Category Archives: randomness

Flipping the bird hard in The Night That Speaks

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The Night That Speaks is not your typical game jam entry, especially when we’re talking about the GameBoy Jam. Quick–think of every single horror adventure you ever played on Nintendo’s GameBoy as a wee lad or lass. Not coming up with many names? Yeah, that system wasn’t really known for the jump-scares and spooky hallways, championing more colorful, safe outings like The Legend of Zelda: Link’s Awakening and Super Mario Land. Stuff one can eat up on a cross-country drive in the family’s station wagon that wouldn’t give a kid nightmares later at the hotel, unless you just couldn’t get over that Kumo enemy design.

Anyways, The Night That Speaks is a small, creepy walking simulator which has you, a nameless teenage soul witnessed only by your extended milky white hand, exploring catacombs beneath a graveyard. Why? That’s a good question, with no clear answer. Something to do with a dead girl perhaps. Also, there’s a freaky ghost-skeleton-monster chasing after you as you gather clues via collectible notes, with your only defense being crude hand gestures. It’s scary and goofy and a little hard to deduce, but from the visual and audio departments, this is one fine piece of work. Certainly, I’ve never seen anything like it before, not in this perspective.

I’ve not played, nor will I probably ever, things like Slender: The Eight Pages or Outlast, but I’ve watched others tackle them. Y’know, that way I can close my Internet browser if events become too traumatic to bear. I’m not good at scary games, and I guess I need to pony up soon as I did make a promise at the start of this year that I’d get through Silent Hill 3 this October. Sigh. Either way, those games follow a similar trajectory, with the player wandering around a bit, collecting notes or scraps of paper, and with each piece discovered, there’s a greater chance of the monster showing up. I’m not into this, as the idea of being hunted by a hunter you can’t see is beyond paralyzing. Basically, this means that the moment I get the feeling that something is following me or right around the corner, all I want to do is shut my eyes and quit to desktop.

That said, Adam Ryu‘s The Night That Speaks is worth checking out, just to watch how the lighting and shadows work as you move forward through the graveyard and deeper into the labyrinth of catacombs. It’s amazingly detailed and immersive for such a retro style. I’m no tech guy, so I don’t actually know if this sort of game could’ve existed on the original GameBoy hardware, but if it could–man, what a different world that would’ve been. Pressing the “Z” key in allows you to “exert your will,” which is a nice way of saying giving someone the middle finger. If you time this right, you can keep the scary ghost-skeleton-monster at bay for a bit, but I mostly flipped the bird at lanterns or tables or anything that got in my way. I played for about twenty minutes, dying a handful of times–so I don’t know if there’s a conclusion or way to win.

Let’s end with some non-solicited advice from a genuine scaredy-cat: don’t wander into ominous catacombs in the dead of night, armed with only a gesture  manner meant to degrade, intimidate, and threaten. At least bring a flashlight. Maybe the really heavy kind that doubles as a blunt object. Or, I don’t know, stay home and watch old episodes of Frasier when the darkness becomes too much. You’re welcome, and stay safe.

What in the world is broken with What in the World?

what in the world gd musings windows phone

Look, finding decent screenshots of mobile games from my Windows 8 phone is nearly impossible, so I’m just going to grab random screencaps from HBO’s Game of Thrones episodes and roll with it from there. I’m sure you are all bummed to come here and see a smiling Carice van Houten as the ever-untrustworthy Melisandre rather than a static shot of What in the World?, a relatively plain-looking trivia game. But that’s just logistics, here at Grinding Down.

Originally, I wasn’t going to write about What in the World?, which I completed back in June 2015. When I say “completed,” I mean I finished all the available puzzles and popped every Achievement, including the one where developer Game Troopers asks you to log into Facebook so you can then share your score and other bullcrap. I didn’t consider the game a big enough experience to give it its very own haiku. Well, I just completed it again, seeing as it got a free update recently with more puzzles to solve, as well as Achievements to pop. Unfortunately, the game seems more broken than before, or perhaps it is time I heed all those pestering text messages from Verizon and upgrade to a new cellular phone. Nahhh.

