Category Archives: videogames

2013 Game Review Haiku, #11 – Dinner Date

2013 games completed 11 dinner date

Drink your dinner down
You sad, dead speck of nothing
She is not coming

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Thoughts on Dinner Date while I wait for my dinner date

Dinner Date impressions

Thankfully, I’ve never been stood up; granted, I’ve only gone out on so many dates in my short time on this planet, and only two of them could really be considered “blind,” with most romantic outings being mutually agreed upon long before it all went down. So I don’t know what that feels like exactly, though I could naturally pull from the emotions I feel over other forms of abandonment and disappointment.

Well, with the latest package from Bundle in a Box, which is called the “Cerebral Bundle,” I now know how it feels to eat a meal for two all alone. Before I get to that, let me list everything you get if you beat the average price, which you totally should:

  • Vampires!
  • Dinner Date
  • Phantasmaburbia
  • Necrotic Drift Deluxe
  • Dédale De Luxe
  • J.U.L.I.A.
  • I Get This Call Every Day
  • Cognition, Ep.1: The Hangman
  • Reversion – The Meeting

Whew. That’s nine games, and before dropping some coin on the bundle, I only ever heard of one thanks to an interesting article over at Giant Bomb. The other eight just look like strange ol’ names to me, and of them, I was initially drawn to try out Dinner Date first. Why? Well, it had the easiest name to digest, one which seemed to summarize itself in a single breath. I do hope to at least give each other game a try, especially J.U.L.I.A.,but knowing me and my awesome skills at multitasking and collecting more games than I know what to do with…well, not in a month of Sundays.

In short, Dinner Date has you exploring the subconsciousness of protagonist Julian Luxemburg as he sits at his dinner table, which is set for two, waiting for his date Meiko to arrive. As the night progresses and Meiko is nowhere to be seen, his thoughts continue to unfold  more frantically, and we learn about the worries that trouble him, many of which are not necessarily related to being stood up. Now, you experience this in a pretty non-traditional manner, slipping into Luxemburg’s mind with some control over his hands and movements. Think Being John Malkovich, but with keyboard button prompts. Via a first-person perspective, you can look at the clock, eat some bread, drink a glass of wine, smoke a cig, tap your fingers, stretch, and so on–all while Luxemburg mumbles and groans about his woes, quietly at first and then ultimately peaking after too much wine loosens his lips. Occasionally, I was unable to hear what he said, but his tone more than made his frustration cleared.

For my time with Dinner Date, I sat mostly mesmerized. A lot of that had to do with the soft, ambient music and just the surprising excitement that came with a new button prompt after X amount of time. Oh man. I can dip the bread in sauce? You mean I can stir my soup before I eat it? Sweetness. I have to wonder if this is what Heavy Rain is like in terms of detailed actions. If so, I’m in. Alas, after the credits rolled, the game crashed, which kind of left me a little confused, as I wasn’t sure if I had played the entire game or just a small slice of it; based on forum postings, I’ve done it all, which means it ends rather as one expects, which is a letdown for Luxemburg, as well as myself. I’d have liked to see how he fared the next day, the next week. Maybe even try again to get Meiko over. Oh well…

Dinner Date is about thirty minutes long in total with limited interactivity despite all the actions I listed that you can do as our leading curmudgeon. You’re basically just passing time until he is ready to move on to the next scene, the first of which covers wine, the second soup, and the third dealing with smoking a cigarette. It’s interesting, for sure, but I’d have liked more game than story in this one, which ultimately leaves it feeling like a fine piece of art, one you can look at and, untraditionally, touch, but can’t control. Still, there’s eight more games for me to check out from Bundle in a Box‘s “Cerebral Bundle.”

A scientist and studying mage join forces in Patchwork

patchwork early impressions

Right now, I’m really embracing the short, free PC games, as well as the point and click genre yet again, having recently beaten one where a magical forest critter rescues his stolen sister, one where a grumbling D.I. saves a his town from exploding, and one where a medium solves the mystery behind a murderous street psychic. Oh, and early on in January, I finished up the final two episodes of Telltale’s The Walking Dead. So yeah, points and clicks–it’s happening. I really hope I’m still embracing the genre like so by the time Double Fine’s Reds (codename only) comes out. Y’know, whenever that is.

