Category Archives: videogames

2015 Game Review Haiku, #22 – Little Briar Rose

2015 games completed little briar rose gd

Thick, briar bushes
Block the prince’s path, to love
Click pretty stained glass

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.

Metal Gear Solid 3: Snake Eater takes on a 1960s Soviet jungle setting

mgs 3 snake eater gd early impressions

I’ve only played through Metal Gear Solid 3: Snake Eater once in my life, and I remember very little, save for the obvious much-written about boss fight with The End. And a few other details. Borrowing the game from a friend kept the pressure on me to burn through Naked Snake’s map-less operation as quickly as possible and return it to its rightful owner. This is ultimately why I no longer borrow things; something goes wonky in my brain, and all I can concentrate on it how I’m holding captive someone else’s possession, as if they are just standing behind me, tapping their foot in impatience, demanding it all back.

All that said, I was hoping to not start playing Snake Eater this soon, especially considering I just started Final Fantasy IX up. Timing is everything though, and Metal Gear Scanlon is back in action, which means I need to stay a bit ahead of them to both enjoy my second replay and experience Drew’s first dip into Hideo Kojima’s Cold War antics. For me, it’s more enjoyably knowing what’s coming up and watching someone’s reaction as they get there. Granted, I don’t need to see everything first, but knowing that a young revolver-less Ocelot meows to summon extra back-up is the sort of ridiculousness that I like to be aware of as I watch Giant Bomb play.

It’s only been a few months since I took down twenty-five Metal Gear Rays in Metal Gear Solid 2: Sons of Liberty, but whatever skills I refined then are now completely gone. In the few hours I’ve spent running through a Soviet Union rainforest, I’ve lead Naked Snake to his death more than at least twenty times already, and this was me just trying to get a handle on movement, shooting, and CQC-ing, all of which are still as clunky as ever. I was totally spoiled by radar and vision cones in the last game, now struggling with even being able to tell what’s around me when flat on my stomach in some thick, dark grass. There’s also a ton more meters to pay attention to–health, stamina, camouflage, battery life, the cure menu, your backpack–as well as your surroundings, such as enemies, wildlife, hidden mines, and so on. As a general rule, I go into these games trying to be stealthy and unseen, but I’m not afraid to pop an unconscious soldier in the head if he’s giving me grief; yes, I know what repercussions this will wrought.

Progress-wise, I burned through the Virtuous Mission, showed The Pain, The Fear, and The End what real pain, fear, and end is, respectively, during Operation Snake Eater, if you catch my drift. If I’m being honest, I died once during the ravine-split encounter versus young Ocelot before those named gobbers, but didn’t die at all during the named boss fights. Which I find odd. I’m playing on Normal, but so far, I feel like these fights were…fairly easy. Certainly much more forgiving than the boss fights in Metal Gear Solid. Amusingly, I have more trouble getting through an area of four or five guards, or one loaded with booby-traps.

Everyone plays Metal Gear Solid differently. That’s just a way of life. I’d love to be sneaky all the time, but when the going gets rough, I do enjoy using CQC to knock dudes unconscious. Or the occasional shotgun blast to see their bodies cartoonishly zip backwards. Right now, there’s a lot of…let’s call it heated criticism over how Drew is playing in Metal Gear Scanlon 3, but I think he’s solving problems as he see fits. Personally, I’d like to see Dan be less of a backseat driver and let his friend experience the game in his own manner, his own pace. Sure, we as viewers might miss some content or silly codec calls or episodes could go on for pretty long, but if it means Drew takes his time (or doesn’t) and clears a room of soldiers (or doesn’t) without being seen (or is), then that’s more rewarding and still entertaining.

With that, I just saved before the ladder sequence. You know what I speak of. I’m thinking I’m now past the halfway mark, with a goal of finishing Snake Eater up soon so I can get back to learning equipped abilities in Final Fantasy IX.

It takes a princess to save a knight in The Tale of Kelda

gd impressions the tale of kelda

Don’t you hate it when, in the middle of spinning and swirling and dancing with your one true love in some fantasy-quality grassy field, a ferocious monster snatches away your significant only, leaving you standing there, burning for justice and revenge? I know I do. And so does Kelda, the star of The Tale of Kelda, which was another high-up-on-the-list entry, in terms of votes, for the GameBoy Jam 3 from last year–yes, I’m still nibbling away at it–of which I’ve also tried out two other strong contenders in the names of Roguelight and Meowgical Tower.

The Tale of Kelda, from Sinextra Game Studio and which obviously has no obvious connection with The Legend of Zelda (obviously), is an action platformer, starring the princess herself, which would make Anita Sarkeesian quite proud. It kind of reminds me of when Jade, a journalist, was sent to rescue Double H, an armored soldier, who was kidnapped by the evildoers in Beyond Good & Evil. If only we can get a true take on this notion from Nintendo with the Mario series, and no, sorry, Super Princess Peach was not the best effort, given that most of her power-ups rely on emotions, like joy and rage. Y’know, because all women are emotional.

