Category Archives: randomness

I wish to be kidnapped right away by Final Fantasy IX

final fantasy ix square in alexandria

Over the weekend, as we creep closer to finishing off the first two months of 2015–two absolutely frigid and skin-cracking cold months at that–I realized I needed to start doing something about my promise to finally play, with the intent to complete too, Final Fantasy IX, Radiant Historia, and Silent Hill 3. Now, I’m naturally not crazy enough to juggle all of those at once, and so I picked the one that called to me most, that has always called to me, fifteen years after its release in November 2000, and that’s how we’re here now, with a save entry in Final Fantasy IX around the six-hour mark. Six hours, ten minutes, and thirty-five seconds, with 3,181 Gil to spend if I’m to be exact.

I’m not going to wax nostalgia too much, but Final Fantasy IX, despite me only ever getting as far as the second disc (of four discs in total) made a big impression on me as a sixteen-year-old gamer kid. Much more than Final Fantasy VII and Final Fantasy VIII ever did–sorry, Cloud and Squall, respectively. There are a number of elements here that I think about constantly, such as Active Time Events, Triple Triad, how the plot bounces between a Game of Thrones-esque cast of characters, the jaunty pacing, that orchestral soundtrack, kupos and the noises they make when receiving mail, and more. Truly, I’ve never understood why I haven’t completed it sooner, but I feel like a part of me always got distracted by something else, especially on disc two, when things slow down, but much like previous goals wherein I remained on the path to complete games like Chrono Cross and Metal Gear, I’m hopeful this is my chance.

Let me share with y’all Final Fantasy IX‘s concomitantly light and heavy plot, at least for the opening hours of the game. The adventure begins with Zidane and the Tantalus Theater Troupe kidnapping Princess Garnet during her sixteenth birthday celebration. As it turns out, Garnet actually wanted to be kidnapped, not knowing what to do over Queen Brahne’s increasingly erratic behavior. Along the way, Zidane and Garnet are joined by Vivi, a black mage who is troubled by the idea that soulless black mages are being sweatshop created for nefarious purposes, and Steiner, a soldier sworn to protect the princess. The group travels to Lindblum to speak with Regent Cid over what to do next. Things go from there, but I won’t go into every detail; just know that the group is being pursued, Mist is a problem, Garnet is discovering everyone is holding her back, and Zidane is not quite the ladies monkey he believes himself to be.

I suspect I’ll go into other elements in separate posts later, so for now I’ll write a bit about the combat and combat-related mechanics. Battles are active and turn-based, coined as Active Time Battles, meaning you get to select an action for whoever once their meter fills up, but the enemy’s turn meter is also filling up simultaneously. Depending on party members, your commands are pretty standard: attack, steal, black magic, skills, items, flee, and so on. After taking enough hits, characters can enter a “Trance” mode, which is activated for a short duration and not too far off from Final Fantasy VII‘s Limit Breaks used in Final Fantasy VII. Trance grants special attack commands; I’m actually not a huge fan as one often enters Trance during non-boss battles, making them anticlimactic and not very useful, unless you time your Trance meter “pop” just right.

Here’s one of my favorite things about Final Fantasy IX‘s relatively straightforward combat. Weapons and armor include special character abilities, which can be equipped so long as the ability matches their class. For instance, Vivi should focus on items that come packaged with spells. Anyways, through battles, ability points are applied to all items currently equipped by a character, and once each item has been maximized, the character no longer needs to wear that gear to use that ability. It is much clearer in the game than how I just wrote it, but basically, it makes grinding purposeful, as you are always working towards filling up an item’s ability meter. I’m so crazy about this stuff that, right now, Zidane is equipped with a less powerful dagger so that he can learn an ability to up his thieving skills, despite a stronger dagger sitting unused in my inventory.

Well, I’ll be back to write more. Currently, Zidane, Viva, and Freya–real quick side note, I decided to be an adult and leave all their original names as is when prompted–are working their way through Gizamaluke’s Grotto, in pursuit of a runaway Garnet. Unfortunately, remember when I mentioned earlier about always getting distracted by shinier thingswell, it seems like Giant Bomb‘s Dan and Drew are heading back into Metal Gear Scanlon soon, and I like to be one step ahead of them before watching, so I might run into a snag where I have to juggle this and Metal Gear Solid 3: Snake Eater. Hmm.