First off, I had to replay What in the World? from the very beginning because, upon completing it a few months ago, I naturally uninstalled it from my phone, believing that this word-guessing puzzle slog forward was finished. My bad, but whatever. Seeing as the levels in this game are not random, I planned to just use a guide to get through all the odd celebrity names and foreign countries foreign to my knowledge, blitzing my way through once more so that I could play the new level 6 puzzles. This took several days, which is fine, as there’s an Achievement for playing for five consecutive days, but I probably could’ve gotten through everything in a night if the application didn’t break my phone within three or four minutes of each session.

Every few puzzles, a message pops up, either asking you to write a review of the game or rate it or follow the developer on Twitter. Annoying, but it’s a free game and does have the option to pay and remove ads, though I don’t know if these messages count as advertisements. I clicked “no” each and every time, but each and every time I did, the game slowed down, which, when you are dealing with a static image, is not extremely noticeable, but it dragged its feet when moving from right answer to a new puzzle. After a few of these, the game simply chugged at an unacceptable rate, nearly freezing my phone and killing its battery. Also, once you complete a full level, instead of returning you to the level select menu, What in the World? closes down and returns you to your home screen, which is not helpful.

Either way, I won’t be uninstalling What in the World? for a second time, as it looks like there’s more updates to come. I’m sure you are wondering why I’d put up with more glitchy sluggishness, and the answer is twofold: relatively easy Achievements and I guess I’m pretty into pop culture trivia. There were only a few puzzles that I really didn’t have a clue on, and again, most of these relate to countries or cities. Also, maybe before the next update, the developers will patch the game to have it work better on older cell phone models. Unlikely, but a boy can hope. Don’t worry…I’ll complain here if they don’t.

2015 Game Review Haiku, #46 – What in the World?

2015 gd games completed what-in-the-world

Study the picture
Guess what it is, or just look
Up answers online

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.

2015 Game Review Haiku, #44 – The Stanley Parable

2015 gd games completed stanley parable

You play as Stanley
So alone at work, in life
Find all his endings

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.

2015 Game Review Haiku, #42 – Like Clockwork

2015 games completed gd like clockwork

Don’t be the hero
You start as, twist this genre
Fear the angry Scot

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.

Second-guessing all my choices in The Novelist

gd impressions the novelist screen2

I myself am not a novelist, though I’ve taken a stab at completing several books, one of which still lingers in the back of my mind as something decent or, at the very least, worth finishing off. That said, I have had some short stories published over these past years of my capricious life–hey, check out “Opportune” in the Triangulation: Lost Voices anthology, being sold over at that Amazon dot com site–and do grok a bit of the internal struggles that come with balancing time with creativity and drive, in terms of producing something.

That’s what’s at the heart of The Novelist–balance. This 2013 game about life, family, and the choices we make comes from Kent Hudson and Orthogonal Games and packs quite a wallop. Maybe not for everyone, but certainly for me, an introvert who spends far too much time worrying about decisions, both past and those still to happen, and whether anything could have been or be different. I will most likely only ever play this game once, and so the decisions I made for the Kaplans are final and finite, never to play out differently. Let me set up the plot for y’all…well, at least how it starts.

The Kaplans are on vacation in an isolated house on the coast. Novelist Dan Kaplan hopes the time away will not only reconnect them all, but also defeat his crippling writer’s block, which is stopping progress on his next book. Dan’s wife Linda wants to work on their failing marriage, as well as develop a career as a painter. Their son Tommy is incredibly lonely here and desperate to gain his father’s attention. Also, the house is haunted, and you play as this spiritual incarnate, listening to the family’s thoughts and influencing the decisions the family makes over the course of the summer. More on that last bit…in a bit.

