2016 Game Review Haiku, #6 – Seven Weeks of Cat Monarchy

2016 gd games completed seven weeks

Manage your cheese hoard
Cats in trouble, you decide
Nicely done, my grace

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.

Forget pirating, there’s shanties to chase in Assassin’s Creed IV: Black Flag

Assassins Creed IV Black Flag gd early impressions

Assassin’s Creed IV: Black Flag was given out to Xbox 360 players for free as part of the Games with Gold program back in…oh my, late April 2015. For some reason, I thought it had been sitting in my digital library for longer than that. At some point, it was also given out to peeps on the Xbox One, but I didn’t have the console yet and wasn’t smart enough then to know that I could still click download and tie it to my account for future use, which means I’m stuck playing the previous generation version. It is serviceable, though I’m sure facial expressions are a bit more lifelike on the newer consoles.

A reminder for any new readers here at Grinding Down on my history with the Assassin’s Creed series, which I enjoy from a somewhat casual perspective. Once I’m into one, I’m into it, unable to not climb to every rooftop and take care of each icon on the map until all that is left is a clutter-less picture. I got into the series like many did at the start, finding the first Assassin’s Creed impressive, but repetitive. Then, for some reason, I next played Assassin’s Creed: Brotherhood and absolutely loved it, both the single player campaign and the multiplayer, which is an aspect of gaming I generally steer clear of. Last year, I went back and played Assassin’s Creed II, which helped to make more sense of story details in Brotherhood though that’s on me for playing them out of order. And now here we are, skipping Assassin’s Creed: Revelations and Assassin’s Creed III to do some hardcore pirating. Fine by me.

Black Flag‘s main story is set in the 18th century Caribbean during the golden age of piracy, people being smarmy, and lots of ships sailing to and fro. The plot follows notorious pirate Edward Kenway, the grandfather and father of Assassin’s Creed III protagonists Ratonhnhaké:ton and Haytham Kenway, respectively, who stumbles into the conflict between assassins and Templars after he is shipwrecked. In the present day scenario, you are a new employee working at the Montreal offices of Abstergo Entertainment—a subsidiary of Abstergo Industries—exploring its cubicles, eavesdropping on conversations, and hacking computers to uncover secrets about the sinister company. To be honest, I don’t care a lick about the storyline so far, in both realms; thankfully, the gameplay provides plenty to draw enjoyment from, and never demands you get on with the ruddy campaign.

In terms of gameplay, there’s all the usual elements from previous Assassin’s Creed games here: climbing, stealth assassinating, syncing, looting, running, hiring groups of people to hide among, trailing guards, and so on. The new stuff is mostly ocean-bound, with Kenway able to sail a ship, plunder and loot other ships, and explore numerous islands on the map that may house treasure and other goodies, like rare animals to murder for your fancy pouches and outfits. By far, my favorite advancement in this series is that everything is now available on your map after syncing a high view point, and then you can spend the next hour or so collecting each and every thing before moving on to do the actual story mission. Or collecting more from another synced view point. There’s little hand-holding, with the game treating you as an actual, capable adult–these decisions are yours to make. Plus, to catch shanties for your pirate crew to sing while sailing the ocean blue, you have to chase them down in the environment, which is way more fun than simply chasing a dude down in a race or for a few coins.

Still, it’s another Assassin’s Creed game from Ubisoft, and some stuff never changes. Like having your character leap from a building’s rooftop and lose half his health when really you meant for him to move a little to the left and travel along that rope tied to another rooftop. Also, and I want to do some more research into this, but the subtitles follow a strange style related to capitalization, where most words in a sentence are uppercase, but not all of them. Like so: “Avast, Kenway! Do you have Time to Make your crew a Large Plate of Scrambled eggs? We are Totes Hungry.” I don’t know, it’s very strange and hard to not notice since I enjoy reading words. Missions where you trail dudes and have to maintain a specific distance with them, but not be spotted return, though at least you can rate them one star at the end through Abstergo’s feedback forms. I still think combat is fairly button mashy and annoying, which is why I try to go for the stealth kills if I can.