Ascend towards an unknown destination in The Old Tree

the old tree gd impressions

According to Steam, I completed The Old Tree in twelve minutes. Thankfully, those were twelve really good minutes spent in a bizarre, surprising world, starring a microscopic octopus-like alien blob, as well as a couple other cartoonish characters, like that insect bellboy. It’s a short experience, but satisfying, and there’s obviously room for so much more.

From Red Dwarf Games, The Old Tree effectively mixes point-and-click adventuring with beautifully interactive art. Think more Samorost 2 than Botanicula, but both fit the vibe when it comes to imagination and creativity. Anyways, in this atmospheric free-to-play title, you help guide a tiny alien thing, which I’ve seen referred to as both Dumbo Octopus and Baby Cthulhu by fans, to an unknown destination. Basically, you’ll hit a number of progress-blocking puzzles, where you have to figure out what to click on in the environment–and in what order–to open up the path for our leading creepy, crawling turnip to keep moving. Despite some of the surroundings, the puzzles are mostly logical, such as how you can’t open a door as easily when it is submerged in water, meaning you need to empty the tank first. I really liked getting around the insect bellhop and his/her need to control the light switch.

Strangely, there’s quite a sinister air hanging over The Old Tree despite nothing terrible happening and–spoiler–a happy ending for the little alien dude. Maybe it has to do with the dark lighting or use of unnerving insects in human-like positions, and the quiet, haunting soundtrack probably doesn’t help much. Either way, I kind of dreaded every new scene, waiting for things to take a serious turn for the worse, but it never happened. I guess that is more on me than the game, but I might not recommend this as a bedtime story just yet. Maybe stick with Kirby’s Epic Yarn for the meantime if you are looking for a blob-driven narrative.

That said, I’ll definitely keep an eye out for Red Dwarf Games’ next project, which is called Tales of Cosmos, already on Steam Greenlight and aiming for a 2015 release. Similar to Lost Constellation and Night in the Woods, a freebie taste of what’s to come really helps rope me in for the long haul, and I hope it works on others, as there is something special here in the art direction, something worth exploring in a larger capacity.

Gotta match ’em all in Nintendo’s free-to-play Pokémon Shuffle

pokemon shuffle 287723-FFA1

Like sand dunes eroding over time, Nintendo is slowing dipping its toes into the free-to-play market in an attempt to see what all the hubbub is about, as well as milk fans for money. Now, I never did download Rusty’s Real Deal Baseball, which had a unique take on bartering for cheaper mini-games, but it sounded like, at the very least, a fresh take on giving players something free to play while enticing them to drop some dollar bills for a bit more to experience. I’ve also not given Steeldiver: Sub Wars a look, so I can’t speak for how that submarine-steered competitive multiplayer thing faired. Naturally, the first free-to-play plunge from Nintendo I’m interested in trying out is Pokémon-related.

Pokémon Shuffle is another take on the “match three” puzzle formula, but instead of lining up similar looking gems or flowers or pieces of underwear, you’ll be matching cutesy disembodied heads of all your favorite–and probably some of your non-favorite–pocket monsters. You use the stylus and touchscreen to make this happen, and the game, thanks to its vibrant, colorful look and simplistic presentation, moves at a rapid clip. Basically, you’re matching three or more heads to deal damage to whatever Pokémon you are fighting, and different types of Pokémon to do more damage by way of a weakness system. Once you beat the Pokémon, you get a chance to capture it, and the capture percentage is upped a bit by how many moves you have left by the end of the battle; of course, you could always pay to up that guarantee of a capture. Strangely, some common Pokémon have really low capture rates, which doesn’t exactly line up with the, um, fiction of games like Pokémon Y and Pokémon White 2.

The free-to-play gating begins immediately once you get past the tutorial bits. See, there are three types of currency to pay attention to: Hearts, Jewels, and Coins. The core currency is Jewels, which you can buy for $0.99 each, with a small discount for if you buy in bulk. You can then exchange Jewels for Hearts. Hearts let you play one level one time (win or lose), and you can have a maximum of five total, with one reappearing every 30 minutes. Coins are a sub-currency used to purchase one-use power-ups before a battle begins, and from what I can tell, the majority of the power-ups are way too expensive for what little effects they cause.

