Category Archives: randomness

2015 Game Review Haiku, #5 – Starbot

2015 games completed starbot game

Befriending a star
Digging through trash cans, e-mails
Le Petit Prince shines

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.

It’s time to kick ass and chew bubble gum, Duke Nukem 3D

duke nukem 3d ps3 early impressions gd

If you’re wondering how I can go from playing something like The Incredibles to Duke Nukem 3D: Megaton Edition in one fell swoop, keep on wondering. Call it a palette cleanser, call it a leap of faith, or call it fortuitous timing–whatever helps you sleep at night. See, while I’ve had a copy of 3D Realms’ risqué tour de force from 1996 on the PC, it has sat untouched, uninteresting, especially since I struggled with its keyboard controls upon initially trying it some months back. However, this month, for PlayStation Plus, the first-person shooter with enough catchphrases to appease any 90s macho man action movie fan is a free download, and so I bit. Cue some tastelessly sexual one-liner from the man of the hour.

Real quick–and this will truly be real quick–here’s my history with the Duke Nukem franchise: I played one, and only a little bit of it at that. Yup, of the 15 or so iterations in the series, the only one I can remember experiencing, and through a demo at that, is Duke Nukem: Time to Kill for the original PlayStation. The clearest memories I have of it are time-traveling pig cops and strippers, so there you go. It was not a first-person shooter either, following more in the footsteps of Lara Croft.

Duke Nukem 3D‘s “plot” is nestled not so elegantly between a loud fart and the menu options: As Duke heads for Los Angeles in hopes of taking a vacation, his spaceship is shot down by unknown hostiles. Quickly, Duke realizes that aliens are attacking LA and have mutated the LAPD into horrible monsters. With his vacation plans now ruined, Duke vows to do whatever it takes to stop this alien invasion, including spouting a bunch of corny one-liners if necessary. That’s it. You’ll go from level to level, shooting aliens, with the next goal after that of shooting more aliens. I’m guessing the final action Duke takes in this game is shooting an alien.

This is no graphical masterpiece, nor will I sit here and believe you when you say it was at the time of its release. Everything is pixelated, and not in a good way. The enemies are flat, and I don’t mean that in terms of their personalities; they vanish if you strafe around them too fast. When you use the kick button, Duke tries to stomp whatever is in front of him, and depending on what you position him against, his foot either looks like a kid’s foot or a giant’s foot. That said, still ridiculous. I’m also not a big fan of how Duke appears when presented with a mirror, seemingly ice skating on solid ground. The shooting, y’know, the thing you are doing for the majority of the game, is okay, but often feels empty, like putting a number of bullets into an enemy pillow; I can’t even tell if these shotgun blasts are connecting, but I guess they are since I’m not walking in a bloody pile of skin and bones.

Here’s the best thing about Duke Nukem 3D: secrets! This game is loaded with them, and I’m a big fan of clicking against a wall and having it suddenly swing open to reveal extra health or a new weapon. Ideally, the library in my future dream house with have many hidden cubbies, accessible only if you touch the specific copy of The Hobbit or A Separate Peace. There’s a Trophy for finding at least seventy of them, but there are well over three hundred based off the stats screen. I’m not trying to look up every single one for every single level, but when I do get curious or lost and unsure of what to do next, I’m finding this site to be very helpful.

Progress-wise, I’m just starting the Lunar Reactor, which is level 8 from episode 2, conveniently called Lunar Apocalypse. I really burned through the entirety of episode 1: L.A. Meltdown the first night I started playing, but it seems like the levels have steadily gotten both longer and more challenging. I am also finding myself saving and re-loading more often in fear of losing problems due to some problems I’ll mention in the next paragraph. After this episode, there are two more episodes to go, plus three expansions. Whew, that’s a lot of listening to Duke say “Damn… I’m looking good!” I hope to get through it all, but it might be just the four main episodes, we’ll see.

All is certainly not well in Megaton Edition. For starters, I’ve had the game hard-lock twice (though not at Duke’s war table), stutter and even skip ahead, and lose rewind progress to corruption. It’s a buggy port of an old game, no doubt about it. And then there’s the multiplayer aspect. Oh boy. Granted, I really shouldn’t have expected anything, but I wanted to give it a try. There are two modes after you select a ranked or non-ranked session: one on one or a free-for-all with up to eight players. Unfortunately, horrendous lag makes it nearly unplayable, and any actual interaction, meaning your Duke shooting another Duke, is purely comical. I’ve managed a few kills, but it all came down to auto-aim luck or a decently tossed pipe bomb. It’s just a sad mess.

