2016 Game Review Haiku, #10 – Jasper’s Journeys

2016 gd games completed jasper's journey

A witch stole your cat
Fifteen levels stand in way
Don’t understand fruit

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Help elf people survive in Lost Lands: A Hidden Object Adventure

Lost Lands A Hidden Object Adventure early impressions

There’s a first for everything, and Lost Lands: A Hidden Object Adventure is my initial dip into a free-to-play hidden objects game. Y’know, that mega popular genre where you examine a scene and click on items to check them off a list. Back in the old days, you used to do it on paper, in magazines like Highlights, while waiting in some reception area. It’s strange to see this genre smothered by staple free-to-play elements like energy and special currencies, but it’s free on Steam and sometimes all I want to do is scour a scene for the most random of items, and this kind of fills that desire, but only kind of. Unfortunately, while clicking on crabs, knapsacks, and hidden oars, I also found a number of problems along the way.

Allow me to get the silly out of the way fast and describe the game’s story. Yes, Lost Lands: A Hidden Object Adventure has a plot, if you want to follow it. Right, here we go. A bunch of elves were forced to set sail for a new home after their kingdom ends up in ruins. A terrible storm ends up crushing their ships, forcing them to the shores of a lost island. Unfortunately, despite all the green grass and flowing rivers, this beautiful new world is filled with danger. The elves try to leave the island, but discover it is surrounded by an impenetrable magic storm. Survivors on the island recall a legend about the last of the ancient elves, who they hope will awaken sleeping for a thousand years to help them overcome hardship. Dream big, I guess.

Overly epic plotline aside, gameplay revolves around scanning a scene and finding a number of specific items hidden in the picture. Just like you’ve always done in these games, which my mother was a huge fan of on the Nintendo DS, with titles like Yard Sale Hidden Treasures: Sunnyville in her collection. Sometimes they will list the items by name, sometimes they are silhouettes, and sometimes you have to search the scene at night, which means your point of view is limited by darkness. Each scenario is timed, and if you finish finding everything fast enough, you’ll gain stars (three, two, or one), which feed into upgrading that specific level, allowing you to find more ingredients upon completion. Ingredients are used to complete other quests and help deal with different races without paying gold coins.

Shockingly, I’m barely paying attention to the plot, only interested in which locations I’m supposed to analyze for the right items. Since you have to deal with a limited amount of attempts, I’m finding myself min-maxing every choice to ensure I’m spending those energy points wisely. Occasionally you’ll unlock a treasure chest, but to open it you need to do a Professor Layton-esque mini-game, like hitting all beams of light in a certain order or connecting colored lines without crossing over each other. I am curious to know if there are boss-like battles down the road, and if they are anything more than gathering a bunch of items to clear the path.

Besides the fact that you can’t simply play this to your heart’s content due to a stupid energy meter, there’s a few other issues in Lost Lands: A Hidden Object Adventure that bring the fun down several notches. First, no matter how many times I select “Click to continue,” the game still wants to force its intro movie upon me, which features an old elf speaking like you might suspect an old elf would speak; thankfully, it’s skippable, but the game should remember that I’ve already seen it. I think having a time limit, and a short one at that, negatively affects my enjoyment, forcing me to often click like a madman in hope of nabbing that last item that can’t possibly be found unless I had all the hours in the world to scan every pixel from left to right. Lastly, I’ve popped a bunch of in-game Achievements, but after nearly two hours with the game, not a single one on Steam has unlocked. Sure, that’s a small quibble, but I need my digital rewards, and I’m not sure if the whole thing is borked.

Similar to Taptiles and Microsoft Jackpot, Lost Lands: A Hidden Object Adventure is a game I will probably check in on daily for another week or two, especially to get those daily rewards, and then walk away from entirely once I feel sated. I don’t care whether the elves make it off this island and are safe and happy and making future elf babies to rule the kingdom. I only care about finding the paw print, butterfly net, and shoe quick enough to get three stars and unlock more loot to finish that quest for what’s-his-name faster. Call me a monster, or call me casual. This is the way it is.