I think Pokémon Shuffle‘s biggest misstep is in its Hearts. Also known as the Energy system when it comes to these things. Levels generally take one to two minutes to complete, possibly a bit longer if you are really studying the board for key combos or up against a really tough encounter, like Mew, which is the random event Nintendo’s running for the next three weeks since launch. That means, especially early on, you can use up your five Hearts in five minutes and then end up having to wait two and a half hours to play five more times in a row. Hexic for Windows 8 phones, which I found pretty addicting, was similar to this, but you only lost a chance to play again if you lost a battle/level; if you won, you kept going, riding it like a pro. I once downloaded Candy Crush Saga, but only played it once or twice before deleting, meaning I can’t tell you how it compared to this–but all in all, Pokémon Shuffle seems a little too eager to immediately put the player in a standstill and ask for an investment.

I will never drop any real money into Pokémon Shuffle, but as something I’ll pick up and play once or twice a day for maybe ten minutes at most, it doesn’t offend me. Too much. I can happily ignore all its free-to-play tactics and begs, though I do wish Nintendo took a chance to thank its long-time fans and incorporate some kind of connection with the various other Pokémon games for the Nintendo 3DS. I mean, my copy of Pokémon Dream Radar is collecting digital dust, so it would’ve been nice to keep that train a-chugging. Or, heck, use those Play Coins to help purchase extra hearts or Great Balls.

Again, Pokémon Shuffle doesn’t really bother me too much because I’m not investing anything into it other than a small chunk of my day, but if I really want my match three fantastical animal heads fix, I should probably wait for Pokémon Battle Trozei, releasing next month on the eShop for $7.99. Think about how many Hearts that could buy you in Pokémon Shuffle. Here, I did the math for you–$7.99, due to the odd way they are priced, could get you 6 Jewels, which could then be turned into 30 Hearts. So, the choice is yours–$7.99 to play thirty times or play as much as you want. I know, this is a tougher choice than trying to name an Audino for the umpteenth time.

Just can’t seem to quit Rogue Legacy’s random castles

gd more rogue legacy 256914-RR

It was actually quite easy to walk away from Rogue Legacy on Steam, addictive as it was. I only got far enough to beat the first boss Khidr, but I refused to play the game with mouse and keyboard; it’s very much a controller-driven action platformer, and it seems I run into more and more problems every time I plug in my Xbox 360 controller to my laptop. Sometimes it works, sometimes it doesn’t, and sometimes it only works if you plug it in after a game boots or before a game boots. I don’t know. All in all, it’s never reliable, and so I haven’t really played Rogue Legacy since my passionate burst back in October 2014 during my Extra Life stream–and a little distance afterwards.

True story time: I started writing this blog post a few weeks ago just as I got back into Rogue Legacy thanks to its PlayStation Plus status as a February freebie, but I’m only returning to writing this mess of words and paragraphs after beating the game a few days ago. Such is the way I work.

Okay, back on track now. This game is still and will always be freakin’ addicting. No, really–other people think so too. This person says it is Zelda 2 on mushrooms,” which is a fun description. Carolyn Petit examines the balance of internal growth and external rewards when it comes to scouring these randomly generated castles. Some good reading there. Return here when you’re done.

For those that don’t remember, the main goal of Rogue Legacy is to enter a castle and gather as much treasure as possible by killing every monster in sight, including mini-bosses and progress-blocking bosses. Here’s the rub–every time you enter the castle, the layout, which includes the traps, treasure chests, monsters, secret rooms, etc, is randomized. After your character dies, and you can guarantee he or she will perish at some point, you select an offspring of theirs from a list of three, all of whom are also randomly determined. Basically, it’s replayability to the max, with each next run a new chance.

Without the randomizing aspect, Rogue Legacy‘s difficulty would be without value. You could memorize the entire layout, know where every enemy is and know exactly how to play your leading hero. Each and every time. In fact, you could probably run it blind, and this astounding, addictive experience would get lost among a zillion other similar–if still pretty good–side-scrolling action platformers. That’s not to say that randomizing is everything; skills are needed, especially when it comes to fighting the bosses or learning how to survive on a slither of health until you find something to eat. Even after twenty-plus hours, I’m still no master of the down-strike attack you can do while jumping, often timing it too early and missing the mark, whether it is an enemy’s noggin or a needed platform over a floor of spikes.

