take a few more sessions. That’s okay. Those mushrooms aren’t going anywhere.