2016 Game Review Haiku, #9 – Longest Night

2016 gd games completed longest night

Stargazing to learn
The constellations of lore
Night in the Woods soon

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

This Isolated Subject is going nowhere fast

isolated subject screenshot 01

Man, I really wanted to finish Isolated Subject. Stopped on the seventh level, out of what I believe to be a total of twenty. It’s not that I’m too dumb to solve its multiple dimensions-based puzzles, though I suspect the later levels get really tricky once you are warping between four different worlds and juggling multiple super-powers. It’s not because the game is abusing some sort of free-to-play scheme and is only letting you play the first half at no cost and then demanding you pay cash money for the last chunk. No, it’s because I hit a point where I simply couldn’t play it any more due to extreme lag, a real enemy to games involving any sort of precision, and there are some tight jumps to do here, as well as switching between various phases.

Isolated Subject was developed by a user by the name of crneumre and is hosted over at Armor Games, a site I like for introducing me to the Deep Sleep series. In this puzzle platformer, the world is divided up, with each realm living by its own unwritten rules. In one world, you might be able to jump higher, and in the next you can walk on air. The test subject, who looks a bit like a robot alien and is totally okay with being sacrificed for the greater good, must learn these tricks and use them in collaboration to collect white cubes, which allow you to go through the exit doorway to the next level.

Nearly nothing is explained to you other than the basic functions: move with the [A] and [D] keys, with [W] letting you jump; pressing [1] and [2] will warp you between the separate realms; lastly, hitting the spacebar loosely connects you to both realms, giving you both powers to use. At least that’s what I think is going on. Again, it’s not clearly explained, probably on purpose, but that doesn’t make it any less intriguing and surprising when you discover you can walk across large gaps or clear out chunks of wall in your way. It’s all about experimenting, and thinking outside the box when even your best shots of experimenting fall flat.

Unfortunately–and I’m not one hundred percent certain whether this has to do with either the game or the browser or maybe even the website, though based on Isolated Subject‘s comments section I’m inclined to believe I’m not in the minority here–the game lags. I don’t understand why, but it is beyond frustrating, especially when you are trying to make a jump. Or simply switch to the other world, but it’s not registering your button presses. I also then ran into a situation where, right before a snippet of lag took action, the game registered me pressing the button to walk to the right, and thus that action became stuck until I reset the entire level. Boo. This was right when things were getting truly interesting, with level seven introducing more than two worlds to explore.

And so I must walk away, never to know if the subject in Isolated Subject ever stops being so isolated. A shame really, as there is some cleverness here to witness, and a good ramp in terms of complexity and difficulty. When it comes to puzzles, graphics can always take a backseat. Perhaps you’ll have better luck than I did. Perhaps the world never hitches for you, constantly rotating, like clockwork, as it should. Maybe some of us are destined to lag, to fall behind, and that this is the universe’s new way to separate the weak from the persistent. Perhaps this is a sign.

Journey to the Center of the Sun dreams up your new purpose

journey to the center of the sun screenshot 02

I questioned whether I should consider Journey to the Center of the Sun as a game I completed in 2016, seeing as it took no more than ten minutes to get through, ends abruptly, and doesn’t actually deliver on the promise of journeying to the center of the sun. That said, there’s definitely something here. A seed of an idea, an ocean of style, and it has the potential to be something grander, so I’m giving it its due in hope of pushing it forward to evolve into a more fulfilling experience.

Here’s the plot, which is far-fetched, but fun in a Pixar-like fashion: you wake from a vivid dream with a new purpose in life, which is to be the first human ever to fly a rocket into the sun. Your first goal is to get hold of a rocketship. Unfortunately, after finding one on your apartment building’s rooftop, you discover that it’s going to cost you $8 zillion to purchase. That’s quite an expensive rocketship, as well as an indeterminately large amount of money in reality. Might as well said it costs $567.9 million billion trillion jillion zillion.

