A pirate’s life for me and the sassy Nelly Cootalot

nelly cootalot final impressions

So far, just clicking around on the number of downloaded-but-not-yet-extracted zip files in my laptop’s videogames folder has proved pretty good. As of late, in there, I found Tower of Heaven, Ballads of Reemus: When the Beds Bite, and a number of wee little adventure games from Ben Chandler. Well, let’s add another to the list, with Nelly Cootalot: Spoonbeaks Ahoy!, an artistically impressive point-and-click game starring a female pirate hot on the case of missing spoonbeaks, which are punny versions of spoonbills. You know, the large, long-legged wading birds in the family Threskiornithidae. Yeah, them.

Again, I like weird names, and that’s what drew me to unzip and play Spoonbeaks Ahoy! over a number of other puppy-eyed indie games yipping for my attention. I knew nothing about it before double-clicking its executable; in fact, I don’t even remember downloading it or from where. Maybe a ghost did it. Going forward, for anything that can’t be explained, let’s just blame ghosts. Anyways, it’s an olden day point-and-click game obviously taking many cues from Guybrush Threepwood’s previous exploits, with a focus on puns, smarmy and sarcastic dialogue, silly-looking folk, beards, birds, and cute, colorful visuals done in a labor of love hand-drawn style. I kind of fell for the game from its very first screen. It was a combo of the visuals, the confidence brimming in Nelly, and the music (by Mark Lovegrove); right there and then, I knew this was going to be a fun, light-hearted adventure worth a few hours of my time. Evidently, designer Alasdair Beckett-King made it for–and about–his girlfriend, which is just the cutest.

Let me give you a few more details on the story, since this is an adventure game, and story is the legs keeping the gameplay table standing. The ghost of Captain Bloodbeard awakens Nelly Cootalot, the sleeping, red-headed greenhorn pirate, with grave news. Dun dun dunnn. The nearby Barony of Meeth is in trouble, with the region’s trademark species of bird spoonbeaks vanishing. Nelly’s always been a bird lover and immediately decides to unearth what’s going on there. Once she’s on the island, she can explore, talk to the locals, pick up items, solve puzzles, and open up new places via her fast-travel map before eventually putting an end to the missing spoonbeaks mystery. It does not stray far from the adventure game formula, and that’s just fine.

Puzzles generally follow the “use this item on that item” path, though a couple of inventive minigames appear now and again. One has Nelly deciphering a coded message scrawled on the bar’s wall and another is a carnival game where your goal is to hook a duck. I got through those using elbow grease and diligence, same as the final puzzle of the game, though that last one confused me for a bit until I figured out how the levers worked. I knew what I had to do, just couldn’t do it. There’s also some dialogue-based puzzles where you have to select the right response to progress, which basically leads to me trying every single dialogue option/combination I see. Thankfully, it’s not annoying, as the silly writing and one-liners are pretty enjoyable, sometimes even endearing. I found myself only looking up one or two solutions, mostly because I was on the right track, but still missing a key item or step, which left me stymied. I’m pretty much talking about the part where Nelly has to impersonate a charming Italian man booked for a flight around the world.

Alas, I missed out on the chance to participate in helping fund Beckett-King’s next game Nelly Cootalot: The Fowl Fleet!, but I’m eagerly awaiting it all the same. Kinda bummed to see the change in art direction, as I found more to appreciate there and let my imagination take over for the parts less detailed, and the new art is pretty, but looks maybe a little unidentifiable. Curious how the voice acting will turn out as I kind of already know what these fictional characters sound like in my head, and any diversion from that course will be met with punishment, walk-the-plank style. We’ll see though. I’ll keep my eyes on the horizon.

2013 Game Review Haiku, #56 – Jurassic Heart

2013 games completed jurassic heart

Girl meets large T-Rex
Find a new ukulele
Got the “good” ending

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.

Must repair the Thievius Raccoonus in Sly Cooper: Thieves in Time

sly 4 early impressions woo

When I got my PlayStation 3 earlier this year, it was mostly because of Ni no Kuni: Wrath of the White Witch, a game I’ve dabbled in here and there, but just don’t have the time to commit to properly. However, all along, I’ve had my sights on Sly Cooper: Thieves in Time, the long-awaited fourth game in the comically colorful sneakfest franchise that I’ve ate up since the PS2 days. Well, it took me some time, but I finally ended up nabbing a copy, along with Metal Gear Solid: The Legacy Collection, several weeks back for a pretty good deal from GameStop, but I told myself I couldn’t play until I at least put Primal to bed. And lo, that also finally happened.