Beating Rogue Legacy doesn’t mean the adventure is over. Naturally, there’s a new game plus mode, which you get dropped right into upon the credits finishing, and this saves all your progress, but ups the ante when it comes to room layouts and the strength of the base enemies. You can also go after the four door-blocking bosses again in hopes of seeing what that final fight is like, but on a whole new level. I’m doing this, but not with the same fervor as my first run complete run through the bosses happened, and that’s okay. Still, the addiction is there, and, like a bag of potato chips, I can’t just eat one; each time I sit down with Rogue Legacy, I lose an hour or so, making small increases to my character’s health and mana stats, and possibly finding a new blueprint. Right now, I need to be focusing on some art projects, so I expect to keep my distance from the game for a bit, but sooner or later it’ll suck me back in; one can only not scratch an itch for so long.

Hoping back into Rogue Legacy these last few weeks also rekindled my disgust for mimic treasure chests. I also had trouble dealing with the eyeballs that shoot red tears through walls, especially when they are out in numbers. Truth be told, just about every enemy in this game can kill you if you’re not careful or know how to take care of them, no matter what traits you are rocking. Generally, I tried to always go with the characters with the least vision-affecting traits as possible, which meant no colorblindness, no nostalgia, no upside-down POV, and such. I could handle the no 3D vision one, but everything else just distracted me and lead to a quick grave. The Lich King class is extremely powerful, with his or her HP growing higher with every kill.

If you’re ever looking for a game that is both punishing and immensely difficult to put down, search no further. Rogue Legacy will strip you to your core, but reward you for all your hard work, when you make the effort, that is. It’s a game I expect to continue nibbling at for the rest of 2015.

Ten mimic treasure chests I passionately hate

gd mimic treasure chests post

Treasure chests are difficult to resist. They come in all shapes and sizes, more times than not offering the potential for greatness–gold, armor, weapons, whatever. Most people don’t leave behind rotten vegetables in their fancy treasure boxes, and so you are more or less guaranteed to walk away a richer player. Unless that treasure chest is actually a mimic in disguise, and then you’re thrown for a loop, battling with what once held your dreams of a new item or chunk of change to make a down payment on that fancy, street-side abode back in the hub city.

I passionately hate mimics.

Real quick, some history. Mimics took shape back in the good ol’ days of pen and paper roleplaying, which I enjoy from time to time, but I’m more visual despite having a decent enough imagination, preferring Talisman or Descent. Mimics are a type of fictional monster, initially birthed in Dungeons & Dragons. They are portrayed as being able to change their shape to disguise themselves as an inanimate objects, most commonly as treasure chests. Mimics also have a powerful adhesive that holds fast to whatever touches them, allowing the mimic to beat the creature with its powerful pseudopods. That latter characteristic did not seem to follow over with mimics as they transitioned into videogame enemy fodder.

Over my years of gaming, I’ve crossed paths with a number of mimics, all of which I passionately hate. This is a list of some. Forward, with the disgust!

Mimic-ffix

Here is a mimic treasure chest from Final Fantasy IX that I passionately hate.

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Here is a mimic treasure chest from Dragon Quest VIII: Journey of the Cursed King, called a cannibox and originally introduced in Dragon Quest III, that I passionately hate.

rogue galaxy mimic chest capture

Here is a mimic treasure chest from Rogue Galaxy that I passionately hate. Look at that nasty blue tongue.

rogue legacy intro-4

Here are mimic treasure chests from Rogue Legacy that I passionately hate.

cc 140px-Big_boxer

Here is a mimic treasure chest from Chrono Cross that wants to punch me. I passionately hate it.

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Here is a mimic treasure chest from Wild Arms 3 that I passionately hate.

dark cloud king mimic

Here is a mimic treasure chest from Dark Cloud that I passionately hate.

mimic legend of grimrock 2

Here is a mimic treasure chest with a lot of teeth from Legend of Grimrock 2 that I passionately hate.

Mimic Borderlands 2

Here is a level 60 killer mimic treasure chest from Borderlands 2 that I passionately hate. Shoot it in the glowing green part.

suikoden 1 mimic chest slot man

Lastly, here is a mimic treasure chest from the original Suikoden, affectionately called a slot man, that I passionately hate.

Have I missed any key mimics from some of your favorite roleplaying games? If so, let me know in the comments below. During my search, I came across a few screenshots of mimics in the Dark Souls series, which I’ve not yet played and am now feeling less inclined to deal with, but maybe they aren’t too tough to battle. Ha, that’s a joke. From what I understand, they are brutal.