Obviously, what really sold me to give Journey to the Center of the Sun a shot are its visuals, which are childish, but dripping with style. They are both vibrant and gloomy all at once, and they help distract you from the silly nature of the plot whereas if these were highly detailed people and environments you might just walk away from it entirely for being too goofy of a game. Some scenes look nicer than others, especially the sewer and inside the coffee shop, but there’s a foundation here to grow from. Evidently, this game from Chad Lare was inspired by onegameamonth.com and its “solar” theme from July 2015; you can read more about his thoughts postmortem its release over at his blog.

A couple of critiques, because now’s the time. I found transitioning between scenes involving doors to be jarring, as you’re stuck inside the doorway when in the next area and have to move out of it first before exploring, instead of simply appearing outside of the doorway. A bit hard to explain, but if you give the game a go–I’ll link to it in the last paragraph–you’ll see what I mean. The UI for the dialogue trees is a bit strange, though not a deal-breaker. Lastly, and I don’t know if this had something more to do with my browser since I didn’t download the Windows version, there’s no audio, which could really help give the ultra atmospheric visuals an extra punch.

I’m curious to see either this style or Journey to the Center of the Sun develop. Really, I’d be happy with either outcome. Until then, give this a shot, especially if you aren’t a big fan of Teenage Mutant Ninja Turtles II: The Secret of the Ooze. Trust me on that last bit.

2016 Game Review Haiku, #8 – Journey to the Center of the Sun

2016 gd games completed journey to the center of the sun

Wake, you have a dream
To reach sun’s center, for fame
Find sewer money

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Jables’s Adventure begins with an odd squid for a hat

jables’s-adventure-36

It is difficult for me to write Jables’s Adventure like so and not like Jables’ Adventure, but I’ll simply have to get over my internal dilemma to edit every videogame title to my specificity. I didn’t make the game, Squiddershins did, and despite that weird use of an apostrophe s instead of just an apostrophe, I’m delighted by this little action platformer. The developer describes it as a “casual platformer,” but if my experience with the game’s first boss, an angry woodsman with a chainsaw called Jacques Lumber, has anything to say, it is that this far from a casual experience.

The short of it is this: released in 2010, Jables’s Adventure is a freeware game created by Jason Boyer, with assistance from Ryan Pietz on dialogue and plot items and music by Kevin “Frantic Panda” Carville. You might be tired of this description, but it’s apt–it’s Metroidvania in both look and play, moving a lot like a less-linear Cave Story, and brimming with a surreal sense of humor. Just ask the mushrooms if you don’t believe me. The story’s simple at first, then turns nonsensical, starring a reluctant boy named Jables who one day wakes up…with a squid on his head. He then sets out into the world to do heroic things with a little goading from the talking cephalopod. Why? Well, that’s just what heroes do. You have to be a hero.

It’s a platformer. You jump, move left to right, and, after acquiring these items, shoot your wind-gun at bad critters and infinitely boost in the air with a jetpack. The world is open to explore, though there is a critical path to follow to both obtain these items and deal with the bombastic boss battles. I will continue to cry foul over having to play action platformers on the keyboard, but I didn’t even try to see if there’s gamepad support, so maybe I’m to blame. I kind of doubt it. Thankfully, the amount of precision needed in Jables’s Adventure is miles away from something like Super Meat Boy, but there were a few spots that gave me trouble where playing with a controller might have helped.

One of the first villagers you come across is a young man you can high five. I did this in quick succession, adding my own drum-beat to the already bouncy and catchy soundtrack that plays when you’re exploring the outside, thinking it was nothing more than a fun interaction you can take part in. Turns out, slapping five with this fellow is also how the game saves your progress via checkpoints, and there is no denying that this is Jables’s Adventure‘s defining and greatest feature. Plus, it comes in real handy at the end of the game hint hint wink wink big smile.