The stats screen at the start says I’ve completed 15% of Black Flag so far, and in terms of story, I’m somewhere in sequence 3. That’s fine. I’m in no rush, especially when there are so many glyphs, treasure chests, and shanties to grab, as well as assassination targets and pirates to rescue and kitty cats to pet. Did I not yet mention you can press a button to pet a cat as it moves between your legs? And that it purrs affectionately? The best Assassin’s Creed game yet.

Absent’s time travel trip is a bit rough around the edges

gd absent adventure game thoughts

Surprisingly, or maybe it’s not surprising at all because we now live in an era when you can’t look left or right without something free being dangled before your hazy, consume hungry-limned eyes, there are quite a number of free adventure games on Steam to try out. I’ve already played The Old Tree, but there’s also Emily is Away, Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist (that’s one game name, by the way, starting at the doctor part, which I ended up playing in the time it took me to finish this post, whoops), Only If, and Missing Translation to look forward to in my ever-growing pipeline of even free things I don’t have time to play right now. Le sigh.

For the moment, I’m giving Absent from FNGames a go. I saw some posts about it over at the Adventure Game Studios forums, which I like to frequent now and then to see what people are working on and what’s out in the wild, especially since many of those titles don’t get a ton of coverage from the major websites. It was originally released in 2013, but made its cost-effective debut on Steam in 2015. Other than that, I went into it fairly blind, other than obviously seeing a screenshot or two to confirm it was, in fact, a point-and-click adventure game of the traditional sense.

Absent stars the determined if somewhat aloof Murray Schull, a young man attending college and who walks as if he has a permanent wedgie that he is internally debating on picking in public. One day, his best friend Steve’s girlfriend, Crystal, disappears, an event that spirals out of control and puts Murray on a path of danger, disillusionment, and death. Also, time travel, but that really only comes into play towards the very end. Oh, and Murray is haunted by visions of both the past and future, which factor into the puzzles and his decisions on what to do next to find answers as to Crystal’s disappearance.

To say I was taken aback by Absent is being kind. This game really surprised me, for good and for bad. First, a lot of adventure games I snag from the AGS forums are short, tiny little experiences. Snippets of an idea, a few screens to explore. Like A Landlord’s Dream. Absent features plenty of unique animations, is fully voice acted from beginning to end, and took me over six hours to see its credits roll due to the amount of story, puzzles, and, this is not a plus, backtracking involved. Sure, sure. Visually, it is not going to win any awards or even get my eyes to dilate with pleasure, but the graphics take a backseat for an admittedly overambitious story and dense amount of content to poke at.

Let me get more specific here, before I bring up the parts of Absent I found extremely lackluster, as there are many. Though the story is too big for its britches, I give FNGames credit for going big or going home. Since time travel is the deus ex machina to solve everything come the end events, there had to be some careful planning into setting it for that outcome, and I can appreciate details like how the first Reaper was made and that crack behind the canteen appeared. There’s a good amount of dialogue options to go through with many of the NPCs, as well as numerous unique responses for trying items on items that clearly won’t work with it. Showing everyone Murray’s homework assignment was amusing. Lastly, I dig the look of the ghastly, otherworldly Reapers, even if I don’t fully understand their motives.

Alas, Absent is fairly rough around the edges. Also in its middle area. From a technical stance, sometimes the cursor icon would automatically change to “use” when you hovered over a door or exit to a new area, and sometimes it wouldn’t. The inconsistency varied from screen to screen. There were plenty of times I also didn’t want the icon to change, forcing me to have to left click several times back to my preferred option. A few screens, like in front of the college and the swamp, are a wee bit larger than what you can actually see, so you are constantly changing to the “walk” icon to move a foot to the right or left and find the exit. It’s annoying. More times than not, the subtitles and voice-over work do not match up, and there were a number of typos spotted along the way, which, as an editor, I simply can’t not see.

One of my biggest critiques of Absent revolves around logic. Almost immediately, characters are shown to jump to the wildest conclusions without any rationalizing. For example, within minutes of learning that his girlfriend is missing, Steve is absolutely convinced that she was murdered by so-and-so and will hear no other arguments. Missing equals murdered in this world, and then once he finds out that Crystal was cheating on him, he no longer mourns for her. Like, not even a little bit, claiming she got her just desserts. I think at this point in the timeline, it’s been one day since she vanished. Granted, once the speculative fiction elements really start taking shape, a lot of logic-based decisions can be tossed out the window, but for the early part of Absent, I was hoping to see some more believable reactions out of the cast, especially Murray, who seems to simply be a dude we use to click around on things and cause events to happen. I’m still not sure why he’s the main character we play as.