Until then, there’s plenty of small, free point-and-click adventure games out there on the Interwebz to eat up my time, like Patchwork. Which is a fantasy adventure game from someone under the username of Ilyich. Sorry, that’s all I could really unearth about the dev. If you know more, please enlighten me. In it, you take control of both a scientist named David and a young student mage from another realm called Lin as they struggle to close the rift between their two worlds that they themselves inadvertently caused. It’s ironic and fun, with colorful screens and soft, ambient music that kind of lulls you into a daze, pulling you into another world. The animation work isn’t too bad either.

My favorite part of the game is that you get to control two characters, and just like with Rosa and Joey from Blackwell Deception, Lin and David can interact with items in strikingly different ways. Even more, Lin can see what David can’t considering he is in her magical realm, a place that is just normal in her eyes. For instance, on the screen above, David just sees a large tree, but Lin knows it truly as a dryad and can even speak with it to learn that she desperately needs her roots watered. Both characters have their own inventories, and you can also combine items to make new ones, though it’s not always clear if the item creation failed because the items didn’t gel or if I clicked wrong. Think a simple “No, that doesn’t make sense.” kind of comment would have greatly helped, especially as I tried to make a pair of glasses for a certain eyesight-impaired blacksmith using every item I had. What? Just stick ’em on a rock and go.

The only nitpicks I have with Patchwork so far involve, naturally, basic grammar issues. The writing itself is lively and fun and not very serious, but “it’s” is incorrectly used every single time, and there’s a love for writing “all right” as “alright,” which is a personal pet peeve of mine. Would also have loved if Lin (or David) was able to carry the spellbook with them, as it does offer clues on how to get each element, but I have to keep returning to Lin’s house to read it. Nothing terribly devastating, especially when you remember that this wee adventure comes at no cost.

If any of the above sounds like your cup of point-and-click, head on over here to download the game. I suspect I’m about midway through it, only have to get a few more items to summon a rain storm and Back to the Future (I’m using that title as a verb) David to his true world. Just need to solve the cave puzzle of humming crystals, please the fire spirit, and water the tree by somehow opening up that fire hydrant. I think. Wish me luck.

Shapik: The Quest is a magical twenty minutes elsewhere

shapik the quest overall

I was not in the mood to go out for lunch today, and so I stayed in, gobbling up my turkey-and-cheese spinach wrap in record time and washing it all down with a bottle of Arizona green tea. No, really–I ate super fast today, and so I had some free time during my lunchbreak, and what better way to fill free time with than freeware. In this scenario, I’m speaking specifically about a little point-and-click darling called Shapik: The Quest, which you can play totally for free in your browser over at NewGrounds.

Now, there are countless little adventure freeware games out there, but Shapik stood out mainly on its visuals. It’s fantastic art is like a criss-cross of Samorost 2 and Botanicula/The Tiny Bang Story (both owned, but not yet played), with colorful, kooky critters standing out in a cutesy way against detailed and other worldly backgrounds. You start out in a magical forest and end in more modern locations, like a building’s interior and roof, but those places still retain a unique look to set them apart from what one might deem traditional. All along, there’s ambient music that is evocative, but not distracting, and no voiced dialogue, just grunts and sound effects and pictures in word balloons a la Machinarium, which helps keep the magic self-contained.

But what is Shapik’s quest? Why am I playing this freeware point-and-clicker? I’m glad you asked. Allow me to copy/paste the game’s description and control scheme, bad grammar left as is, as presented on its NewGrounds site:

This is a story of Shapik, traveling through magic forest in search of his missing sister. Explore a beautiful world, full of mystery, magic and danger and find your missing sister, solving puzzles on your way.

Use your mouse.