Perhaps because this is my first time with a game from Squiddershins or that I don’t have a fondness for things like Adventure Time and Strawberry Shortcake that some of the more random moments just felt like…random moments. Other random moments, like learning facts about fruit or when you make friends with a cactus or discovering that band in the clouds, hit me right in the heart and made the adventure all the more exciting. There’s imagination here and childlike glee, seemingly unlimited, shoved into the mold of a somewhat difficult action platformer that doesn’t have any kind of map to follow. I enjoyed strolling around, meeting new characters, but struggled in the tougher areas, like where you have to use the jetpack to get through a maze and not touch the ceiling or floor due to crystal spike traps.

Looking over the other games from Squiddershins, there’s a bunch I’m eager to try out as soon as possible. Specifically Excuse Me! and Tick Tock Isle. We’ll see how long as soon as possible turns out to be. I feel like I’m starting a pattern, where I discover a studio or bunch of independent developers that I like, only to play one game from their collection before another shiny studio or independent developer steps into the spotlight and demands I pay attention to them. It’s the darkest circle of life.

2016 Game Review Haiku, #7 – Jables’s Adventure

2016 gd games completed jables's adventure

Squid, your new, pink hat
Tells you what to do, go where
Heed fruit facts, mermaid

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

The terse answer to Can You Escape is yup, but only to level 9

can you escape final gd impressions

I’ve been asked before, in real life, if I’d like to participate in one of those “escape the room” scenarios that are mega popular right around Halloween time. Or possibly other times too, but that’s when these scenarios can take the scaring to a whole new level. My gut response each and every time is to scream noooo and run away, arms flailing, never looking back. It’s not that I don’t think I have the brains to find my way out or even mind working cooperatively with friends (or strangers), but the idea of being closed in a small room with no immediate way out is enough to set me on edge…before I’m even in the room. Heck, I can barely handle waiting in that tight foyer on Disney World’s Haunted Mansion ride.

All that said, I have no problem playing digital versions of “escape the room,” and even seek these out now and then, as they often provide somewhat logical puzzles to figure out, which gets my brain muscles to flex for a bit. Can You Escape, which is one of the more lackluster attempts at a creative title about escaping a place, missing even enough energy to add a question mark at the end, is free to download from Microsoft for the PC or mobile devices. I grabbed it for my laptop, seeing as it now rocks Windows 10 and all that–plus, when it comes to pixel hunting, the bigger the screen the better.

Can You Escape takes place in a tall apartment building, which is purported to house a number of exceptional residents, with varying tastes and lifestyles. However, you won’t actually meet any of them per se, but you will get to explore their apartments and then escape them after you are done poking and prodding around. You begin in the lobby, but slowly ascend, with each room offering more and harder puzzles to solve before moving on to the next occupant’s home. I was under the assumption that you got fifteen levels to play here, which sounded like a fine enough deal for something that is free to download, but you only actually can play nine levels before you have to drop some cash. More on that in a bit.

To escape an apartment, you have to find the key that will open up the elevator–which defies logic and opens directly into each person’s place, acting as a front door anyone can step through–and to do that you’ll first have to solve a number of other puzzles that will eventually lead to the key or result in you creating a makeshift key. The number of puzzles and the difficulty level goes up every floor. There are clues all around, and you’ll do a lot of clicking, to and fro, gathering a small amount of items in your inventory to be used elsewhere or combined with another obtainable item. If you have a mediocre memory like me, you’ll also take pictures of clues with your cell phone. I do wish that some areas where you can click were made more obvious, as there was one apartment with a toy train and set of tracks on the floor that I didn’t know was clickable until I watched an online walkthrough after getting stuck. Also, a few items are difficult to decipher based on their picture only, so a description could have helped.