Right, okay. Thieves in Time picks up immediately after the final events of 2005’s Sly 3: Honor Among Thieves, so you best brush up on that game’s story details or you’ll be a bit confused as to why Penelope is not hanging out with her new boyfriend Bentley. Anyways, something is wrong with the Thievius Raccoonus, a book containing all Cooper history and secrets; words are just vanishing from its pages, forcing Bentley to get the gang back together and uncover who is behind the wrongdoing. This eventually leads to them using their iconic van, which can now travel through time thanks to some nifty enhancements by Bentley and Penelope, going back to different specific periods to rescue some of Cooper’s ancestors.

I’m actually burning through Thieves in Time as I’m wont to do with these types of mission-based collectathon sneak-platformers, now just starting in the third world, which is stuck in the cold, frigid Ice Age. There’s dinosaurs and penguins, so it’s pretty much like Pennsylvania right now. The previous two worlds were set in the Wild West and Feudal Japan, and you are basically given a large hub world to run around, collect things like bottles and Sly masks, return treasures to your HQ, and pick up missions. Or you can also just kind of run around and explore, which I like to do for a little bit before starting the first mission. Get a lay of the land, y’know. Find as many clinking bottles as I can because I must have all the bottles.

The original PS2 games were developed by Sucker Punch Productions, but the company eventually moved away from the master raccoon thief to shooting aliens with guns and men with superpowers. Thieves in Time was developed by Sanzaru Games, the same company that previously ported the original games into HD versions for a special PlayStation 3 collection. I might have to get those one day, despite already having all the games. Grrr, but Trophies. Hmm. Anyways, Sanzaru Games seems to have the right touch, as one might not even realize the switch in developers, as Sly Cooper runs, talks, and plays just like he always has, with a bombastic story, zany, anthropomorphic characters, and goofy one-liners and puns that many might sigh at, but I enjoy greatly.

Other than lengthy load times, I’m loving everything Thieves in Time is throwing at me. Well, maybe not the Grizz, just yet. But the missions are varied and short enough to gobble up quickly, and I can’t truly express the joy I feel when Sly jumps in the air and I press the O button and he instantly lands on a roof edge or wire or pointy thing. Sneaking is fun, as is pick-pocketing. You can go out into the hub world as Sly, Bentley, Murray, Carmelita, and one of the Cooper ancestors, regardless if they have a mission to attend to, and they all play very differently. Maybe, if anything, there are too many different special moves to remember across the slew of playable characters, plus Sly can put on time period costumes to perform additional actions. I like the jailbird outfit, because he can roll around on the ball and chain.

My plan is to get all the way to the final world and its final boss mission, and then go back to all the previous worlds to collect the remaining treasure, bottles, Sly masks, and locked safes. I collected all the stuff in the previous games despite not having Trophies to prove it, but I swear I did, and this one must follow suit. Perfect for putting on a podcast and just collecting leisurely. I suspect I’ll get there soon enough, as Thieves in Time does not appear to be very long considering I’m already halfway through it, but that’s okay. Quality over quantity, really. And the quality here is strong.

2013 Game Review Haiku, #55 – Samsara Room

2013 games completed Samsara Room

Stuck in escape game
See yourself change, find the tube
That takes you, changes

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.

2013 Game Review Haiku, #54 – Nelly Cootalot: Spoonbeaks Ahoy!

2013 games completed nelly cootalot spoonbeaks ahoy copy

A nasty baron
Using spoonbeaks for labor
Nelly, on the case

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.

Unfortunately, Primal is a realm of both good and bad

1267711-primal_4

Evidently, I got my copy of Primal at the now officially defunct Blockbuster chain of video rent stores. It has two fugly stickers on the front cover, one beneath the plastic and the other on top. The first shouts directly at me that this is a “previously rented game,” and the other is a medium-size red circle highlighting how much I purchased this gem for back in June 2003 as a financially struggling college sophomore–a cool $14.99. I can’t believe it has taken me ten years to finish this game for the very first time. A part of me kind of wishes I hadn’t because, I’m sad to say, it was certainly better remembered than experienced.

Primal is the story of a cafe waitress named Jennifer Tate and her rock-n-roll boyfriend Lewis and a teeny, but totally keen gargoyle called Scree. See, Lewis ends up getting kidnapped after one of his band’s concerts by some demonic being from another realm, and Jen is badly wounded during this, leaving her comatose in a hospital bed. While unconscious, Jen is visited by Scree, who takes her on a soul journey of sorts to the Nexus, where they discover Chaos is engulfing everything. To save her boyfriend, Jen must discover who she really is and help fight off Abaddon, the embodiment of Chaos.