Right. You are Shapik, a kind creature of the forest, your sister was stolen by bug-like things for unknown reasons, and you are off to rescue her. That doesn’t take very long, spanning nine individual screens, each of which has maybe two or three puzzles to solve. I ended up finishing it all in around twenty minutes, road-blocked only in two cases: once for a cryptic doorlock code, and the second for figuring out how to overload a furnace. There is no inventory; you just click on things, and either Shapik interacts with it or his bee friend will, and the puzzles themselves are very straightforward, such as using a crane to lift a hatch open.

So that was pretty enjoyable. Really, if you’ve got twenty to thirty minutes to kill, give Shapik: The Quest a go. Oh, and since it’s my blog and my gaming history, I’m counting it as one more done for 2013.

2013 Game Review Haiku, #9 – Shapik: The Quest

2013 games completed shapik the quest

Explore magical
Forest to find lost sister
Click to solve puzzles

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Vanquishing the Order of the Russian Star in Vanquish

vanquish early impressions ps3

Over-the-top style, mediocre plot, and corny dialogue are three ways to describe Vanquish. You could also call it surprisingly fun. Because it truly is both, and just when you can’t stand to swallow another ultra macho catchphrase or Steven Blum grunt-infused one-liner, the game drops you into a frenetic and enemy-filled scenario, the kind where you have to keep moving to survive, and it’s a total blast, especially when you take down the final enemy scrub just as your life bar is depleting, tossing you into slow motion “bullet time” for one last chance at hitting a checkpoint. Those moments feel genuinely exhilarating, as do the rare quiet moments, like riding a monorail and sniping spotlights to avoid being detected, where the goal is to be quiet, a stark contrast to the majority of the game.

I do have some problems with Vanquish, but before I get to those, let’s start with the good. Mainly, the really good. This game is free. Well, at least for me. I was given a year’s worth of PlayStation Plus with the “classic white” bundle, and so I’ve been downloading games like a fiend. Not necessarily playing many of them, mind you, but now they are on my Ps3, ready for whenever I’m ready. And this one went up a week or two ago; despite my claim that I want to only focus on fewer games in hopes of then completing these games, most nights I don’t have the correct amount of time to devote to Ni no Kuni, and reviews for Vanquish prided themselves on that it is a short, but satisfying experience. I can handle short and sweet currently.

Anyways, Vanquish. In it, you play as Sam Gideon, soldier warrior for DARPA. He and a bunch of U.S. marines are out to stop Victor Zaitsev of the Order of the Russian Star. Why? Well, Zaitsev promptly declares war on the United States by capturing Providence, a self-sustaining space station that harnesses solar energy, and turning its solar generators into a giant death ray. Like a true villain, he destroys San Francisco before demanding that the female President of the United States surrenders. And so you team up with Robert Burns, voiced by everyone’s favorite grumbler Blum, to stop the Russian antagonist before more damage can be done.

You do this by shooting alien-like robots with guns. You shoot them with guns, I mean. Wait, they also have guns. Sorry, that got confusing. Words, people. Basically, the gameplay involves shooting, taking cover, sliding to new cover, and shooting some more. There’s a healthy range of weaponry at Sam’s disposal, though I’ve stuck mostly with traditional weapons like the assault rifle and anti-armor pistol. Before Bulletstorm came around and had you sliding into enemies, there was Vanquish and its power sliding ability, which allows you to move swiftly across the ground at the cost of shield energy. It’s a really fun and useful mechanic, especially when you can time it perfectly to get behind an enemy and deliver a succinct melee attack to the noggin.

Now for the faults: instant kills and the treatment of Elena Ivanova. Several larger enemies have attacks that will instantly kill Sam in one hit, regardless of how full his shield bar is. This is pretty frustrating, even though these attacks are highly televised via bright beams of light and audio cues. Sometimes you just can’t get out of the way fast enough, and then you’re dead, back at the last checkpoint. As for Ivanova, she’s a wasted opportunity and a fine example of how videogames present women poorly. And this is coming from a game that casts a female POTUS in its future, to all their credit. Basically, any time they cut to Elena, who is Sam’s combat support intelligence, they use camera angles that emphasize only her legs and butt, like so:

elena ivanova sample shot

And that’s ultimately disappointing to see each and every time the narration cuts to her, especially since she’s never doing anything dynamic, just visually conveying data, like incoming enemy ships and doorlock passcodes. To Vanquish, at least so far, she’s nothing more than an up-skirt. I know standing desks are all the rage these days, but you could’ve put her in a chair and behind a desk and have her function all the same. Or even just leave her as a voice in Sam’s head, telling him (and the player) what to do next.

