2017 Game Review Haiku, #11 – Disney Magical World 2

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Back to Castleton
Farm, help, dress, build, dance, profit
Even more stickers

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

In the end, Earthlock: Festival of Magic is amicably middling

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Well, I was dead wrong with my assumption that Earthlock: Festival of Magic was like Costume Quest 2 and Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness in terms of its length. I was expecting an eight- to ten-hour adventure, but ended up seeing credits roll after something like nearly twenty-six hours. Eep. I mean, yeah, part of me is to blame, as I simply had to see everything and pop all the “rare” Achievements, considering I saw them all as potentially achievable, but much blame can go to the developers as well, as some of their decisions unnecessarily padded out content. Like giving you two under-leveled party members late into the adventure or locking garden recipes behind difficult side bosses. More on that in a bit.

I beat Earthlock: Festival of Magic the other night, and I still really don’t know what the plot was or why this diverse range of colorful characters were working together. It’s real simple to say they were trying to save their planet Umbra, but things get more murky beyond that goal. From who? Not sure. Why? Well, because. It begins plainly enough with a journey to rescue desert scavenger Amon’s uncle from an ancient cult that is after some even ancienter gizmo. Basically, there’s a magical doodad that evil-minded people want for evil-minded means, and us, the good guys, which consists of a mythical hogbunny called Gnart and Ive, the daughter of a famous general from the House of the Great Wave, and a few others, must do everything to stop this. Because we’re the heroes, dang it.

Look, I didn’t come here for the story. I was initially intrigued by the game’s art style and heavy influence from classic RPGs from the late 1990s, such as Final Fantasy VII and Wild Arms. I’m a real sucker for turn-based combat, though I prefer it when taking turns becomes more than just that, with extra mechanics tossed in to liven things up. Like button prompts in Paper Mario: Sticker Star or enemy location manipulation in Radiant Historia. There’s some of that here, though not enough to get me gushing. Actually, let’s dive into the combat, since a major chunk of the game is spent with you commanding your party to attack, heal, buff, and wait against enemies.

I already told you it is turn-based. The turn is order affected by individual character speed stats, as well as whether or not you have initiative when entering the fight. Your party of four battles in two pairs. For me, my go-to pairing was Amon with Gnart and Ive with Taika. You might find other pairings better to your liking. Basically, each pair gets special stats and buffs as their bond together grows. When damaged by enemies, they accumulate support points, which can be used to activate special moves once the bar fills up. These include healing your entire party or attacking every enemy with a magic spell for big damage. Other than that, each character has two stances, which affects their attacks (range versus melee, healer versus soldier, etc). I think I maybe switched stances less than five times total; my suggestion is to find a style that works for you, and double down on it. You’ll be fine. There’s some fun to be had early on with the combat as you begin learning who can do what, but it quickly grows mundane and repetitive when you have to grind later to get all your party members up to level 20. Thankfully, you can kite more enemies into a single fight because the more you battle at once, the bigger the XP gains.

Other than that, I spent a lot of time gardening in Earthlock: Festival of Magic. Not like I do in Stardew Valley or Disney Magical World 2, but enough to see my thumbs turn green. This is because, as mentioned earlier, I mained Ive and Amon, two characters that use ranged weapons, and those need a bunch of different element-based ammo to get through all them repetitive fights. Gardening isn’t tough, and you can easily fall into a hypnotic rhythm of harvesting, watering, harvesting, watering, and so on. I still feel like Plumpet Island was severely underused; there are areas that seem like they’d be accessible or eventually open up to offer more things to do, but that never happens. Basically, you have a garden, a place to craft ammo, a place to craft talents, a shop, and an inn to rest for free. Considering the amount of time you spend there and the fact that towns are few and uninteresting, I was hoping for more interaction. Something like from Dragon Age: Origins, where you can chat with your party members.

Even if I had finished Earthlock: Festival of Magic back in December, it would not have made my top five games list. It’s not a terrible RPG, nor is it going to blow you away. It hits the average mark and does not waver. The ideas are there and staples of the genre, but that alone does not make an astounding adventure.