Lastly, in terms of diversity, Absent is absent. This is a world of white people and only white people. Considering the size of the cast, it is a shame to see it so one-sided, and hopefully this is something that can be addressed in the forthcoming Absent II. I mean, it takes place at a college, for goodness sake, where all shapes, sizes, and color of people from everywhere in the world come together to learn, make mistakes, and learn some more. At least the female characters are voiced by women and not men pitching their voices up.

Still, all that said, I’d recommend checking Absent out. You might not be impressed with the story and safe way it wraps everything up, nor the difficulty of the majority of puzzles, which mostly require item on item interaction save for one involving a sliding ladder, but there’s still something interesting going on here, especially from a small team. Plus, if you like British accents, this game has them and then some. I personally think Steve sounds like Jim Sterling, but that’s just me. Maybe every angry British man does.

Follow or disregard instructions in Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist

Dr Langeskov gd final thoughts

Here’s the honest truth: if I had just taken some more initiative last month and played Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist when it was released like a good little soldier boy, it most assuredly would have made my top five favorite games for the year. Sorry, Time Clickers, but let’s get real; you would have gotten cut fast, seeing as you don’t hold a candle–in terms of a singular, satisfying experience–to Dr. Langeskov. Still, the in-game feedback forms are right, as this title is far too long for consumption, but one should never complain about a free lunch.

Before I describe Dr. Langeskov to you in my own fancy words, allow me to share its amusing description on Steam:

A 15 minute heist game by Crows Crows Crows & Directed by William Pugh (The Stanley Parable). Slip into the soft-soled shoes of the mastermind responsible for the greatest heist- oh god I can’t do this any more, i’m joining the strike. good luck writing the steam description.

Right. Once you load up this “heist game,” you’ll begin to realize this is not a traditional, straightforward experience on your end. Instead of controlling the player moving through the mansion, avoiding pitfalls and dangers like a pro, and stealing the cursed emerald for reasons unknown, you are the one behind the curtains making everything happen. I mean everything–lighting, weather effects, making the lift rise. Without you, the tiger would never get released. You are the man from Omaha that flew into a strange land via a hot air balloon and is getting things done. Honestly, it’s the sort of off-the-wall interactions you’d expect from The Stanley Parable‘s William Pugh, with the action being focused around a gleefully playful narrative and whether or not you want to listen to the narrator’s instructions or do things as you please.

So, just like in The Stanley Parable, you are guided from one location to the next with the help of a cheeky, about-to-lose-it narrator that speaks directly to you and often openly to himself in a nervous, captivating manner, voiced by British comedian Simon Amstell. When he notices you, he immediately puts you to work behind the scenes, seeing as there has been a worker strike. His tone is never ornery, and even when you decide to not do what he says and push buttons clearly designed not to be pushed right now, he handles everything with a nervous laugh before ushering you onward. He is not an all-knowing being, commenting on your choices from a cloud of snobbery. Look, I’m not going to be doing a top ten of my favorite British narrators in videogames, but if I did, he’d be pretty high up there, rubbing shoulders with Thomas Was Alone‘s Danny Wallace and The Stanley Parable‘s Kevan Brighting.

Since Dr. Langeskov is fairly short and somewhat non-linear in that there are a handful of different things you can do as you go along, I won’t spoil too much about each room, especially the final area, which had me grinning from ear to ear as chaos and comedy collided into one fantastic conclusion. But my suggestion is this: take your time. There’s a lot to look at in terms of posters on the wall, post-it notes, papers strewn about, and all of it feeds into the bigger picture. I’m not gonna lie–some of the “fake” game posters look intriguing. Much of these elements are highly detailed in the same fashion as things were in Gone Home, an aspect I greatly appreciate, not just because my eyesight is poor.