Right now, I’m near the end of Act 3, and I think I saw on the Trophies list that there are five or six acts in total. Halfway through it then. And that’s great. I suspect by the end of Vanquish I will have had my fill of the game’s mechanics, but like I mentioned before, short and sweet is sometimes exactly what one needs. Even if it is short and sweet and overly macho to the point that I can’t help but roll my eyes as I pop out from cover, trigger AR Mode, and clear out a line of enemies in one swift, action hero-like manner. I guess it really is all connected.

Stuck fast in the puzzle mire that is Paper Mario: Sticker Star

paper mario SleepingWiggler

What is wrong with me? I’ve traded out one extremely challenging game for the time being–Shin Megami Tensei: Devil Summoner Overclocked–for another. Namely Paper Mario: Sticker Star. Though those two games differ quite dramatically in what makes them challenging: one demands a clearly strategic mindframe that needs precise execution to equal success, and the other asks you to know things you probably couldn’t ever know unless you looked them up in an online walkthrough. Like I did last night. To find the third Wiggler segment, so that I could keep playing. Whatever.

Originally, I purchased Sticker Star the same time I got Professor Layton and the Miracle Mask, with Epic Mickey: Power of Illusion following shortly thereafter. That was both a great and troubling time for my Nintendo 3DS, as it meant I had to pick something to play and stick with it lest I fall down the rabbit hole of dabbling in everything, but getting nowhere. At this point, I’ve now completed Professor Layton and the Miracle Mask (yay!) and Epic Mickey: Power of Illusion (boo!), but that didn’t mean I jumped back into our paper-thin Mario’s latest adventure. No, instead, I journeyed through Pokemon White 2 and then made the, as readers know, futileness attempt to get further in Devil Summoner Overclocked. But since that last game has broken my spirit a bit, I’m now back to peeling stickers off walls and filling out the museum like an addict.

Despite my save slot showing that I have logged around eight or so hours, I am not very far in Sticker Star. I’ve opened up the forest world on the left and the desert world to the right, but only have one collected jeweled crown in my book. As well as one piece of “scrap” and three pages of random items, like a lighter, boom box, and giant fan. I’m unsure of how to progress further in the desert-themed levels, especially how to get to the alternate exit in one specific level, and so instead of just spinning my wheels there I popped over to the forest world to see what still needed to be done. Seems like that adorable Wiggler is still missing two segments to his body, and one of them is located in the Bafflewood level, which riffs heavily on Zelda‘s recurring Lost Woods; it’s a giant maze, one that is endless unless you know the right path to take, which you can highlight by place stickers next to specific path exits. I already beat this level, having marked the true path, but no matter how many times I went through it or tried a different way to move here or there, I could not locate the Wiggler’s body segment. For the previous two segments, you could always spy them hiding in the open. Boo, wah.

And so I was forced to look up an online walkthrough, which told me that to locate the Wiggler’s third body segment you have to first go right, then left, then right, and then right once more. Not sure how I was ever in the world to know that, unless a Toad said something I missed. If I did miss some key dialogue, then sure, my fault. I came back to a videogame I haven’t played in a few months and acted a fool. I also had the sound lowered as Tara was watching her new Netflix obsession Monarch of the Glen, which means I might have bypassed some audio clues. However, if not, that kind of puzzle solution is just obtuse. There are no clues, no nudges in that direction; the entire time you explore the Bafflewood, any exit that is not the true exit drops you back to the beginning, and so you are taught early on to follow a single path. This puzzle breaks that mentality, but doesn’t tell you. Just assumes you’ll do it eventually.