Here’s to many more dead aliens and outdated pop culture references as I continue forward to be the brainless action hero Duke is destined to be, but only that.

The Incredibles wants you to cross the line and suffer the consequences

the incredibles ps2 final thoughts violet's crossing

After all my years of gaming, I can only recall a few specific moments vividly by name or the tears that I cried as they truly frustrated me, the man with all the patience in the universe. Allow me to name them. That boss fight against Moldorm in The Legend of Zelda: A Link to the Past, especially when it could knock you off the level itself, forcing you to retrace your steps. The entire realm of Aquis from Primal, which is all about swimming, but not about good swimming controls. Lastly, there’s that wall jumping section in Super Metroid, which, to this day, is a mechanic I still don’t have down pat. Well, we can now add “Violet’s Crossing” from The Incredibles on the PlayStation 2 to this curmudgeonly list.

I’m actually going to talk a bit about the entire second half of The Incredibles, but I feel like “Violet’s Crossing” is such a special case of fail that it needs its own paragraph or two. Allow me.

For a level that many YouTubers seem to get through in about nine minutes, this one took me forty-one minutes and change; also, I stopped counting how many times I died after twenty or so, especially since you can kill Violet within seconds of gaining control. It’s a stealth mission and the only time you are in control of Violet by herself. For those familiar with the movie, her power is turning invisible, but the game limits this to only a few seconds. Four or three, tops. Your goal here is to reach the end of the level without being caught, as she is killed instantly when spotted, taken down by a single laser beam bullet. Guards are on high alert and can hear her sneaking by if too close or if she brushes against some foliage.

I like stealth, but I guess I should say that I technically like good stealth, and I’m thinking about Metal Gear Solid, Deus Ex: Human Revolution, and Mark of the Ninja mostly. “Violet’s Crossing” is a terrible stealth level, seemingly created by developers that have never played a stealth videogame in their collective lives. There’s no map, the guards have no vision cones or indication of where they are looking, and you have very limited control of the camera–I wonder if I’ll say the same thing when I revisit Metal Gear Solid 3: Snake Eater. Throw in a super short period for using her invisibility power, as well as one-shot kills, and this turns into a frustrating spout of patience, of creeping inch by inch forward, hoping to hit a checkpoint and not have to repeat everything over and over. By the end of it, I felt like an AGDQ speedrunner, following a specific path and doing certain button presses, knowing they’d work because I had memorized how the guards moved and where one had to go to avoid them. However, instead of waiting what felt like an eternity for Violet’s Incredi-power meter to fill back up with invisibility juice, I spammed another secret passcode.

The level immediately after this is probably the most fun I had with The Incredibles, as Dash and Violet team up to pilot a bubble shield ball thing and mess around with physics. Basically, you get to bounce around in a bubble, taking out enemy soldiers, turrets, and machinery, while occasionally hitting some sweet jumps. After this, it is back to the same ol’ same ol’, with Mr. Incredible fighting that very same tank mini-boss he fought a few levels back multiple times in a row. It’s maddening, especially since the only way to stay alive and not lose progress and have to do all this repetitive busywork over again is to spam health cheat codes. But get this–The Incredibles is so ridiculous that it doesn’t even have a full health or invincibility cheat code. All you can do is keep typing in UUDDLRLRBAS for 25% health refill….25%. Which depletes quickly when battling a fire-spewing tank. I mean, c’mon, the Konami code used to grant you 30 lives in Contra and dress Qwark up in a tutu in Ratchet & Clank: Up Your Arsenal.

Ironically, the final final fight against the Omnidroid is not too difficult and kind of fun, so long as you keep an eye on everyone else’s health meters. Plus, after you beat it, you can continue running around the area, throwing rocks and leaping into burning trash bins, as the credits roll. For some reason, it reminded me of a Tony Hawk level. Or maybe my brain was so relieved to be done with this draining process in poor controls and faulty design choices that I was already beginning to think about what to play next. Please note that I did not actually go play Tony Hawk next (more on that in another post).