I played through Dr. Langeskov twice and did not find the grappling hook. Curses and shouts. Shaking fists and fiery eyes. I’ll go back one more time, most likely, to see if it indeed does exist, as well as to gobble up each and every strangely placed pretzel. More games should contain pretzels as collectibles. If Dr. Langeskov does anything for our industry going forward, please let it be that.

2016 Game Review Haiku, #5 – Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist

2016 gd games completed Dr Langeskov

Welcome to backstage
Of a heist game, press and pull
Levers, free tiger

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.

Bethesda delivers more anticlimactic endings with Fallout 4

fallout 4 institute ending musings gd

After barely paying attention to Fallout 4‘s main campaign storyline for nearly two months, I rushed through it over the course of two days during my holiday time off at the end of December 2015. Not necessarily because I wanted to, but I wanted to experience it, at the very least, for myself before having any details unearthed while listening to the numerous “Game of the Year” podcasts popping up online right around now. Unfortunately, I really disliked the ending I got and, strangely enough, wasn’t even aware that I was moving through the final mission, similar to what happened in Rage, wherein I think things are just beginning to unravel, but in reality they are winding down.

Let it be known here and now that I’ll be talking a bit about my Fallout 4 playthrough, and there will be spoilers in terms of factions and quests and quests for factions and how there are no more quests for specific factions because of the quests I decided to do. Got it? Okay, let’s roll out. I’m speaking to Dogmeat, by the way, not you.

The sole survivor of Vault 111 in my Fallout 4 is a bearded man who prefers to use a silenced pistol until things go haywire, and then any gun–usually a damage-heavy shotgun–will do the trick when the bad guys/girls/monsters get too close for comfort. He also loves collecting coffee mugs out in the wild, hanging up paintings of cats everywhere, and, most importantly, befriended Nick Valentine early on, before the quests became the sort that demand you make separate save sessions. Y’know, in case everything goes wrong.

Anyways, when I play a roleplaying game, I roleplay–shocking, I know. So, for my character, a reasonable man who ensured that Nick Valentine got answers to the questions nibbling away at his synthetic mind, I ended up siding the Institute. From the very start, the Institute is portrayed as evil incarnate, kidnapping people from the Commonwealth and replacing humans with metal lookalikes. That said, I had already seen the good that Synths could be by the time I reached the Institute in my playthrough, some fifty-plus hours in, and after exploring the facilities beneath C.I.T., I was a believer that the world above needed these people to thrive. Sorry, Brotherhood of Steel, but it’s true.

No, really sorry, Brotherhood of Steel. See, by siding with the Institute, the final missions for this decision demand you murder and eradicate every last member of the Brotherhood of Steel. Ugh. As well as everybody in The Railroad, an organization I had only briefly interacted with via the main quest. The Minute Men were allowed to continue existing, not viewed as any tangible threat. I looked up what happens when siding with the other factions, and you, more or less, are forced to killed others to ensure the strength and longevity of your chosen faction. I’m not a fan of this–at all. Sure, my sole survivor has killed bandits and raiders and plenty of too-far-gone ghouls, but has never once shot an innocent bystander. That’s not the type of person he is.

I will say, murdering all of the Brotherhood of Steel was a whole lot easier to do–gameplay-wise and morally–than the Railroad. Perhaps it is due to all their armor and weapons and advancements that they feel like a foe on equal footing with my sole survivor and his brood of Synth assassins. Murdering all of the Railroad really hit a disgusting chord with me; I walked into their base as a friend and left as a ghost, bodies piled here and there. I did not loot a single soul. I did not take anything from anywhere. I did what I had to do, apologizing before each and every V.A.T.S. headshot, and I got out of there. I wish there was some other way. In Fallout: New Vegas, and I think Fallout 3 as well, if your charisma and speech skills are strong enough, you can basically talk your way to the end and around a big ol’ bloodbath. Doesn’t seem to be the case here, and that is a major bummer, especially since I unlocked a ton of perks related to these skills, thinking there would be some options down the line.