Where do you go in Go North, but forward

gd go north impressions overall

I’ve never been good at or immensely interested in text-based games. I mean, I didn’t even find the text-based computer game Reign of Grelok in Fallout 3, which paid homage to 1980s classics of the same style, like Zork and Planetfall–and I scoured nearly every inch of that game’s post-apocalyptic world for far too many hours. I also gave up on Frog Fractions once it stopped being about diving deeper into the ocean on that numbers-munching dragon and more about navigating yourself out of some small, cramped hatch.

And so, with that history behind me, I went into Go North not really expecting much, hoping to just stay interested and get through it. Well, I certainly got through it, but I’m not sure what the point was. In fact, I came away from this stroll forward from…um, I guess Jim Spanos and friends, feeling like it was mocking either itself or the genre greatly. It ends with a seemingly inside-joke, which might be hilarious to the creators, but fell flat with me, the player.

But what is this game, you ask as we get to the third paragraph? Here’s some descriptive text I myself didn’t write, but rather found on Go North‘s GameJolt page. See if you can grok it:

You know, sometimes, hope is needed in humanity to brace the terrible and the enchanted. To engulf our hearts with embers of the night, as we flow like lava under the moonlit skydome. Are we not men? In our minds, we are. Are we not soldiers? In our minds we are. And bewildered you stand if only to enjoy each other’s mindsets. But without further ado, the perception of the single, greatest, mind-changing game is here.

Poetic, frivolous, forever fallen into the hands of few

Yeah, I don’t know. It’s a text-driven game where you type “go north” to advance to the next screen. I tried typing “go east” and “go west” every few screens to no avail. You do this until the last screen, where the twist/inside-joke plays out. All the narration is overdramatically voiced over by someone either trying too hard or not trying hard enough–regardless, it’s a struggle to listen to.

Let’s chalk Go North up to both not my thing and not made for me to appreciate. Perhaps one day I’ll find a text-based adventure game worth my while, but for now, I’m off in another direction-most likely south–to play something else.

Zoinks, it’s a murder mystery that only Detective Grimoire can solve

detective grimoire gd early impressions

I’ve been much pickier with indie gaming bundles as of late, even passing up on the recent one from those Humble Bundle bastards based around one of my favorite tabletop gaming mediums–cards. Oh well. I did end up downloading free copies of Card City Nights and Escape from the Aliens in Outer Space, though, so far, that’s all I’ve done with those titles. Both are of the print-and-play ilk; I need to sift through the rules a bit and see if these games are easy enough–and silly enough–to jive with my gaming group. We recently tried to play Nuns on the Run, only to get bogged down in the rules and lose interest before even playing a turn.

Hey, speaking of bogsDetective Grimoire. Yeah, you like that transition. It is just one of the many names included in the Humble Weekly Bundle: Adventures! promotion currently happening over you-know-where. I’d directly link to the topical page, but it seems that website is constantly changing, and nothing lasts forever, so make good with your Googling skills if you feel the need to see more. Of the many point-and-click adventure games added to my Steam library from this recent purchase, it seemed like the easiest and most inviting of the bunch.

Here’s the story, right out of an episode of everyone’s favorite American animated cartoon franchise Scooby-Doo. Detective Grimoire has been summoned to investigate a murder. The owner of a small tourist attraction, called Boggy’s Bog, has been found dead outside his office, with many believing the key suspect to be the very mythical creature the attraction is built around. Dun dun dunnnn. Of course, something else is surely afoot, and it’s up to Detective Grimoire–now hatless, but not hapless–to rattle the locals for clues into what really happened in this lackluster swamp.

Gameplay involves going from scene to scene across the swamp and clicking on the obvious parts of the screen, especially the ones that flash until you click on them. Sometimes this reveals a clue, and other times it leads to a mini puzzle, like moving papers out of the way on someone’s desk to see what was beneath them. You’ll also come across a small cast of eccentric characters, and you can speak with them, as well as toss clues or other character profiles in their faces to get a reaction. The clues act as your inventory, and through talking to the locals, you’ll gain more tidbits about each one. You’ll also unlock the ability to challenge someone, so long as you have the right logic and clues to back it up–for instance, piecing together why Mr. Remington went home early from the cafe on the night of his murder.