Oh, and somewhere about halfway through the game, I unlocked “Battle Arena” in the menu option. No, it’s not a local multiplayer slagfest. In it, you play as Mr. Incredible or Elastigirl, placed an arena to face round after round of enemies, culminating in a final tank battle, everyone’s favorite from the main campaign. Why would anyone do this? Well, to earn more bonus items, also known as uninteresting concept art. Here’s the kicker: you get one bonus item at the end of each round, so if you want all twenty of them you’ll need to beat Battle Arena as both superhero spouses. No thanks.

I’m sure it is obvious now from this post and the previous one that I have not had a good time with The Incredibles. A part of me is deeply curious if anything got better in the sequel The Incredibles: Rise of the Underminer, but maybe I should just retire my superhero cape at the ripe age of thirty-one. Also: no capes.

A Boney Night casts spells and sings songs about beer

a boney night gd overall thoughts

Heavily inspired by the LucasArts and Sierra classics of yesteryear, A Boney Night does not do much to stand out in the crowd. That said, it’s still an enjoyably short, retro point-and-click adventure, featuring hand-drawn backgrounds and original music. Plus, there’s a talking mushroom that you basically pepper-spray in order to bottle its tears. I know I have your attention now.

A Boney Night‘s story is something akin to a one-off episode of a Saturday morning cartoon. For some reason, I keep thinking about The Smurfs, for whatever its worth. Undra, a witch witnessing her later years in life, is suddenly awoken to her talking mushroom making a racket outside. Unfortunately, she needs to create a potion to be able to comprehend its words, and so the quest begins there. Once you do hear what it has to say, you’ll learn that a great evil is taking over the land. Spoilers: it’s zombies. Help Undra stop the undead by teaming her up with Kijo the surprisingly sensitive orc and creating more powerful potions.

Your clickable actions are threefold: examine, touch, and talk. You can do this for every item, person, and noun you come across in the wild, as well as whatever thoughts you have in your inventory. I suggest examining everything at least once, as it sometimes does advance the plot or give you a hint about what you need to do next. All of the puzzles are fairly logical, though I stumbled for a moment on “a dash of honesty” during the first repel aura potion Undra had to make. Here’s a clue: look inside the orc. Despite there only being three actions, I still found it tiring to cycle through them, but I guess that’s just part of that old-school adventuring charm.

A couple small critiques. Strangely, there’s a save/load function included in A Boney Night, but the game seems like you can complete it under an hour. I think I was probably around the thirty-five or forty minute mark, taking my time to read everything and explore all areas. Not really sure if you’d ever need to save your progress, especially since you can’t lose or screw anything up by missing an item. While the game features some catchy original songs, especially the one that plays at Undra’s home, it also does not contain any sound effects, which is a little jarring. I really wanted to hear some loud whooshing when I released that wind potion on the walnut tree. Pretty sure those old LucasArts/Sierra games had sound effects…right?

I ended up downloading A Boney Night to enjoy on my laptop in bed under the heated blanket (what, too much information?), but it looks like you can now play an HTML version of it right in your browser. If you’re looking for a retro point-and-click adventure game starring a witch sporting an attitude and wicked beehive hairdo, here you go.

New ways to celebrate mediocrity with The Incredibles

gd incredibles playstation2 impressions

I ended up getting a copy of The Incredibles videogame for the PlayStation 2 last summer as part of a small birthday celebration for myself. Please note, I also snagged Suikoden Tactics and Star Ocean Till the End of Time with this, and, of the three, it’s the first one I’ve actually put into my system to play since that package arrived. Yup, some seven months later, I’m just blindly trusting that these used videogames from Amazon arrived in working condition. I mean, yeah, I’ll find out eventually.

Anyways, The Incredibles is my favorite Pixar film. I say that now, in 2015, with total confidence, and have been saying it since the movie saw release in 2004. Y’know, a decade ago. I also suspect that I will continue saying this for many more years, possibly all the years. There’s a lot of reasons why The Incredibles is incredible, and I’ll list a few for those in the know: Brad Bird, monologues, subsurface scattering, Syndrome’s hair, that little kid on the tricycle, capes, no capes, the colors, 1960s homages, the mysterious Mirage, and so on. It’s a funny story about superheroes, but also about family and what it can cost to stay together, to be happy. I watch it every few months as it is one of my top 31 favorite ways to eat up time.