The Novelist has two styles of play: stealth or storytelling mode. I went with the former, since it seemed to add more to the gameplay, wherein you actually have to be careful not to make yourself known to the house’s inhabitants, otherwise you can’t read their thoughts and help influence them in a certain direction. As a ghost, you can travel–and safely hide–in lights, but you can also exit light fixtures to move around the home, and this is when you need to be aware of where Dan, Linda, and Tommy are at all times. If they see you, they’ll become suspicious, and if you can’t hide fast enough, they’ll eventually be spooked to the point of no return. Without this element, I feel like The Novelist would simply be an interactive story, which is not a deal-breaker at all, but trying to remain hidden at least adds some tension while searching the home for clues.

The Novelist is separated into chapters, and in each one, you must gather clues and listen to the family’s thoughts to learn about their lives and true desires. Once you are ready, you must make a decision, which means selecting one person’s desire over the other two, which often leads to disappointment on their parts. If you found enough clues, you can make a single compromise, which means it’s only half disappointing and probably better than nothing. For one chapter, I forgot to make a compromise before whispering my ghostly choices into Dan’s ear as he slept, and I’ve felt horrible ever since–someone else could have at least be minutely happier, if not happy, and I funked it up.

Anyways, your decisions then affect the next chapter and how the characters feel and move on with their days. You’ll read letters and notes that give you a glimpse of the repercussions you’ve created, as well as feel like a sad sack of slop every time you spy one of Tommy’s crayon drawings. At night, after you found all the clues and selected your decision, you get to wander the house freely as everyone sleeps, coming across spiritual journal entries of people that once lived in the house; I found this to be the least interesting aspect of The Novelist, and it felt like a forced way to explain how the home became haunted by a spirit. All I was concerned about was the here and now, the current happenings.

Ultimately, from The Novelist I learned that I’m probably going to be a terrible parent. Many of Tommy’s issues, such as wanting to build a toy car or look for arrowheads in the woods, seemed trivial when compared to fixing Dan and Linda’s marriage or Dan making progress on his next novel, which, as an author, is his job and future income and security. So Tommy got left out for a lot of the game, except later when I did make his education a top priority for the family. Still, there were ups and downs across the whole summer, and while things turned out okay-ish for everyone involved, I still wonder if I could have done a better job of manipulating them towards happiness.

The Novelist will not blow anyone away with its visuals, but the writing and solid voice acting really help bring the Kaplans to life, in a way that makes their dreams and desires feel tangible–and thus more heartbreaking when you steer them off the path. I highly recommend it to anyone interested in choice, as this is basically those big moments in Mass Effect and Telltale’s The Walking Dead, but from beginning to end, and much more mundane. It’s all the more believable despite the magic whispering ghost zipping from lamp to lamp and hiding in bathrooms, which never seemed to get visited, to not get spotted.

Dronefall imagines a pixel art future overrun by deadly drones

dronefall prologue gd impressions charity game

It really bums me out covering games much later than I intended, especially indie titles or tiny slivers of experimentation from the myriad jams that go down in this industry, as often finding information about these things months–or even years later, as is the case with Dronefall – Prologue–is nearly impossible. You’d think my seasoned Googling skills would unearth all the details, but nope, not for something as slight as this; that said, I dig the search engine company’s new logo.

Anyways, I’ll do what I can with what I got, but if you know more than me and want to rub my honker in it, by all means. Dronefall – Prologue was made by Inglenook, a company that is hard at work on something called Witchmarsh. The short little thang was produced for the Charity Game Jam back in 2013, along with almost one hundred other games, with funds going to the Reprieve UK foundation. Again, I do not remember where I was and how I came to download it, but its executable file was in my videogames folder…so I gave it a double click.