Moving right along, Kelda deals in simple actions: moving left and right, jumping, double jumping, slashing with her sword, and charging up a magic projectile. That’s it. You’ll use all of these skills to complete each level, with the level’s end identified by a road sign and an arrow to follow. You have five hearts, and a set number of magic spell uses, though killing enemies and breaking pots will reveal extra pick-ups to refill those meters. All in all, it’s a straightforward experience, with little challenge, though there is something extremely satisfying about slashing a skeleton archer to death before it can loose an arrow your way. The platforming is rudimentary and never really tasks with you anything too challenging, but it gets the job done.

A few quibbles, of course. Kelda occasionally would land on the edge of a platform, and she’d sort of get stuck in-between the geometry. I never felt truly confident leaping to another ledge and slashing at an enemy awaiting me there. Lastly, I was able to cheese the final boss by standing in one spot and perfectly timing four or five magic projectiles in a row. Oh wells. This is a jam game, after all, and still a solid stab at the theme and all its limitations.

I have a few more entries from GameBoy Jam 3 downloaded to look at, though I will never experience all 239 creations. Certainly not at my pace, at least. Regardless, stay tuned for more retro-themed adventures and my avant-garde thoughts on ’em. Long live princesses.

2015 Game Review Haiku, #21 – The Tale of Kelda

2015 games completed gd the tale of kelda

Dragon takes your knight
Jump, slash, charge your magic blasts
Good to be princess

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.

Don’t worry, everyone, for I found all 10 yellow cupcakes

find 10 yellow cupcakes capture

I have a bunch of Grinding Down posts in the work, all in different shapes of completion and on pretty diversified topics, such as marbles, sneaking around and stabbing tourists, and battling monsters that grow stronger ever turn, but I’m not really feeling motivated to write about any of them at the moment. Here’s my rule–don’t force your writing. Write when you are inspired or when you just can’t stop typing, when the ideas in your head are bouncing around, gasping for air. When it is fun and not a hassle. So, instead of churning out words and phrases I feel no connection to at the given moment, I’ll wax on a bit about a little Flash distraction I stumbled across recently called Find 10 Yellow Cupcakes, playable in your browser over here.

In Find 10 Yellow Cupcakes, you must do just that. It follows the same logic behind Escape the Barn. It’s an “escape the room” style point-and-click adventure game, with the twist being that, in order to escape this rather calm, if barely furnished home of yours, you must first gather up ten yellow cupcakes. For who, you surely ask? I don’t know. Let’s say it is either aliens or really picky friends, as they will not stoop low enough to eat green cupcakes. Anyways, eight of these cupcakes are hidden throughout the house, and there’s some item-driven puzzling involved to get the last two into your collection, but you’ll find these cupcakes by clicking on things, opening drawers and doors, and entering in passcodes to breach security locks.

You might think finding ten yellow cupcakes is…a piece of cake. ::rimshot:: I’m here to tell you otherwise. Allow me to share with y’all some cupcake-unearthing tips. Remember to interact with everything that looks interactive, like light switches or curtains or even the drain in the sink. Also, in order to use an item, click on it in your inventory and then click on the “About Item” button to see if up close and use other items on it. Lastly, don’t forget, you only care about yellow cupcakes; if you come into possession of a cupcake of a different color, munch away.

Find 10 Yellow Cupcakes is a short, tasty bit of pointing and clicking and deducing, with a minimalistic look and sound design. That’s fine. I wasn’t looking for much here, but once I began gathering cupcakes, the tug to collect them all pulled me along, even when I got stuck over the last two cupcakes. Granted, I knew what I needed to do, but struggled with the game’s interface to get the job done. You also don’t get much feedback or resolution once you find all ten yellow cupcakes and hightail it outside, other than a “hey, congrats, d00d” image. Still, much like a cupcake is all you need when you’re hungering for something sweet, but not too much, MayMay’s latest game satisfied me until dinner. That said, I don’t consider this big enough of an experience to add it to my games I completed in 2015 list.

Awakener has young adventurer Fadi performing a number of tasks

gd final impressions awakener screenshot

Evidently, I still have a bunch of Ben Chandler’s earlier point-and-click adventure games downloaded on my laptop, waiting patiently. Ready to be played, like good little patients. Tick tock, tick tock, tick tock. That is, only if I use my mouse cursor to click on them and hit “run.” That might not sound like a tricky puzzle, but some days, some cold, tired, lonely nights, it can be a true struggle to do anything other than crawl under the heated blanket with a cat and burn the dark hours with a continuous stream of Netflix. That said, I decided to check out Awakener over the weekend and was surprised to discover it was both a short and straightforward experience, peppered with wall-breaking humor and flashy animations, like when Fadi finds the dagger.