I promise I’ll talk about the letdown that, so far, is The Incredibles on the PlayStation 2, but I first need to lay some groundwork. First, the movie. I was in college and saw it on or around its opening weekend with a girl I was dating then, who we will call the Giraffe, and it instantly blew me my mind. Like, sure, I understood the concept of a “children’s film for adults,” but here was something else, something bigger. It didn’t dumb itself down for the wee ones, and it kept the serious moments super serious. Fast forward a bit, and I’m on my way home from a Spring Break trip in Las Vegas, NV, unfortunately taking a red-eye flight back to Camden. Now, I’m already terrified of planes, and so while everyone else slept, I sat staring at the back of the seat in front of me, sweating like a pig. Until I discovered my girlfriend’s GameBoy Advance and a copy of The Incredibles for it. It didn’t pass all the hours, but it definitely helped; alas, the GBA version is quite different from those released for consoles, playing it as a straightforward side-scrolling beat-em-up, and you can see it in action over here.

I knew that The Incredibles for PlayStation 2 was not the same game I had played on that flight many years back, but it still seemed promising. The movie’s entire makeup is perfectly designed for a videogame: you have a small cast of characters, each with varying special powers, ending up in dangerous situations, all trying to save the world from a man-boy gone mad who has an army of goons and robots to toss at you. Alas, it turned out to be a vapid, uninspired retread of the movie, with an out-of-nowhere difficulty spike, which forces one to use cheat codes to get through it. Hate to remind Syndrome of this yet again, but you do need special powers to be super.

Here are my biggest problems so far with The Incredibles, and mind you, I only just completed stage 8 (of 18 total), meaning I’m a little bit over one-third of the way through it, but boy howdy I’m not thrilled about what’s to come.

It’s boring. The levels are extremely linear, and the one or two occasions it allows you to explore reveal nothing, save for maybe a single “secret bonus item” unlock collectible, which devolves into uninteresting concept art. It’s certainly no this. At this point, I’ve played as Mr. Incredible six times, once as Elastigirl, and once as Dash. Wait, real quick–the game and its manual seem to go out of its way to never refer to Elastigirl as such, calling her Helen or Mrs. Incredible only, strangely stripping her of her identity, even labeling her this in a level that takes place before she gets married. The levels for Mr. Incredible and Elastigirl are of the action adventure style, with slivers of variety, such as a turret sequence, and the Dash level was an atrocious free-runner style thing that I’ll have more on in a sec.

It’s confusing. Look, I know the movie inside and out. I have to imagine anyone coming to this game also knows the movie pretty well or would at least see it first before playing the action game based on it. If they didn’t, well…this will make zero sense. Small, condensed scenes from Pixar’s film are used between levels to bridge the gaps, but it does little to explain why so-and-so is here, doing this, wearing that. One level you are playing as an overweight Mr. Incredible in his old-timey blue costume, and the very next level you have him looking fit and all donned up in Edna’s new design. I know how he got there, but many won’t if they are relying on this for plot. Also, you rarely get told what to do in a level or where to go next, though there are only so many options at hand.

It’s too difficult. Maybe this is my fault, coming to The Incredibles and assuming it was a child-friendly beat-em-up with additional elements, but certainly something easy. Most levels, based on a quick scan of YouTube replays, take about eight to ten minutes to finish, while I was averaging more around 30 minutes. This is due to many deaths, but also frustration at overly difficult sections, sequences I just can’t imagine a young gamer getting through without repeated tries or external help. In some levels, if you miss a platform jump, you have to return to the start of the scenario yourself and start again, and it doesn’t help that the camera makes it challenging to tell how far a jump is. In that level where Dash has to race the school bus, the checkpoint systems seems oddly tiered, often working against progress. The only way I was able to beat the Omnidroid in stage 8 “Volcanic Eruption” was to spam health replenish and Incredi-move cheat codes. I don’t know, maybe I’m just terrible at games, thinks the dude that did beat Yama on a Daily Challenge last year.

The short of it is this: The Incredibles is not as incredible as the movie. I’m going to finish playing it, because that’s who I am, but like that tricycle kid hanging around the Parr’s driveway, I’ll still be waiting for something amazing to happen.

Another tour of BioShock Infinite’s American exceptionalism

bioshock infinite DONTDISAPPOINT_ONLINE_wideuse

In this post over yonder, I said I had beaten 73 games in total for all of 2014. I wrote that because it was true and, at that time, I hadn’t expected to complete anything else during the madness of Christmas and traveling and New Year’s Eve hijinks. Surprisingly, I was able to sneak in one more game before that big disco ball dropped in Times Square and Terry Crews took his shirt off to flex his chest muscles, clearly making Carson Daly uncomfortable; I really should’ve been watching The Twilight Zone‘s “Midnight Sun” at that exact moment, but it wasn’t my place, my television set.