Basically, we have a future overrun by drones, machines unafraid to murder and cause chaos. They were not programmed to bite the hand that wires them, but they’ll do it without question. In Dronefall – Prologue, you play as a woman whose name I cannot recall or look up due to nobody else ever in the entire Internet-driven world having touched the thing. YouTube and Google continue to suggest Downfall instead. Anyways, naturally, she has just awoken up to this dark, dastardly future, and begins moving left to right in hopes of figuring things out. It’s a puzzle adventure game, though there’s only a little bit of both in this “prologue” chapter; you can examine items in the world and turn wheels to shut off machines or pipes leaking steam, and there’s truly only one puzzle to maneuver through at the end, which is not difficult to figure out. Then it fades to white and the dreaded “to be continued…”

Before I finish this post, I have to say that I’m pretty amazed with myself for breaking Dronefall – Prologue, a game that takes maybe no more than five minutes to get through. Towards the end, you have to take a lift down from the second floor to the first, and somehow, the lift got activated without our main hero girl on it. I could stand her over where the lift once was and still activate it, but that meant she rose into the darkness known as the ceiling as the lift rose as well. I walked her to the right onto the next screen, and everything froze, then crashed. It’s like accessing the warp pipes in Super Mario Bros, except instead of leaping forward a few worlds it teleports you back to your desktop.

Considering I can find next to nothing about Dronefall – Prologue or even Inglenook–its website is launching soon!–and that the developers are all hands on deck for their Kickstarter project, I don’t expect there to be a continuation of this adventure. Which is a shame. Not because there’s a fascinating story or mystery here, but it looks gorgeous, and a full-fledged dive into this unpredictable future through pretty, pretty pixel art is more than enough to count me in. That said, Witchmarsh, an action RPG set in 1920s Massachusetts, does seem to have a similar look, so perhaps I’ll check it out later this year.

St. Chicken is actually about surviving the perils of the ocean

st chicken Screen_Shot

I don’t think I can actually tell you where my copy of St. Chicken came from–probably a bundle from yesteryear–but I never imagined it was a game about a magical guppy leading its offspring to ancient relics while keeping them healthy and nourished and out of harm’s way. The game’s executable file has sat untouched in my laptop’s “videogames” folder, but I’m trying to make a dent and open up some hard-drive space.

Truthfully, I expected a cutesy, colorful platformer starring a cartoonish chicken, like a throwback to the early Sony/Sega mascot days, on some sort of religious mission to save his or her brethren from factory farm management or an evil tractor while gathering enough eggs to unlock power-ups. Nope.

St. Chicken is a quirky puzzle-lite maze explorer where you play as a lost pet guppy with special healing powers. Basically, you swim around as the titular St. Chicken, collecting white pellets that ding as you touch them, which I imagine are food. As the guppy eats each pellet, it grows larger, and after a set amount, spawns a tiny offspring, called fry, as well as shrinking back down in size. Your fry need to remain close to St. Chicken to stay healthy and alive, and by pressing the space bar you can summon the offspring over all at once. Kind of like the “all units” command from whatever RTS franchise floats your boat.

Your goal is to get all your fry safely to the end of the level where some glowing bit of treasure or relic awaits, which is not as easy as it sounds. Like in Pikmin, your babies are pretty vulnerable, and if an eel or sting ray makes contact with them, they will perish, with no way to get them back. You also have to stay on top of the fact that St. Chicken’s fry are always close because if they linger too long away from their parent, they will perish from general weakness. I ran into a few cases where one little fry got caught behind a wall and didn’t follow the others along the main path, perishing after a few seconds by itself.

From what I can gather, there’s a total of six levels to get through in St. Chicken, each gated by a specific number of rescued fry. Alas, I couldn’t get past the fifth level, as I found it beyond frustrating to lose all of St. Chicken’s offspring right near the end. Granted, it was my fault for not paying close attention, but the thought of going back and redoing the entire level over again–it’s fairly lengthy and tedious by nature due to having to move slowly and meticulously since many paths are blocked off at first–did not excite me. And so I’ll walk away from 2012’s St. Chicken with 64 fry happy and safe from underwater predators, but no more than that.

You can tell a true cowboy by how they spell in Jack MacQwerty

jack macqwerty gd impressions capture

You’d think that, having been copyediting for almost a third of my life now–a couple years in college after I switched from pursuing art something-or-other to journalism and then almost ten years in the big, scary, real world–that I’d be more into the niche spelling genre of videogames. Y’know, things like Typing of the Dead and Icarus Proudbottom Teaches Typing, where the goal is to spell a word, often fast, for some kind of result, whether it is shooting a zombie in the head or moving on to the next task. I may not be a fast typer, but I’m a pretty good speller.