Can You Escape is fine. It’s not good, and it’s certainly not great. The puzzles do range from obvious to obtuse at times, but nothing will break your brain, and completing a puzzle about matching symbols do different heights still sends out satisfactory vibes through your body. Well, it does at least for my body. For a free download limned with the constant clutter of ads and that looping drum beat, it’s fine. I just wish they gave you all fifteen levels to play and locked other non-essential content behind a pay-wall. Here’s how the money breaks down for those stuck in the same boat that finished more than half of the levels and kind of actually want a little more:

  • All-in Package – $1.99
  • Bonus Levels 1 – $0.99
  • Bonus Levels 2 – $0.99
  • Remove Ads – $0.99

Yeah. It’s weird. I’m under the assumption that “Bonus Levels 1” gets you levels 10, 11, and 12, and that “Bonus Levels 2” will provide you with the remaining three–surprise, surprise, the game doesn’t really provide you many details. You could buy both those options together or simply get the “All-in Package” for seemingly the same price. Even still, I don’t think this is worth the money, especially after the developers give you nearly half the game for zero cents. A shame; plus it means that I won’t get to put Can You Escape on my completed list of games for 2016. Boo. I like finishing things.

A quick bit of research–in other words, Googling–shows that Can You Escape 2 is also available to play for free as well, but only to a point. There’s also a ton of in-app purchases for more levels and origamis (?). Hmm. I think I’ll steer clear from here onward, finding escapism elsewhere, where you get what you get, and you get out with what you got.

Rule with a furry fist in Seven Weeks of Cat Monarchy

seven weeks screenshot 001

For those that don’t know, I have two cats. One is Pixie, a Turkish Van who is sweet, but skittish. The other is Timmy, a Maine Coon that loves affection and acts more like a dog than anything feline-ish. I won’t deny that I sometimes ponder what life would be like if either of them sat on a throne and commanded all to do his or her bidding without question. Sometimes this keeps me up at night. I’d like to think that Pixie would be a kind, gentle ruler, aiming to please all and unite felines far and wide, but that Timmy would let the power go to his head, forcing every visitor to add to his pile of tuna-flavored treats before even listening to their problems.

Why am I musing about kitty cat kings and queens? Well, Seven Weeks of Cat Monarchy by Fathom and Scuffy is to blame. They (or it–I have no idea if it is two people or a single identity using two names to create one) made a wee little game about this very subject. It’s basically that much hyped, but less than stellar part of Fable III when you finally gain control of Albion and have to then make some hard decisions to either help the people or help yourself. Only you’re a cat this time, not a human. And your hoard of cheese is at stake.

It all begins with a delicious ray of sunshine, which forces the Cat Monarch to go on a multi-week sabbatical. As regent, you’re left to take care of the kingdom and deal with all the problems that come attached to such a gig. You’ll face a number of ethical dilemmas, with food being limited and the need to ensure all peasants are healthy and clean. It’s a game of balancing spinning plates, and thankfully you have two advisors that you can consult with each week to see how things are going.

The loop is this: check with your advisors, enter the throne room, decide on two to five cat citizens’ requests, rinse and repeat. I generally went down the nice path, though one time I selected an answer I thought was amusing only to discover I was now shooting bees from my furry mouth. Also, not every “good” decision leads to good results, as sometimes picking the obvious answer does more harm than you’d expect. At the end of the seven weeks, the Cat Monarch returns and you get a summary of how well you ruled. The game even commented on the fact that I took the time every week to consult both advisors, so it is paying attention to details like that.

Seven Weeks of Cat Monarchy is a small experience, but cute and able to create a few smiles along the way. Many of the requests and answers for them are silly in nature. The pixel art suffices, and the individual cat citizens are interesting to look at, even if they–and some of their requests–repeat during the seven weeks you act at the monarch. I was hoping for more interaction as you walked from advisor to advisor, especially since you pass by a scratching post tower. Oh well.

Think you can make better choices than I in Seven Weeks of Cat Monarchy? Give it a go yourself then, either in your browser or you can download a free copy for Windows/Mac. Also, let me know what decision you made about those potatoes. That was one of the harder choices, though I’m happy with my results.