Here’s the truth. Ever since I rushed through and beat BioShock Infinite in early 2013, I’ve wanted to replay it. Not on a higher difficulty or with a plan to use the Huntsman Carbine more over the Paddywhacker Hand Cannon or even to nab some missed Achievements, but just to experience it again. At a slower pace. A gentler walk through this strange yet familiar land–when obviously not in a skirmish or zipping along the skyhook tracks–to absorb every last sign, poster, painting, smeared blood writing, and hung piece of Columbia propaganda. There was a lot of talk happening and surrounding Ken Levine’s darling during its initial release, and I was shockingly interested (pun intended) in being invested in these dialogues, which meant hurrying through the game to get to its muddled ending. That way I too could have trouble comprehending it for a few days, along with seemingly everybody else. The word zeitgeist would probably work here.

Even at around 12 hours on the Normal difficulty, I’d say that BioShock Infinite is still too short of an experience and needs more time to open up for exploration and reflection, not more unsatisfying and rarely rewarding skirmishes. The shooting/Vigors-lead action is merely filler, a buffer between Booker looking at something interesting and finding something even more interesting to gawk at. Namely, a story beat. If there are any parts that I continued to rush through, it was blasting people in their faces with crows and then taking them out with a shotgun, though tossing people off the world later near the end of all things with the water stream spell was, admittedly, pretty enjoyable, but maybe that’s because it is a quicker and quieter kill than loading them up with bullets. The combat and violence constantly feels shoehorned; please explain to me again why equipping this hat helps me do better melee damage with the skyhook.

Anyways…it’s 1912, and Booker is trapped in a flying, floating city built on racism, heavy religious undertones, and American exceptionalism. Think about that for a bit. Try to name another game that uses those pillars as foundation for its game’s world; I’m struggling to think of many. Because of this, everything you see and hear is slimy, tinted with a second coating of meaning. That poster might seem positive, cheering on so-and-so, but it’s actually deeply dark, labeling people of color and the Irish as barely human. This is a place bursting with warm sunlight, children playing in the streets, and astonishing views that also harbors a disgusting, contagious sickness, the kind that poisons a community and changes it for the worst.

You’ll get a decent amount of this if you follow the main path, but searching out every nook is where the world truly comes to life, like examining the difference between upper-class and lower-class bathrooms, spaces you are never forced to visit for plot purposes. Hold on. Let me tell you about a really small, special moment I discovered, something I missed during that first sprint through in 2013. In fact, it’s easily missed if you begin shooting too soon in this specific area, as doing so scares away all the NPCs. Right, well…while exploring around Soldier’s Field, near a carousel, I discovered a young black man smoking a cigarette just behind a building, clearly in hiding. The man asks Booker to not tell on him, and Booker is friendly, promising his secret is safe.

In a game fueled by racism and racists, many of whom want to physically harm the player, it is a little strange to not hear Booker be more vocal about his opinions. I mean, he comments on mostly everything else around him. Like giant, mechanical bird-guardians. One gets the feeling he’s not 100% on board with how Columbia operates, but he also doesn’t openly condone it. Early on, during the lottery sequence, you do a QTE that boils down to a choice: throw the baseball at an interracial couple or throw the baseball at the announcer. Either pick results in the same story moving forward, but if you spared the couple some pain, you’ll run into them later and collect a piece of unique equipment. Booker doesn’t decide this; you decide for him, but it’s a rare moment of choice. Later, when Elizabeth’s sheltered innocence asks why one bathroom is for colors and the other for whites, Booker replies “It just is,” and keeps on moving. You don’t get to decide that he goes on a tirade, forcing everyone to swap thrones and be nice to each other for the good of all humankind.

Once again, I tried to find all the Voxophone audio logs and telescopes/Kinetoscopes without a guide, but missed a few by the end. A shame as some of the better and more interesting story bits are hidden away in these, like how Fink Manufacturing operates or what’s the deal with the Lutece twins. Pretty sure I hit the same numbers as my first go, which is funny, but I guess I walk the path I walk and look where I look. I suspect that you can get to a few hidden areas via the skyhook rails. I ended up using the same weapons/Vigor combos as before, relying way too much on the bronco one to lift enemies in the air and then a pistol to take ’em down. It was always a straight line to end combat as fast as possible, which meant always opening a tear to a gun turret over a Mosquito or mechanized robot-warrior.