Jack MacQwerty doesn’t try to do too much differently with this small, but strong sub-genre, but it is cute and quirky and has fun with the mechanics nonetheless. Basically, you play as the titular sheriff, taking out opposing cowboys and bad guys by typing their names. Dun dun dunnn. Sometimes their names are traditional, like CLINT or CHERRY, and other times you’ll be feverishly hitting the keys to finish names like ISENGARD, FART, or IDAREYOUTOKILLME. Not going to lie, I totally guffawed when I saw an enemy called SHRECK quickly followed by THEMASK.

When you run out of ammo, type RELOAD to reload, which makes sense and totally gets under your skin when you hit the wrong key and have to start all over while bullets zoom your way. It’s like missing that active reload in Gears of War when you need it most. Later, you’ll want to avoid shooting bystanders with names like DONOTSHOOT and INNOCENT. Also, if you lose enough health, type HYDROMEL for a swig of power and rejuvenation, not that I believe honey-based liquor contains such powers, but that’s videogames for you. Personally, I go right for the raspberry iced tea.

Ironically, for a game about spelling, there’s quite a number of typos on both the game’s GameJolt page, as well as in the “how to play” menu within Jack MacQwerty. Not sure if they are there to be funny, but the professional part of me doubts it. Other than that, I enjoyed my time in the word-littered Wild West, and the retro aesthetic does a fine job of not getting in the way of either the fun or the jokes. If you have a few minutes to kill and like spelling out funny words really fast, give it a shot. Happy trails!

Tilt every platform to make it through Through

gbjam4 through impressions gd

Here’s the unfortunate reality: I will never have enough time to explore all the game jams out there that I want to explore. I’m still not even close to seeing all the entries from GameBoy Jam 3, of which there are 237 in total, and I’ve tried out a whooping three, each of which had something unique or fun to offer: The Tale of Kelda, Roguelight, and Meowgical Tower. Now here we are with a further 181 creations for the next iteration, the rightfully named GameBoy Jam 4, and I don’t know what to do with myself. Guess I’ll play something.

Through is a short, proof of concept puzzle platformer starring a tiny black pixel that could probably befriend the likes of Boxboy and the doomed hero from Disposabot. There are twelve levels in total, with the goal being to reach the teleport pad; however, it’s not always a straight path to it, and this is where tilting takes over. By pushing our tiny retro pixel soldier against a wall for a second or two, he or she or it can pass through, turning the wall into empty space and reshuffling the other platforms around. It’s a bit mind-bending, and I never really saw how the world shifted or was going to shift, like one eventually did in Fez, but if you kept playing around with tilting this way or that, the exit would get closer and closer.

The twelve levels here are not difficult, especially the first three that act more like a tutorial than anything, and so Through is more of a casual playthrough, where you try pushing against a wall and seeing what happens. If it doesn’t work out, jump elsewhere and push another wall. Floor spikes make an appearance only in the final level, and those kind of dangerous elements could have been introduced earlier to create some tension or force players to find an alternate path to the exit. All of this is backed by a looping soundtrack of bloops and bleeps, though it works well enough.

A “To be continued…” message pops up after you finish Through‘s final level, and I do hope we get more from this. The mechanics are there, but a little more variety could help, as well as a smidgen more art, though the simple graphics help create a lonely aesthetic. The game’s developer goes by the username goshki, and I’m not familiar with any of his other work, but I’d love to see this warp maze puzzle game expand into something a bit trickier, more demanding. Personally, I think it’d be a great fit on the Nintendo 3DS, especially if there’s a level editor involved, wherein we can then see what others can create with this idea. All right, I’m off to get a cup of coffee, and I think I’ll just push against the kitchen wall afterwards and see where it takes me.