Detective Grimoire‘s two best qualities are how it looks and how it sounds (minus one thing, which I’ll get to in the next paragraph). Generally, I have no interest exploring swamps, but the digitally painted screens here are quite lush and inviting, and the characters, along with their dialogue animations, are unique and a joy to behold. I think the cutscenes could’ve used more polish, but everything else is nice to look at, especially the user-interface. All clues get their own drawings, which is much more gratifying to look at than simply a list of words. Sound-wise, the orchestral soundtrack swells and dips in all the right moments, and there’s this lofty, soft voice that reminds me of a religious hymn echoing around in some grand chapel. It’s easy to listen to and not distracting.

That said, there are a couple things I didn’t like about Detective Grimoire. First, it was too easy. So long as you exhaust your options, you’ll eventually get to the end of this mystery, and the only part that gave me pause was the challenge against Echo, as its wording was more confusing than anything else. Second, every time you get a new clue or a clue in your notebook is updated with additional information, a chime sounds, and it is a really goofy, extra loud, and out-of-place sound effect, often playing over-top someone’s dialogue. Lastly, the end credits whizzed by at an alarming speed; I understand the developers wanted to get to their post-credits sequel tease, but it shouldn’t have been at the cost of crediting the people that made and worked for the game.

Overall, Detective Grimoire was an okay sliver of adventure gaming, though nothing that will stick with me for a good while. I figured out what was going on much sooner than our titular hero did, which lead me to believe there might’ve been a twist, but nope, everything worked out as expected. It makes a jab at Professor Layton early on, but has a long way to go before it can even consider itself a passable clone, let alone a better game. Think I’ll try A Golden Wake next from the bundle.

A young alligator astronomer’s journey to find a star in Lost Constellation

lost constellation overall thoughts gd

Lost Constellation, as a supplemental to the forthcoming Night in the Woods, did its job–and did it splendidly. I’m officially onboard for Infinite Ammo’s full-blown videogame, which, in their words, is “an adventure game heavily focused on story, characters and exploration, with some platforming to get around town.”

Lost Constellation is all that, but condensed and only slightly related. In short, it’s a ghost story, a bedtime tale, a journey within a journey. Mae’s grandfather is the narrator, weaving together the night-driven adventures of Adina, a young alligator astronomer, and her journey to find a star, keep a promise. As she travels through the cold, harsh woods, Adina will stumble upon a number of interesting–if mostly untrustworthy–characters, like a blue fox that wants to sell wanderers coffins, a cat that is not a wizard cat, just simply a cat, an old, weather-controlling witch, and ghosts of the once living. Oh, and snowmen, but Adina makes those herself, rather than runs directly into them; more on that later.

Gameplay is exploration-based, with Adina moving left or right, discovering items and characters to interact with. She can also pick up and carry snowballs, which are great for hitting things out of trees or summoning a guard via some rung bell. Expect plenty of dialogue to unfold, the majority of which is amusing and interestingly presented, and there is the occasional dialogue choice to make, though they never seemed like the sort of decisions that would change what might happen next. Merely a different way of asking the same thing. Maybe Night in the Woods will explore this deeper.

The soundtrack by Alec Holowka is strikingly soft and eerie. Beautiful and off-putting. Happy adjective and sad adjective. Perfect for a walk in a strange forest under starlight. I’m personally a big fan of “Tundra” so much that I left the game up in a part where it played while I did some household chores, letting it loop (this was before I knew the developers had a separate site for it). The whole soundtrack actually reminds me a lot of Mass Effect, Transistor (minus the jazzy drums), and Fire Emblem: Awakening, all snowballed into one very low-key, laconic, haunting concert.

One of the big focuses of Lost Constellation is collecting special items and constructing a snowperson out of them. Or around them, if you will. You end up making four or five across Adina’s time in the woods, and the game lets you take a screenshot of your finished work, saving it directly to your desktop, free of charge. I will now share with y’all my four snowpeople, in all their creative glory:

snowman_2015-02-07_11-31-50 snowman_2015-02-07_11-22-54snowman_2015-02-07_10-15-51 snowman_2015-02-07_10-22-55

Overall, I’m pretty proud of my work. From what I’ve gathered based off screenshots and animated GIFs for Night in the Woods, it seems to be set in a modern city and during autumn, so this snowperson-crafting mechanic might not show up there. Perhaps we can help Mae create monsters from piles of leaves. Either way, I hope something like this is in there again, because, while not challenging at all, it made for a fun distraction and at least made the slight bits of backtracking rewarding. When I watched Giant Bomb play Lost Constellation last week, they found a dog collar for one of their snowmen; I did not, which makes me wonder if there is some randomizing happening under the hood.