Alas, after two full playthroughs, I still can’t tell if BioShock Infinite is the bird or the cage, but it remains an undeniably interesting audio/visual treat set in a genuinely unique world, a gorgeous walking simulator constantly sidetracked by racist goons and crank gun-wielding George Washingtons trying to blast holes in your chest. I’ll probably play it for a third time later this year, and I don’t know why. It just is.

Grinding Down’s new year gaming resolutions for 2015

gd new year gaming resolutions

I’m strange. Sometimes I like to openly talk about a challenge or new goal, such as when I decided to draw 365 bad comics over the course of an entire year, while other endeavors are handled more privately without anyone being the wiser. In fact, I’ve already started on a few over the last several months, and some of those plans will never be brought to light. I’m okay with that. I’m the shyest man yearning for recognition, afraid to be recognized. Again, I’m strange.

As far as I’ve seen over the last few days, game resolutions generally boil down to the same idea: play that game. Whether I do or not is the real challenge, and I’ve had some ups and downs over the last few years when it came to this, but I’m willing to put it out there again, a list of games I own, want to play, and then put away (in my mind).

In 2013, I wanted to beat five specific games I had previously played but never saw credits roll. I ended up beating three of the five, and though my math skills leave a lot to desire, I thought that was pretty good, especially when you consider that Chrono Cross is no short romp through an alternate dimension.

For 2014, I naturally wanted to beat those other two names I missed out on, but that never happened. Then I started playing Suikoden and Suikoden II, with the (laughable) idea I’d get through the rest of the series in short order now that I own all of them. Well, all except for Suikoden Tierkreis. Cue wet fart sound effect? I also had illusions of grandeur for the Metal Gear series, completing the first five games, with plenty more to go. Not “swings and a miss,” but more like “swings and good job, you’re on second base,” now waiting for another player to hit you home. I’ll get through both series in due time, hopefully before Gameageddon actually happens.

With that, here are my gaming resolutions for two thousand fifteen (that’s how all the cool kids are writing it this year). Trumpet blast a-hoy:

1. Stay one step ahead of Giant Bomb for its Metal Gear Scanlon feature. That means I’m not rushing through Metal Gear Solid 3: Snake Eater just yet, which is also the last of the bunch that I’ve actually played. Peace Walker, Guns of the Patriots, and Ground Zeroes will be totally new experiences to me, and I’m looking forward to them greatly, but I don’t want to burn out either on too much too fast. I enjoy watching Dan and Drew react to the wackiness that is Hideo Kojima’s mindset, but only after I’ve swallowed the crazy sugar first.

2. Since I didn’t get to them in 2013 or last year–double shame on me!–both Final Fantasy IX and Radiant Historia are first on the list of must-see-all-the-way-through items. I really don’t want to arrive into 2016 knowing those cute, cuddly critters are still clawing at my ankles, desperate for attention.

3. Silent Hill 3. There, I said it. Or rather, I wrote it. Even though I’m still not over my harrowing time with Silent Hill 2, I must persevere. I’m not ready to explore why.

4. Come up with another new feature at Grinding Down for the year. Games I Regret Parting With seems to be a big fav, but I’ll eventually run out of those to dissect. I used to do Achievements of the Week and Half-hour Hitbox, but those lost steam after awhile, mostly because I lost steam. If you have any ideas or niches you’d like to see my cover, y’know, other than all these unheard of freeware joints or obscure point-and-click adventure games, let me know. I’m interested if you’re interested.

5. Get proper equipment like a microphone and learn how to stream better in preparation for  the next Extra Life event. I want to do it again and have friends over and raise lots of money for those that need it more than me. I’m even hoping to hold out on several games still in hopes of playing them live that during those twenty-four hours.

All right, we’ll stop there. Resolutions are tricky because you can just keep stacking them, and like I said, for gaming stuff, it often ends up being a list of games you want to play. I have too many to even start counting, and most of them are long, lengthy JRPGs, like Atelier Iris 2: The Azoth of Destiny and Xenosaga. Cue mad scientist laugh? Yeah, cue it hard.

What are some of your new year’s resolutions, gaming-related or not?