Here’s the deal. A nine-year-old boy called Fadi thirsts for adventure much in the same way a drowning man thirsts for air. Er, no. That’s probably too dramatic. So, when asked to retrieve a potion from the local store by his Aunt Sylvia, he sees this straightforward challenge as much more, as a not so simple task. With point-and-click adventure games, it never really is anyways. In order to retrieve this potion, this Spirit of Hartshorn, which should be potent enough to wake the sleeping man outside his aunt’s home, Fadi will have to jump through some non-literal hoops, supplying people he meets with just what they need to give up whatever item they have to help him progress. I mean, that statue isn’t going to dress itself.

As it turns out, Awakener takes place across a single screen, though it does scroll left and right, so you could argue that it is like three rooms connected with no loading. This is not a detriment, as some developers can do a lot with a little. I personally liked the bite-size environment to scour, as it never felt overwhelming, and the backtracking only took a few clicks. You’re in a sort of open market area, with a couple houses and a bar, though you can’t go inside anywhere; no worries, as everyone you need to converse with for puzzle actions is outside, getting some fresh fantasy-limned air. Just like Chandler’s other earlier works, such as Fragment and ~airwave~ – I Fought the Law, and the Law One, the characters and environments are brightly colored, zany, with some nontraditional takes on geometry.

Awakener‘s puzzles are all item-based, which means speaking with someone to figure out what item they need or how to get the item they already have. You’ll never hold too much in your inventory at one time, which keeps things pretty simple to figure out. The solutions are fairly obvious, like helping an assassin on her assassination quest, though I did get stuck for a minute or two on how to obtain the soldier’s pike, not realizing it was a timing issue. Also, if I recall–it’s been a few days now–all puzzles are solved using a single item on a second single thing, with very little item combining at play.

Ultimately, this is a short, early comedic stab from Ben Chandler, one still worth checking out if you have a few minutes to spare and like clicking on things. The dialogue is amusing, especially if you are a fan of adventure games and can take a few jokes at a genre you enjoy, though don’t expect much in the sound department. You can grab a free copy of the game over this a-way.

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.

Nothing works properly for Abel the Stringshaper in A Landlord’s Dream

a landlord's dream screenshot 01

It only takes three screens to tell the story of A Landlord’s Dream, but, for a Monthly Adventure Game Studio Competition (MAGS) entry, this is all it needs. Amazingly, there’s a world here, cyberpunky and mysterious and sparkling with inspiration, not that far off from dystopian Los Angeles from Blade Runner or the futuristic, augmented Detroit from Deus Ex: Human Revolution. It may not be entirely fleshed out in every instance, but there’s a lot to digest, with plenty of room to grow and become something bigger. Certainly, the conspiracy goes deeper than just the landlord.

A Landlord’s Dream comes to us from LostTrainDude, and this is the first game of his or her portfolio that I’ve touched, but I suspect I’ll dip back into some older work, such as A Night That Wouldn’t End, which is an intriguing title to start. Anyways, this short hop around a building is about Abel Lowen, a Stringshaper and sleepy band member, who is awoken in the middle of the night by his apartment’s alarm clock on the fritz. Once he’s finally up and at ’em, Lowen realizes that almost nothing technological seems to be working properly–not his phone, not his alarm system, and certainly not his implants, the ones that power his musical talents. Venturing out into the hallway, he quickly sees that he’s not the only one experiencing problems.

Gameplay is your standard point-and-click adventuring stuff. You can left click to use/interact with items and right click to learn about them. Lowen has an inventory too, though you won’t hold very much over the course of three screens. Inside your inventory, you can examine objects further or click on them to use on whatever person, place, or thing you desire. In terms of puzzles, they are mostly logical, though I got stuck for a bit on how to create a distraction despite having the idea down; eventually, I just tried every combination of items until something happened, which did not make me feel smart, only frustrated.

A couple of other nitpicks I ran into with A Landlord’s Dream. Technically, there is some pixel hunting for some of the tinier items or interactive spots, such as using the cell phone on the door alarm, and the game ends with the UI still accessible during the end credits sequence. Small quibbles, but they are there nonetheless.

I’m usually not the sort that replays point-and-click adventure games, but if this one got reworked a bit and lengthened in all the right areas (more screens, more info about implants, more characters to chat with), I’d be down for helping delirious men with prophet-driven hallucinations and scaring cats to create distractions again. I don’t know, but something about the grainy pixel art of this digital world really resonates with me.

2015 Game Review Haiku, #20 – Awakener

2015 games completed awakener gd01

To wake the sleeper
Help assassin, buy pennies
Oh, dress the statue

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.

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.