Here’s the thing. Bethesda does not have a strong history with the main campaigns and conclusions to its games. You are scarcely involved in the final fight of Elder Scrolls IV: Oblivion. I barely remember what happened in Elder Scrolls V: Skyrim, though I think it had to do with speaking with a dragon atop a mountain and then leaving you to stand there afterwards completely dumbfounded as to what to do next. Fallout 3 did not take into consideration logical solutions to entering that radiation-filled room, and only DLC allowed you to keep playing after fixing the water situation in the Capital Wasteland. Fallout 4 concludes with a lot of seemingly unnecessary killing–your pick of who gets it–and the departure of your child. It’s a boring ending, to be honest, and it feels like little thought went into it based around your character’s actions and decisions leading up to the final blasts. The loss of choice is overwhelming.

This is what I do know though. When I restart Fallout 4 with a new character, which I will definitely do some time in the future, most likely an evil woman with a penchant for melee weapons modded to the extreme, I will only go so far into the main quest. Only to the point where you are on good terms with every faction, where you can help everyone out…to a point. Crossing that murder line is something I’m not interested in doing again, unless it is to murder Deathclaws or a swarm of Bloatflies. Not people, not humans (or human-like humans) that you can converse with and grow close to and revisit from time to time to regale with your wild, crazy adventures out in the Commonwealth.

Ultimately, Fallout 4 is a much better game to play and live in than conclude.

2016 Game Review Haiku, #4 – Absent

2016 games completed gd absent

A girl vanishes
This mystery must be solved
Time travel will help

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.

You cannot mindlessly play Puzzle & Dragons: Super Mario Bros. Edition

gd puzzles and dragons bloopers

GameStop’s PowerUp Reward points are stupid. Or maybe I’m stupid. Certainly one of us is to blame, and, as a human stuffed with ridiculous emotions like pride and shame and deep-seated embarrassment, I’m inclined to place the fault on someone other than myself. So there. Well, no…let me explain more. Trust me, this story will eventually lead to both the reason why this blog post is about Puzzle & Dragons: Super Mario Bros. Edition and my early impressions on it, up to the end of World 1.

See, I recently noticed I had a ton of “points” in my PowerUp Rewards account, seeing as I’ve bought a number of things over the last few months, like an Xbox One, and decided to cash some of these points in for a single $25.00 redeemable coupon. In my mind, I was planning on burning this to buy four more amiibo card packs for Animal Crossing: Happy Home Designer because I’m broken inside. No, really, I am. Utterly and completely damaged. Animal Crossing is one of my all-time favorite series, and now there are collectible cards out there that one can collect and caress and cherish until the end of time. Insert that Futurama meme hard as heck right here.

Anyways, this did not work out. Evidently, the $25 coupon can only be applied to a single item, not your final bill. Sure, that means I could waste it all on one $5.99 pack of amiibo cards, but I wouldn’t get any of that leftover credit. It would just vanish. Seems both like a waste of points and effort. So, instead, I looked around the store for something that was more than $25.00, and so a new copy of Puzzle & Dragons: Super Mario Bros. Edition for $30.00. Fine. I mean, after all, it was a game I wanted to play last year, but did not get to. Still, that $25.00 credit coupon is beyond misleading, and, unfortunately, it seemed like there was no way for me to return to the points to my account; doing that would have allowed me to at least create two $10.00 credit coupons, and thus two more amiibo card packs. Oh well–lesson stupidly learned.

Anyways, Puzzle & Dragons: Super Mario Bros. Edition takes the super popular in Japan free-to-play mobile model of Puzzle & Dragons and coats it in a cutesy, colorful Nintendo skin. I say that as if I know anything about Puzzle & Dragons vanilla, which I don’t. I’ll do my best now to explain it in mechanical terms. Gameplay revolves around matching three or more orbs of the same color/element by displacing one orb around the board to attack enemies. Each turn you conduct counts down as a timer for the monsters to attack your party. The goal is to complete the dungeon/level you enter by defeating every foe and surviving until the end. Also, skilled players can create chained combos for massive damage in a single turn.

I’ve only gone through the first world, which obviously loads up some tutorial stuff, but it’s pretty fun. Creating those big combos feels so dang good; also, missing those combos hurts more than I can explain. It’s not as simple as moving one orb over to another like in Pokemon Shuffle or Frozen Free Fall, since sliding the orb around the field affects other orbs in its path, and I don’t have the best handle on how this actually works. Plus, you’re timed. It can be a bit stressful, but truly satisfying too. Sometimes I score big, and sometimes my party of goombas and red winged turtles simply sit there, frozen in regret, bracing for the worst.