Use Roguelight’s arrows sparingly to beat the dark

roguelight gd impressions 62407

Here’s another product from GameBoy Jam 3, of which I previously covered Meowgical Tower. In fact, this one, this aptly named Roguelight by Daniel Linsson, with audio from Jonathon Tree, is the jam’s big blindin’ star, ranked #1 by those that did all the actual voting. Not me, I only come around after all that’s done, like a hungry dog sniffing at trashcans, searching for the half-nibbled filet mignon that someone was too full to finish. To keep with that odd metaphor, this is a tasty meal, like a big, endless bowl of black pepper potato chips–you can’t just have one.

As far as I can tell, Roguelight is all mechanics, no story. Which is fine, because the mechanics are tied together in an extremely addicting way that you will quickly not care why this young woman is venturing deeper down into the darkness. You will only grow greedier, pushing her forward and downward and further from the surface. See, the deeper you travel, the darker it gets, and you only have a limited number of arrows to light the way. You can use your arrows to light lanterns, but you might also need them to defeat enemies; the choices ultimately mean life or death, stopping or going.

Your first few runs in Roguelight will be pitiful. Mine were. It’s planned that way. As you go further down, you can collect coins, which are used to purchase upgrades for the protagonist’s health, quiver of arrows, jumping abilities, and so on. Here’s the trick; you can only access this shop screen after you die, meaning you can’t upgrade to the good stuff for a while, but each individual upgrade will help you on the next run, allowing you to go further and gather more money. I highly recommend going for the perks that grant you extra coins from lighting lanterns and killing enemies, since those are tasks you’ll be doing anyway. It seems like each new run is randomly generated, though it is hard to tell in spots since, one, it is covered in darkness and, two, many tile sets are re-used. The furthest I ventured was around level 4, so who knows.

That said, I found the game’s single song soundtrack tiring, as it is mostly a drum beat with some electronic beats surrounding it. Toss in the tinny jump sound effect that our leading lady does with every leap, and…well, it’s not a joy to listen to. Thankfully, the clink of an arrow piercing an enemy and producing coins is joyful.

Roguelight obediently sticks to the jam’s rules, meaning it looks like a GameBoy-era title. If only, right? Sure, this is probably illusions of grandeur, but that system needs to come back to power; that, or all these amazing little gems need to be noticed by Nintendo and put on the 3DS eShop for a buck or two each. With Roguelight, it’s the kind of game that encourages replaying and marathoning for a good while, returning to it after your batteries are recharged. Perhaps a stronger story or goal could help push players further below, but really, this is solid, addicting fun as is.

See the light by downloading a free copy of Roguelight right over this a-way.

Survival is the name of the game for Rein

rein adventure game thoughts

Rein is another small adventure game I downloaded some time back, but only came across recently while trying to delete games I’ve already played off my hard-drive. This laptop of mine is filling up fast, and I have no one to blame but myself. Stop all the downloading. It’s probably a stretch to compare it to surviving, but there is an element of choice at play: keep this, delete that, move here, grab that. You never know what to save, what might come in handy down the line, in some unpredictable scenario. Thankfully, in real life, I can move at a slower clip than Darius Poyer’s Rein demands because even a single pause is enough to get yourself flattened, though you can always try again.

Here’s why you, a scientist, must survive: your research facility is crumbling after an experiment goes wrong. That’s all you get, and all you’ll get, unfortunately, as much of the story is left clouded in a chemical fog. Instead, the focus is on escaping, reaching fresh air while everyone else around you succumbs to Death’s cruel touch. I died within seconds of starting Rein. Then I died within seconds of restarting Rein. Died on the next screen almost instantly. You are probably seeing a pattern by now. This is not a game where you have time to right-click on items and read their descriptions; it’s all about moving, thrusting forward, thinking on your feet, no loitering.

Alas, Rein ends right once you get a hang of how it operates. Seriously, it’s short. Maybe ten minutes long tops, and I’m only grumbling about this fact because I wanted more. I wanted the research facility to be larger, to have more rooms to explore and discover the ingredients behind its downfall. Was not a big fan of the puzzle solution where you use a handgun to shoot off a padlock, something that MythBusters debunked a good while back. Rein‘s claustrophobic nature is extremely effective, so much that when you get to the “safe” room, the one where you won’t die by lingering too long, it does feel like a pinch of relief, a weight off. There is a lot of solid animation here–really liked the one for our leading scientist opening a powered-down door with a metal pipe–and an atmospheric piano tune that sets the tone.