Again, Lost Constellation is a side thing, a slice of maybe what’s to come for Night in the Woods. It has me intrigued over this world and the holiday called “Longest Night” and this astronomer Adina (though not-so-much about Mae). I don’t know everything, but I’m looking forward to learning more, and I have to wonder how much of what is in Lost Constellation will pop up elsewhere. Regardless, here’s hoping for a 2015 release. Or heck, even another pay-what-you-want supplemental. I just want more.

Turns out, with videogames, you can go home again

assassin's creed 2 back to acre gd

I’m not one hundred percent sure who the “they” is, but they often say you can’t go home again. It’s a phrase I think about a lot, with plans to eventually draw a short little comic involving children, forest monsters, and cranky parents about the notion. At 31, with my life going through unexpectedly grand changes and my head occasionally thinking the worst of worst thoughts (a taste), all I truly desire is to go home. For comfort, for repose. My home now, meaning the one where I eat and sleep and sigh and take pictures of my cats, is characteristically cold and full of empty rooms. No, the home I’m talking about is the one I grew up in, the red-bricked, two-story structure that sat square in the middle of a T-cross section in a small, neighborly town. From my bedroom window there, I saw all kinds of traffic: vehicle, foot, animal, love.

The idea of returning somewhere can be both physical and mental. I physically want to go back into that house and sit on my childhood bedroom’s floor, my back against the wall just under the windowsill, the same way I’d sit for hours either on the phone with my high school girlfriend or killing time by playing the guitar and scribbling down mopey song lyrics. This is something my body is calling out for, a hunger pain. I also mentally want that time back, that feeling of safeness and irresponsibility, even if I rarely acted on it, and those voices, the sounds from below. It can’t really be replicated, at least not when it is constructed entirely around emotions and personal experiences, but going back, if I’m to believe A Separate Peace, can be healing.

Turns out, videogames occasionally make a good effort at bringing the player back “home.” I was recently taken aback by this, and the feeling it gave has been stuck in me, just under my skin, for a couple months now, itching to be scratched. I thought I’d write a bit about it, as well as some other games that have attempted to bring things full circle over the years.

Let it be said, and let it be said in red lettering, there be major spoilers ahead for the majority of the listed games. Read at your own risk.

Assassin’s Creed II

Let’s start with the game that gave me this blog post topic to begin with. Again, I’m coming to Assassin’s Creed II late, having only played the bread parts to this meat sandwich of stabbiness. Anyways, after completing some assassination missions and then training in a current day warehouse with Lucy, something goes wonky, and you find yourself back in Acre, the setting for the first game in Ubisoft’s now long-winded series. Not only have you returned to where it all started, you also are in control of Altair, not Ezio. Your mission is to follow a figure running away from you, and that includes climbing up a tall tower and seeing the city for all it is.

I had a moment of hesitation, believing this to be a dream sequence, the sort that you watch unfold, but take no part in. Eventually, I strode ahead, and it was business as usual, but tingling surfaced as I jogged past people from another game, another time period. I wouldn’t say I recognized anyone or any building in particular, but the feeling remained nonetheless–I’ve been here before. Strangely, if I had popped in the game disc for Assassin’s Creed, I might not have felt the same way, and I guess that says something about sleight of hand, of transportation.

Borderlands 2

The ramshackle town of Fyrestone in the original Borderlands is where it all started for your choice of vault hunter. You return there in Borderlands 2 to find it a changed place. Handsome Jack, everyone’s favorite man to hate, has turned Fyrestone into a slag-soaked junkyard since Hyperion moved into the area. At his orders, the town was renamed to Jackville and preserved to mock the original Vault Hunters, although robots were also sent in to kill any remaining inhabitants. The layout remains very much the same, but it’s darker, drearier, and, most importantly, more dangerous.

You don’t approach Fyrestone the same way you did in the first game, only realizing where you are once you are in the main area where you used to shop for shields and new guns and turn in missions on the job board. It certainly took me by surprise, but I didn’t have much time to stand around in awe as angry robots began to occupy my attention.

Suikoden II

Oops, I already wrote about this moment.