2017 Game Review Haiku, #10 – Earthlock: Festival of Magic

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Save planet Umbra
Customize, battle in turns
The grinding is real

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

The BackDoor series is unpredictable, except for the puzzles

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The BackDoor series, which comes from a creator called SolarVagrant and so far consists of two games, namely Door 1: The Call and Door 2: The Job, is a small thing, with large ambitions. To me, especially with adventure games, that’s good. Respectable and well-intended. After all, Sequoioideae redwoods start as just a seed in the ground. Blackwell Legacy from Wadjet Eye Games and Nelly Cootalot: Spoonbeaks Ahoy! both started small, in humble territory, but contained more than enough material and ideas to burgeon into larger, more mainstream experiences. I think, with enough time, this too could become a series you hear about more often. Naturally, I’m getting ahead of myself, so on with the summaries.

For Door 1: The Call, you begin as a young man…falling. After what seems like far too much falling, you find yourself in a strange house. The only person who might know what is truly going on is a mysterious individual who contacts you over the phone…or might actually be the phone, seeing that it talks to you and has sharp, untrustworthy teeth where the number buttons are. Turns out, this strange house is on the moon. Your best plan of attack for now is to escape, and that means solving puzzles by finding items, combining them correctly, and examining everything in the environment to use them on. Pretty standard stuff, save for the part about being on the moon and trapped between different dimensions.

For Door 2: The Job, things pick up immediately where the previous game left off, which, for a sequel to a 2013 release, is great for me playing them back-to-back, but others might have forgotten some details, especially like why some items are still there in your inventory. No biggie. Through more guidance from your phone friend/foe, you find yourself in a strange city of a robots. You are tasked with finding a specific robot called Aert, and you’ll know him by his unique scarf. Along the way, you’ll interact with a number of other robots–some more friendly those humans than others– in this familiar city hub and do the traditional thing of collecting items and using them just right to solve puzzles. Eventually you learn that Aert is kidnapped by a gang of goons for the sole purpose of tricking his girlfriend to date the leader.

The first game is obviously much smaller in scope and mechanics. Door 2: The Job really feels like something grander, with colorful characters and world-building and plenty of things to interact with and examine. Let’s call the experienced…enriched. I felt more invested in my tasks, such as catching a rat, fixing machinery, or tricking the shopkeeper to sell to a smelly, untrustworthy human, even if I couldn’t follow the larger, outer layer plotline all that much. Maybe whatever Door 3 ends up being will explain why this animated phone is dictating your duties and mocking you all at the same time.

Many of the puzzles in Door 1: The Call and, much more so, in Door 2: The Job are pretty obvious. From a solution standpoint. For example, you find a locked ventilation shaft grate and know that you’ll need to get by it somehow. You need something to take the screws off. The rub is figuring out how to accomplish that task. Some puzzles even require a bit of trial and error, especially the time-based ones right near the end. Thankfully, when you fail them, the game resets to a checkpoint in the previous room, so it is not too punishing, save for wasting time.

Visually, not too much has changed from Door 1: The Call to Door 2: The Job, and that’s okay. There are stylized and entertaining cutscenes. The pixel art, especially the character portraits, reminds me greatly of Cave Story, and the city, while not huge, does have a personality and some areas to explore. Also, the color palette seems to have switched from soft blues to light yellows, browns, and greens. Don’t let the screenshot at the top of this post fool you as I had to mess with its color to get my large, blocky white letters to read well on top of it. Regardless, while it might be some time until we see Door 3: [Subtitle], I’m eagerly looking forward to it. That said, I’ll never trust an anthropomorphic telephone.

2017 Game Review Haiku, #9 – Nothing Can Stop Us

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Can’t stop growing old
Memory shifts, changes–lies
All we have, choices

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #8 – Spring Cleaning

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Good morning, Roomba®
Time to clean, get all the trash
Side-splitting rewards

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #7 – Dungeon of Zolthan

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Upgrade your powers
Jump twice, dash, fire away
I’m no speedrunner

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #6 – Forgotten

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This haunted landscape
Full of forgotten data
Meets its end, your hands

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

The Wolf Among Us is where wolves fear to prey

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I got through a decent chunk of The Wolf Among Us last year during my Extra Life event, sleepily playing it in the wee hours of the morning after I found myself walking off ledges too frequently in Dark Souls. Part of me suspects the reason I picked it is because, if I nodded off momentarily during a conversation scene, the scene can keep going, selecting “…” as Bigby’s appropriate response. I guarantee this happened a few times. I gare-run-tee it. I’m also fine with my Bigby being a bit shy or passive in his interactions with some people, even if later I made him ultra assertive and demanding when push came to shove. You gotta break a few eggs to make an omelette, y’know.