It’s standard third-person action adventure fanfare, and with Jen and Scree exploring four very different realms for answers, the Nexus acting as a hub for story beats between all the happenings. In all my years of starting Primal over and over, I only ever saw the opening snowy realm of Solum. Truthfully, I kind of assumed this is where the entire game took place and was bummed to not see that be the case, because Solum has personality, much more than any other realm, though Aetha comes close. You can control both Jen and Scree, switching between them freely with the push of a button–take that, Grand Theft Auto V–and you’ll explore rooms, find locked doors and ways around them, fight off enemies, collect items, and meet a bunch of colorful characters, like Arella, who is championing for Jen to win.

And that’s Primal‘s best part–the story. The people you meet, the ones that support your cause, the ones that hinder it. You really do feel like you’re playing an active role in some special episode of Buffy the Vampire Slayer or Veronica Mars. Jen is spunky and compassionate yet always ready to crack a joke, and Scree refuses to let up his seriousness; together, the two make quite a pair. By the end of the game, their relationship has grown beyond just helping each other out. From a glance, a lot of the world-building could seem superfluous, but I think enough is said to make all the realms come across as real places, even if they are mostly devoid of life and signs of life, save for Solum, which I mention again as I think its frigid landscape littered with stone buildings and campfires came off quite well. The story told there of a fallen prince in a society where the king, at the height of his power, sacrifices himself worked better than some later plots, which were uninspired.

Okay, now the bad parts, and it’s more or less everything else in Primal: combat, swimming, getting lost, no mini-map, camera, the music, the lack of music. I’ll try to cover each topic briefly.

Combat is oddly mapped to the PS2 controller’s shoulder buttons, which makes for weird, clunky fighting, and I found countering–hitting the block button just as an enemy strikes–to be impossible to nail consistently. Some enemies can only be killed with a finishing move, which you do by pressing L2 and R2 at the same time, a technique that worked only one-third of the time. Jen can regain health by absorbing it from Scree, and Scree can store up more energy to give Jen from fallen enemies (and some other places), so it’s a constant cycle of fight, absorb, refill, move on.

The second realm of Aquis has Jen and Scree spending the majority of their time underwater; that’s fine for Scree as he controls just the same, since stone sinks. But Jen’s swimming controls are unintuitive, and the camera is constantly getting frazzled at trying to keep up with her POV, flipping high and low. I can’t imagine many people got to this section and continued playing. The original Tomb Raider had better swimming controls than this, and I think that’s saying a lot. Oh, and did I mention that you still get into combat situations while underwater? Yeah, I found the whole realm maddening, as well as a wee depressing. There’s very little music, so you are just swimming around listening to nothing but the swoosh of Jen’s feet, wondering why you’re still here playing this underwater step back.

There’s a map, but no mini-map. There really should’ve been a mini-map, because it’s extremely easy to get lost due to erratic camera movements and most of everything looking identical. Especially when swimming or using Scree as he climbs up walls and across ceilings. You can press start at any point to view the map, but only if Scree is near you. Occasionally, the map wouldn’t even load. Just a dark, black screen. So, it’s glitchy and hard to follow as you can only see the section you’re on currently, but if your destination marker is in another building further down you won’t see the marker until you are close enough to pop that part of the map. Make sense? Absolutely not. Since Primal is very much about exploring, this aspect could’ve been stronger. I ended up using a walkthrough from time to time to get me back on track, especially in Aquis.

Music in Primal is all done by electronic rock band 16Volt. Not my thing, personally, but they fit the story and look and have a videogamey sound, I guess. Their music appears mostly during fight scenes and boss battles, but also in cutscenes and the opening of the game. That said, when you’re not fighting, all is silent, which can kind of unnerving, but mostly boring, as even just some light instrumental would’ve helped fill the void.

As they travel about, Jen and Scree can find Tarot Cards, which unlock concept art from the main menu. That’s nice and all, but nothing to go crazy over. I think I found maybe half of the Tarot Cards by the end. However, as you progress, the game itself unlocks behind-the-scene and making of movies, interviews, and special trailers, which are fantastic, mostly for being stuck in the past. They might come across as cheesy or overdramatic in how Primal was trying to be sold, but they’re interesting nonetheless. Especially the interviews with Hudson Leick and Andreas Katsulas.