BioShock Infinite

It’s a short, but powerful moment. At the very end of BioShock Infinite, Booker finds himself in Rapture, the underwater utopia-gone-to-Hell from the original game in the series. Having recently replayed the game over the Christmas holidays, the moment did not feel as impactful as it first did, but when you don’t know it’s coming, it packs a doozy. There’s not much to explore or see while in Rapture a second time–it is, after all, just another doorway, and the game is over at this point, so no more combat to be had–but after spending a solid number of hours in the clouds, knowing you are deep underwater, in an oh-so-similar world once more is a thrill.

Chrono Cross

Okay. I’m stretching it here with Chrono Cross, considering it all happens within the same game, but visiting the same location in different, alternate timelines still does give off a nostalgic tingle. Like, it’s both the same and changed, a feeling of being out of place somewhere deeply familiar. There’s Home World, and there’s Another World. I love it. Plus, just before you go off to fight the Time Devourer, you do stumble across the Ghost Children, which are the ghosts of Crono, Marle, and Lucca from Chrono Trigger, so it’s a blast from the past, though a bit somber.

Got any other examples of returning to locations from previous games? If so, shout ’em out in the comments below. These were all I could think of and have actually experienced thus far, but there’s gotta be more. I can’t be the only one that wants to go home again.

Coma means to feel nothing and still get full credit for being alive

coma gd final impressions

It’s interesting to see what an impact 2010’s Limbo from developer Playdead had on the gaming industry. It’s been almost five full years since the world got to take control of a young boy, wreathed in silhouette, on the hunt to find his missing sister. Since the world got to watch in horror as horror happened to this young boy for every misstep and mistake he–a.k.a. you–made. Coma doesn’t punish you in the same trial and error way as Limbo did, but it still evokes a somber, almost futile sense of dread with every jump and change of scenery. I dug it, but there’s problems. Also, questions.

What’s a coma? An extended state of unconsciousness. I’ve never been in one and hope to never experience it, but you never know what way life will go. More pertinent to the topic at hand–what’s Coma with a capital c? It’s a light exploration and adventure game by Thomas Brush, playable in your browser over at Adult Swim’s games section. Probably a bajillion other sites, too, but this is where I first stumbled across it, my new go-to site for small, bite-sized gaming experiences, like Insidia and Winnose from last year. It’s a casual platformer, with no fail state that I could find and a running time of maybe fifteen to twenty minutes, depending if you get stuck trying to figure out how to make it across that one big gap.

Coma‘s story is purposefully obtuse. You play as a tiny boy-thing, drowning in shadows. You are searching for your sister who, according to a bird-thing you befriend, is trapped in a secret basement. Along the way you’ll run into other strange critter-things who may or may not help you. There’s writing on the walls that maybe clue you in on the state of this realm and Pete’s abusive father, but again, it’s not really for the game to say. Is this boy in a coma? Is he trying to rescue his sister, who is the one in a coma? Is that big blobby queen creature a tumor? Not really sure. I both like that and don’t, as the game’s world is perhaps too ethereal and foreign to feel grounded in, so I have nowhere to even begin basing anything off of.

The controls are thus: use the arrow keys to move left and right, as well as the up arrow to jump. Personally, I’m not a fan of this, as I like my jump command to be binded to a different button than the movement keys as it can sometimes be tricky to press both in one direction and then up to leap over an obstacle. You use the mouse to advance dialogue by clicking on it. That’s it, which is more than enough for an exploratory platformer. Unfortunately, the fluidity of the jumping takes some getting used to and is not very accurate when you need it, such as jumping large gaps or from ledge to ledge. Plus, given that there is maybe one or two choices to make, dialogue should’ve scrolled automatically, with no input needed by the player.

A platformer with poor platforming controls should not be played. That’s a pretty obvious call, really. However, Coma is so gorgeous to look at and listen to that I urge everyone to push past the lackluster leaping to see the next screen, hear the next tune. I’m a sucker for fields where the grass sways and flowers bob as you brush past them, and that happens a lot here. There’s also a beautifully picturesque sequence involving a trampoline and clouds that I won’t say any more about. When Coma gets dark, it gets dark, and that’s fine, given the subject matter, but I much more preferred wandering around above ground than in the giant worm-infested darkness below.

Coma will most likely mean something different to everyone that plays it. For a short, relatively simple adventure gameplay-wise, reading a bunch of various interpretations about what Peter’s sister’s song means and the point of Mama Gomgossa’s ball game is nonetheless stimulating. Play, don’t trust the bird, and see what you see.