Historically, I’ve not played too many point-and-click adventure games where death is an option, one lingering just above the protagonist’s head, waiting to strike. If I recall, you can get yourself shot quite easily in Beneath a Steel Sky. There’s also the numerous missteps you can make in Another World/Out of This World, which one might not classify as an adventure game, but I think it is Rein‘s biggest inspirational drawing point. Other than those examples, I can’t come up with any others I’ve experienced that punish sloppy pointing and clicking, but it is an interesting concept in a genre generally regarded as infallible, unless you can’t find a specific pixel or determine the logic behind the developers’ minds.

Go on. Try your luck at surviving within a crumbling research by downloading Rein over here. I bet you’ll do better than me.

Abobo’s Big Adventure is a risible romp through the NES era

AbobosBigAdventure001 gd impressions

I’m now at the point that I no longer remember where I download these strange little games. Could be a random website, some sort of bundle, or even just a blog post pointing me to something interesting. I just stumble across them in my “videogames” folder on my desktop days, weeks, and months later, with new names popping up left and right, often giving me pause. Maybe I accidentally fed one after midnight, and now they are spreading like wildfire, threatening to take over my time with so-called bigger games, despite many of these wee indie oddballs working a thousand times better than anything produced by an actual studio these days. Mm-hmm. Still annoyed about that.

Thankfully, Abobo’s Big Adventure helped put a smile on my face and keep me distracted while Dragon Age: Inquisition continued to fold in upon itself. And that’s surprising, because, while I appreciate the NES for what it was and still is today, I have little nostalgia for it. I never had one as a wee boy, though some neighbors did; videogaming didn’t truly happen for me until that Christmas morning when I unwrapped a Super Nintendo, which came pre-packed with a copy of Super Mario World. That said, Abobo’s Big Adventure is a loving tribute to the NES era, and I get a lot of the references and sprites and winking nods, but there’s also some more obscure elements zipping right on by. It’s an odd mix of old and new, but is thankfully a ton of fun to play, even rekindling my desire to trek through the original Legend of Zelda.

For those that don’t know–and I didn’t know upon starting up this free Flash game–Abobo comes from Double Dragon, appearing multiple times, often as a boss character. I played some Double Dragon in my early days, but this character never stood out to me; I guess the developers behind Abobo’s Big Adventure felt otherwise, thrusting him upon a quest to rescue his son, the hilariously named Aboboy. To do this, Abobo must travel through eight different levels, all themed to a classic NES title. I got as far as the one based around Mega Man, but more on that soon.

The controls are very simple, though they obviously change a bit from level to level. Basically, you move with the arrow keys and execute techniques with “A” and “S,” giving you the sensation of using an NES controller in terms of complexity. You can fill up a meter and tap both A and S together for a special move of sorts. Abobo’s actions change with each level, going from fighting goons in scummy alleyways to exploring a top-down dungeon to floating right to left thanks to some helium-pumped balloons. Abobo’s Big Adventure does a good job of mimicking how these old games looked and played, while also infusing them with modern mechanics and less-than-inspired teenage-level humor. Yup, looking at you, penis-shaped Zelda dungeon map. It’s probably silly to call this out in 2014, but the built-in Achievements system is quite flashy and reminded me of the days when Achievements were designed to be fun, rewarding, and experimental. After reading some descriptions, I went back and got a few out-of-the-way ones.

Much like their original counterparts, some parts of Abobo’s Big Adventure are tough, real challenges of skill. This mostly relates to the boss battles, such as the Old Man in the Zelda-themed one, but I found the entire Balloon Fight flight to be a tough grind, as well as the underwater level. The difficulty became too much once I hit the Mega Man level, which features everyone’s favorite off-screen laser beams to narrowly avoid. If you’ll recall, I’ve never been even mediocre at Mega Man games, and so, after multiple attempts of trying to take down the second form of the boss here, I’ve walked away. The keyboard’s not cutting it. And that’s okay. I got through most of Abobo’s Big Adventure, had a pretty good time, and saw plenty; I can’t imagine what comes later is too surprising, though I might find a Let’s Play to see what the last few levels act like.

While games like Shovel Knight and Axiom Verge are obviously deeply inspired by the classics from gaming’s so-called Golden Age, Abobo’s Big Adventure is them. Just slightly warped and more accessible. If you’re itching for something kind of like an NES game, but also not, I say give this a go. Watch out for that damaging TMNT seaweed in the underwater level though.