Anyways, after all that Wiggler-rebuilding (the fourth and final segment was easy enough to find and rescue), I was able to get up to the third world’s boss, which is a large, poison-filled squid with something like 300 HP, only to have Mario’s butt kicked swiftly and efficiently. The squid’s poison attack not only weakens Mario, but also obstructs the screen, kind of like it did in Mario Kart DS, to the point that it’s hard to tell how much HP Mario has left and whether or not using a Mushroom is needed this turn. Not sure what I did wrong attack-wise, but I suspect I need stronger, shinier stickers to really make the damage count early on. Will try again, and then I guess it’s back to the desert world unless a fourth world of levels opens up after taking down the squid boss. Until then…

An angelic army enslaves the world thanks to Overclocked’s early bad ending

ds overclocked lockdown tokyo

Well, after battling both demons and angels for a little over forty-five minutes, after losing every single team save for P-san’s, after constant spamming of gun-run-heal tactics, I finally did it. Victory was mine, earned with sweat, devotion, new strategies, the use of the Drain skill, and various sacrifices. I beat that mission in Shin Megami Tensei: Devil Summoner Overclocked that has repeatedly kicked my ass these last few days, constructing a roadblock of sorts. With the angels and demons defeated, P-san and his friends Atsuro, Yuzu, and Midori escaped the lockdown, bringing Honda and his frantic buddies along with us for good measure. Y’all welcome.

However, immediately upon exiting, a strange lighting storm appears over the lockdown. The angels, who P-san was beginning to side with, declared that the lockdown was a failure and decided to kill everyone inside it with lightning. Pew pew pew. For those outside the lockdown–namely, P-san and friends and remaining family members–the angels have declared humanity to be in default of their responsibilities as children of God, and an angelic army appears to enslave the world. Anyone who is not immediately subservient is killed outright, and the remainder are stripped of their free will. This is all told via text on the screen, which is then promptly followed by the words “Mission Failed,” sending you back to the main menu to load from a previous save.

It’s heart-wrenching, and not necessarily from a storyline perspective, but the suddenness of a GAME OVER screen after all that story and choice and time spent battling monsters and trying to survive to live another half hour really does leave something to be desired. I mean, this whole time, we’re trying to escape the lockdown, and now you get the chance to, and if you do it YOU LOSE. The logic behind is severely flawed. Evidently, you are supposed to the fight demons and angels and then attack the humans to break their COMPs while also protecting them from the previously mentioned angels and demons who can, in one hit, take them out, and any civilian dying is a mission fail status. So the easiest option of kill everything and run for it results in death, despair, and dropping you back to the start screen.

Evidently, there are six endings in Devil Summoner Overclocked, and of them, one is literally called “the Early Bad Ending,” which is obtained by breaking through the barricades of the Lockdown on Day 6 and escaping after defeating both the angels and demons in your way. I had no idea about this as I played; I was just playing, making the choices that seemed right and logical, like escaping the demon-filled lockdown at first chance. For that, I felt like I should have been rewarded, but instead I was punished.

When the “Mission Failed” text came up, I literally started at it for over a minute, mouth agape and heart-rate increasing. I just couldn’t believe it. This game loves to waste your time and test your patience, and despite how patient I actually am, I’m over it. I took Devil Summoner Overclocked out of my 3DS and tossed it back into my cartridge bag; now, if I was truly over it, I would have put the cartridge back in its case and then on the shelf to sit untouched for the remainder of days. But there’s a sick part of me. It’s hungry and demanding and greedy and covered in dirt. There’s a sickness within me, and this side still wants to see how things are supposed to go down (or one of five possibilities) before deeming the experience over. I mean, after thirty-seven hours am I just suppose to accept an early bad ending as the final say in this story? Especially now that I know what I’m supposed to do to “beat” the mission correctly.