The Wolf Among Us, which I constantly wrote incorrectly as A Wolf Among Us in its game review haikus, is a prequel to Bill Willingham’s Fables comic book universe, of which I’ve read not a single page. Bigby Wolf, formerly known as the Big Bad Wolf, is the Sheriff of Fabletown, which is a hidden community of fairytale characters located in New York City in the 1980s. After receiving a phone call from Mr. Toad, Bigby saves a young prostitute from an intoxicated and extremely vulgar Woodsman. He escorts her away to safety. Alas, later that night, Bigby is shocked to find the woman’s severed head left on the doorstep of the Woodland Luxury Apartments. Deputy Mayor Ichabod Crane orders him and Snow White to investigate her death.

I’ve had problems with these adventure romps from Telltale Games since basically the first mainstream one I touched: season one of The Walking Dead. I enjoyed that one a great deal, even if I saw that it was more adventuring than pointing and clicking and had a couple complications, but this was a different beast, playable first on a console and designed for a controller and distinctive pace. I’ve stopped referring to these as point and click adventure titles. They are dialogue adventures. Season two of The Walking Dead was a whole lot less game, and this carried over to Game of Thrones. I’ve not tried Tales from the Borderlands, Minecraft: Story Mode, or Batman: The Telltale Series yet, though I do have their first episodes downloaded and ready to go, but I suspect I won’t find anything new to love there.

In The Wolf Among Us, players control Bigby Wolf, who is investigating a murder. You’ll “explore” various environments throughout Fabletown, such as apartment buildings, a bar, a butcher’s shop, etc. I used quotation marks because you are extremely limited in where you can walk, and there are only so many things to interact with. Many are just there for lore and to unlock entries in your Book of Fables guide. Occasionally, items of interest are stored in an inventory on the side, but you don’t access this like you would in a more traditional point-and-click title; instead, if you have the item, it can come into play at a later time automatically. Gameplay ultimately boils down to talking with a host of pretty memorable characters, with conversations presented in the form of dialogue trees and responses on a timer. Depending on your choices, these will have a positive or negative effect on how people view Bigby, as well as larger plot-points down the road. Many scenes are heavy on action, requiring players to respond rapidly through QTE prompts, such as fighting off bad dudes or chasing after a vehicle speeding away. I failed a couple of things here and there, but unlike Shenmue the story thankfully moves forward regardless.

Here’s where The Wolf Among Us shines, obviously: the writing. It’s an entertaining, complex story, with a cast of characters that are fun to recognize and see how they fit into this alternative realm. Bigby is a villain trying to live a better life and help who he can, struggling to shed his past skin. That comes through strongly in the story, and his interaction with Snow White, at least the ones I saw and decided on, spoke volumes without every directly saying what each person thought of the other. I also liked the interaction between the fairytale characters that could pass among humans versus the ones that couldn’t without using expensive treatments called glamours, such as Mr. Toad. The real villains are villainous, and I found the Crooked Man to be profoundly striking, using his smarmy, distrustful words and loyalty of his goons to get his way. Spoilers: I let him talk for a good while before deciding to alter his form for good. That said, I think the end conversation between Bigby and Nerissa was meant to be more profound, but it came off as plain ol’ confusing. If you want to read some theories, here’s a good starting place.

I had the luxury of playing The Wolf Among Us mostly back to back after getting the whole thing at once from Games with Gold in April 2016, but for those that experienced it episodically, spread out over nine months, I can see some episodes not really satisfying or feeling like enough. The action scenes are few and simply a bunch of button presses, and I found it hard to sometimes see what was going on because I was more concerned with which button to hit next. That’s the most gameplay you get, and the rest is Bigby lone wolfing it on the streets of Fabletown, talking to people and responding accordingly. There are parts of the game where you can only go one way or another due to time restraints, which theoretically leads to replay value, but I don’t like replaying these things from Telltale Games because, to me, my first go-through is my only go-through. The decisions I made, the words I spoke–like real life, there’s no do-over.

Wait, remember earlier when I said that the writing was the best part of The Wolf Among Us? I was wrong. I forgot that the intro title sequence is amazing, using shadows and purple neon and deep, pulse-laden electronica music to set mood like nothing before, save for maybe Stranger Things. Even if that feeling doesn’t last for the entire episode, it certainly kicks things off on a great, furry foot. Let’s end this post on a highlight, on that. If Telltale Games doubles down on ambiance and atmosphere for season two, if there is to be one, I might return. I might.

Grinding Down‘s readers will remember that.

2017 Game Review Haiku, #5 – BackDoor Door 2: The Job

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Left moon for city
Robots here, phone says find Aert
That’s your job, human

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.