There’s actually a lot of options for you from early on to help build up a strong, capable team that will help you rescue Princess Peach from Bowser. Oh, did I not mention that she is kidnapped again? Good job, Nintendo. Really stretching those creativity muscles. Basically, you can sacrifice weaker teams members you aren’t using to power up a single team member. There are also items to find to help with this, as well as lot of experience points to earn along the way. Right now, I have three separate teams created, all of which have their strengths and weaknesses. Knowing what those are and picking a compatible leader is key to surviving some of the later fights, which deal out a ton of damage to your team if you don’t combo fast and early enough. There’s also a few grayed out options on the menu still to open up.

I’ve not gotten to try Puzzle & Dragons Z yet, which is the other game packed in, but I suspect I will eventually. Want to continue on this path for now so that I’m not trying to juggle two sets of similar teams in my mind. I also have to imagine it’s the weaker of the two titles in this nifty 3DS bundle though I’m curious to see how they work in a JRPG story around all these orbs. We’ll see in due time.

Congratulations to me, for I found the year 2016

where is 2016 gd final thoughts capture

In hindsight, I really should have put forth a larger effort to make Where is 2016? the first game I completed this year instead of Rain. It only makes sense to ring in the new year with a game about…unearthing 2016 by flipping a bunch of hidden red switches to green, time-traveling to other countryside locations to repeat this endeavor, and then pulling a lever to release some jarring, chipper cartoon character from behind a locked door. Yeah, that only makes sense.

From independent game developer Mateusz Skutnik, Where is 2016? is a short point-and-click hidden object adventure set somewhere in France. I make that broad and dangerous assumption from the spatter of French words I saw on signage and rusty pipes. If this is set in, say, Middle-earth, please correct me in the comments below, but I’m more certain that it is not in Middle-earth than I am it is in France. Either way, it’s the countryside and small-town suburbia for your exploring. You do this by clicking areas of a static image, going deeper; in actuality, this is all you do, as well as lose yourself in the minute details of high resolution photographs of foliage and machinery.

There’s no traditional puzzle solving here. Simply find all the switches, turn them to green, return to the main switch hub thing, twist the knob–hey now, this is a family blog, people–and return to the main screen, which features a locked door, a rope to pull, and a clock with hands to manipulate. Do that a total of four times, with each scenario asking you to discover more red lights to switch, and you’ll complete the game. Easy enough. The struggle is discovering what you can click on and what you can’t, though the cursor will change when you are over a hot spot; still, there’s a bit of pixel hunting to do, and here’s a free tip–sometimes you can click in a section you’ve already zoomed in on for an even closer look at things.

I’m more than fine with Where is 2016?‘s length, as it was perfect to get through in ten to fifteen minutes and felt satisfying, in terms of finding all the gadgets to click, when I reached the end. Still don’t understand who that cartoon character was and why he was congratulating me on finding 2016. Perhaps he stars in one of Skutnik’s other games, of which there seem to be many. Sounds like the Submachine series is one worth examining. Also, he’s evidently been at this awhile, creating Where is 2015?, Where is 2014?, and so on for the respective past few years.

Where is 2016? features high resolution photographs for you to click on and dive into. You might think looking at a rusty, old farm plow is beyond tedious, but the closer you get to it, the better you see how it is put together. Then you notice the words etched into the metal, or the small scratches. The flecks of dirty, time. I don’t know if Skutnik took these photos himself for the game or if they come from some stock-based website, but they are crisp and energized, as well as perfunctory and plain. Adding gameplay mechanics on top of them definitely at first feels wrong, but eventually the two elements mesh together without much noise.

If you’d also like to start your year off right by releasing 2016 from its locked, dark chamber, begin click, click, clicking all up on Where is 2016? in your browser over here.

2016 Game Review Haiku, #3 – Where is 2016?

2016 games completed where is 2016 capture

Search sharp photographs
In France, for switches, secrets
The new year is here

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.