I’ll try again, I will. Devil Summoner Overclocked and I just need some space, the kind you build after everything breaks down. I’ll end this fail-driven blog post by quoting Nick Hornby’s fail-driven High Fidelity, which I think does a good job of summing up this Day 6 battle set on the fringe of the lockdown that literally tore me apart: “What went wrong? Nothing and everything.”

2013 Game Review Haiku, #7 – Sugar Cube: Bittersweet Factory

2013 games completed Sugar Cube Bittersweet Factory

Jump, flip, be real cute
Did not collect all the gems
So Sugar Cube died

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

My latest strategy for Devil Summoner Overclocked is more grinding

devil_survivor-2185619

Shin Megami Tensei: Devil Summoner Overclocked is a game I’ve been playing off and on now since Hurricane Irene hit way back in August 2011. And yet, according to my save slot, I’ve only logged around thirty-five hours. I suspect that I’ve played maybe six to seven–heck, possibly eight–more hours than that, as the game naturally doesn’t count time lost when you struggle through a 45-minute battle only to wipe in the end because the upswing in difficulty took you by surprise yet again.

It’s a really frustrating game that I, at the same time, enjoy a lot about. The voice acting, not counting Midori or most of Yuzu’s lines about demons and the government, is really good and helps keep me engaged in the somewhat stretched plot. You also get to make choices, the kind that do effect the story, determining who stays in your party and who doesn’t. So far, I’ve lost a few peeps who I won’t mention for those that care about spoilers. And the demon fusion, which can be a brainteaser at times, allows you to customize the demons in your party and level them up through cosmic breeding rather than gaining experience points (which takes longer). The heavy, distortion-based electronica tunes, few that there are, really rock and stick with you as you battle or re-arrange your team.

It’s just that the combat can feel at times grossly overwhelming and unfair. But combat’s how you proceed, and so you have to learn. Which I think I have over my thirty-five-plus hours playing the game, but the latest fight I’m stuck at suddenly pulls the rug out from under you at its very end, pointing a gnarled finger between your eyes and berating you for not grinding enough. Let me explain.

I’m actually pretty close to the end of Devil Summoner Overclocked. Well, I think. The 3DS version supposedly gets a bonus eighth day of action. Currently, P-San and his friends are nearing the end of Day Six, which is supposed to culminate with another big battle against some Bel-named demon. Belial, perhaps. Anyways, it is 4:30 PM, and the only options are a single free battle location or to advance the story with a Honda-related battle. This is my current sinkhole, stuck point, unbreakable wall–what have you. Basically, Honda and some friends are trying to escape the lockdown, and you have to decide to whether to assist or stop them, as well as siding with the demons or angels there to get in the way–or none of the above. The win/lose factors can change dramatically based on your choice here.

I can handle Honda and the two civs trying to escape just fine; the problem is that when you kill a team of either demons or angels–who will fight each other at times, too–a second version appears. The angel ones aren’t anything crazy difficult though they love using Recairn to bring back fallen friends. It’s the demons that ruin all my tactics, and I’m specifically talking about this frakker right here:

300px-Decarabia

That’s a Decarabia, the sixty-ninth spirit listed in the Goetia. Whatever that means. Regardless, this pentagram star is quite annoying, especially when the demon team consists of three of them. Why? Well, they love spamming the Shield All spell, which protects themselves from a single attack, and they seem to always do it right before my team gets to attack, thus wasting our entire turn. Secondly, they all have Fallen’s Mark, a racial skill that says if a Decarabia defeats an enemy, some HP and MP is restored to the entire team, based on the level of the defeated enemy. So, in short, they protect themselves from most damage I can do, and then when they off a supporting demon or main character, they restore a majority of their HP and MP. From what I can tell, the second spawnings of Decarabia are around level 48, and I’m able to take down them all save for the team made of three Decarabias. So, with P-San and fellow friends around 45/46 we have no choice but the grind. Unless there’s a strategy I’m missing.

I will beat Devil Summoner Overclocked. I will get P-San and his remaining friends out of the lockdown, for better or for worse. I will escape my own Decarabia-shaped lockdown, and then I too will be free.