I don’t know. Like I said, there’s a part of me that wishes I hadn’t gone through and seen the rest of what Primal had to offer, as I found a lot of it frustrating and disappointing from the gameplay side, but I guess I ultimately needed to know. Now I can speak more confidently about the game, about its good parts, while also warning those that are making their way to the Nexus for the very first time about things like an entire realm devoted to just swimming and janky camera control and the atrociously repetitive combat and and and…

2013 Game Review Haiku, #53 – Primal

2013 games completed primal

To demonic realms
Jen Tate must explore, with Scree
Worst swimming ever

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.

2013 Game Review Haiku, #52 – Annie Android: Automated Affection

2013 games completed annie android automated affection

Annie loves Mailbot
RoboHQ assigns her
Another bot, bleep

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.

Not eliminating the memories of loss in Eternally Us

eternally us final thoughts 3

Grief is natural; we’ve all experienced the emotional suffering one feels when something or someone truly cherished is taken away, and if for some reason you haven’t, bless your lucky, cold-as-steel soul. No, really. I hope you never have to feel the lingering twist of a broken heart, but I kind of doubt you’ll avoid it in one form or another. It’s dark subject matter, sure, but worth exploring just as much as any other adventure game plot based around escapism, making a name for yourself, and standing up against persecution.

Eternally Us is about grieving. I didn’t know this immediately going into it, but by the end, all is made explicitly clear. It’s self-described as a tale of love, life, and friendship. Created for the April 2010 MAGS competition by Infinite Grace Games, this somber story from Steven Poulton (writer, programmer, scorer) and Ben Chandler (designer, artist) starts innocently enough, with two young girls sitting on a park bench. Amber and Fio, short for Fionna, are feeding the pigeons, enjoying the nice weather as friends are wont to do. Alas, just as Fio is about to hit her childhood best friend with some very bad news, a magical door appears and opens, revealing some monstrous zombie-like being. And then, just like that…Fio is gone.

Amber now has to travel across five strikingly different locations in search of her stolen friend, solving puzzles and speaking her mind to any that will listen. The scenes are diverse, with one set in a dark, marshy swamp and another in the quiet snow and the final one in the middle of some tranquil, autumnal woods. Chandler’s colorful art makes each place highly expressive and detailed, with the supernatural mixing with the natural in a fairy tale way that had me immediately thinking of The Neverending Story. It’s amazing what adding glowing eyes can do to personalizing bark and branches, but it’s extremely effective here. There’s also a weather effect on top of the painted backgrounds in every scene, with my favorites being the rain and falling leaves. Small details, but they matter. They help you–and maybe even Amber too–forget that this place is not real, that you are traveling through portals and doorways, trapped in the otherworld, looking for someone you actually lost long ago.

Sound-wise, there’s falling rain and peaceful bird-chirping, as well as some surprisingly strong voice acting. Naturally, Amber is the one voice we hear the most, and her voice actress Miranda Gauvin does a fine job of playing someone that is unable to cope, that is begging for answers, but would also rather not hear them. The more inhuman characters dance the line between creepy and ridiculous, but again, I like them talkative trees. A soft, unobtrusive melody plays on a few of the scenes, too.

It’s a point-and-click game, and fairly limited in what you can actually do. The left mouse button lets Amber use items, and the right button examines things, which is the standard we’ve all come to know these days. Yeah, I’m looking at you, Two of a Kind. Found items immediately go to her inventory, which can be accessed by moving the mouse cursor to the top of the screen. Any items you find relate to that scene only and vanish when you move on to the next area, so if you get stuck, just keep trying every possible combination/tactic. I only ran into problems with the squirrel at the end, and that was more of technical issues than not understanding what I was supposed to do. I did not see a strong connection in some of the puzzles to what was happening in Amber’s mind, but maybe others will.

Eternally Us is ultimately a downer, but a fantastic way to fall. The puzzles are not terribly difficult and contained to a single scene to make things easier, but it’s the dialogue that you want to hear and the way Amber grows over the course of the short game. There’s also some cleverness afoot, such as how Amber “sinks” through the swamp to the depression area. Basically, you should play this short adventure game to put her and her friend at peace–and maybe find some solace yourself. It’s free and can be downloaded here.

2013 Game Review Haiku, #51 – Eternally Us

2013 games completed eternally us

A best friend is gone
We all grieve differently
Amber points and clicks

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.