2015 Game Review Haiku, #16 – Rogue Legacy

2015 games completed gd rogue legacy

O’ random castles
Filled with gold, chests, runes, bosses
One more run, one more

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Where do you go in Go North, but forward

gd go north impressions overall

I’ve never been good at or immensely interested in text-based games. I mean, I didn’t even find the text-based computer game Reign of Grelok in Fallout 3, which paid homage to 1980s classics of the same style, like Zork and Planetfall–and I scoured nearly every inch of that game’s post-apocalyptic world for far too many hours. I also gave up on Frog Fractions once it stopped being about diving deeper into the ocean on that numbers-munching dragon and more about navigating yourself out of some small, cramped hatch.

And so, with that history behind me, I went into Go North not really expecting much, hoping to just stay interested and get through it. Well, I certainly got through it, but I’m not sure what the point was. In fact, I came away from this stroll forward from…um, I guess Jim Spanos and friends, feeling like it was mocking either itself or the genre greatly. It ends with a seemingly inside-joke, which might be hilarious to the creators, but fell flat with me, the player.

But what is this game, you ask as we get to the third paragraph? Here’s some descriptive text I myself didn’t write, but rather found on Go North‘s GameJolt page. See if you can grok it:

You know, sometimes, hope is needed in humanity to brace the terrible and the enchanted. To engulf our hearts with embers of the night, as we flow like lava under the moonlit skydome. Are we not men? In our minds, we are. Are we not soldiers? In our minds we are. And bewildered you stand if only to enjoy each other’s mindsets. But without further ado, the perception of the single, greatest, mind-changing game is here.

Poetic, frivolous, forever fallen into the hands of few

Yeah, I don’t know. It’s a text-driven game where you type “go north” to advance to the next screen. I tried typing “go east” and “go west” every few screens to no avail. You do this until the last screen, where the twist/inside-joke plays out. All the narration is overdramatically voiced over by someone either trying too hard or not trying hard enough–regardless, it’s a struggle to listen to.

Let’s chalk Go North up to both not my thing and not made for me to appreciate. Perhaps one day I’ll find a text-based adventure game worth my while, but for now, I’m off in another direction-most likely south–to play something else.

2015 Game Review Haiku, #15 – A House in California

2015 games completed gd a house in california

Learn your family
Listen to these memories
Bring a house to life

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #14 – The Last of Us

2015 games completed gd the last of us

Searching for hope, cure
To survive, they turn savage
Plants can be deadly

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #13 – Detective Grimoire

2015 games completed gd Detective Grimoire

Solve a Boggy crime
Use logic, clues, but no hat
Facile and foreseen

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Zoinks, it’s a murder mystery that only Detective Grimoire can solve

detective grimoire gd early impressions

I’ve been much pickier with indie gaming bundles as of late, even passing up on the recent one from those Humble Bundle bastards based around one of my favorite tabletop gaming mediums–cards. Oh well. I did end up downloading free copies of Card City Nights and Escape from the Aliens in Outer Space, though, so far, that’s all I’ve done with those titles. Both are of the print-and-play ilk; I need to sift through the rules a bit and see if these games are easy enough–and silly enough–to jive with my gaming group. We recently tried to play Nuns on the Run, only to get bogged down in the rules and lose interest before even playing a turn.

Hey, speaking of bogsDetective Grimoire. Yeah, you like that transition. It is just one of the many names included in the Humble Weekly Bundle: Adventures! promotion currently happening over you-know-where. I’d directly link to the topical page, but it seems that website is constantly changing, and nothing lasts forever, so make good with your Googling skills if you feel the need to see more. Of the many point-and-click adventure games added to my Steam library from this recent purchase, it seemed like the easiest and most inviting of the bunch.

Here’s the story, right out of an episode of everyone’s favorite American animated cartoon franchise Scooby-Doo. Detective Grimoire has been summoned to investigate a murder. The owner of a small tourist attraction, called Boggy’s Bog, has been found dead outside his office, with many believing the key suspect to be the very mythical creature the attraction is built around. Dun dun dunnnn. Of course, something else is surely afoot, and it’s up to Detective Grimoire–now hatless, but not hapless–to rattle the locals for clues into what really happened in this lackluster swamp.

Gameplay involves going from scene to scene across the swamp and clicking on the obvious parts of the screen, especially the ones that flash until you click on them. Sometimes this reveals a clue, and other times it leads to a mini puzzle, like moving papers out of the way on someone’s desk to see what was beneath them. You’ll also come across a small cast of eccentric characters, and you can speak with them, as well as toss clues or other character profiles in their faces to get a reaction. The clues act as your inventory, and through talking to the locals, you’ll gain more tidbits about each one. You’ll also unlock the ability to challenge someone, so long as you have the right logic and clues to back it up–for instance, piecing together why Mr. Remington went home early from the cafe on the night of his murder.

Detective Grimoire‘s two best qualities are how it looks and how it sounds (minus one thing, which I’ll get to in the next paragraph). Generally, I have no interest exploring swamps, but the digitally painted screens here are quite lush and inviting, and the characters, along with their dialogue animations, are unique and a joy to behold. I think the cutscenes could’ve used more polish, but everything else is nice to look at, especially the user-interface. All clues get their own drawings, which is much more gratifying to look at than simply a list of words. Sound-wise, the orchestral soundtrack swells and dips in all the right moments, and there’s this lofty, soft voice that reminds me of a religious hymn echoing around in some grand chapel. It’s easy to listen to and not distracting.

That said, there are a couple things I didn’t like about Detective Grimoire. First, it was too easy. So long as you exhaust your options, you’ll eventually get to the end of this mystery, and the only part that gave me pause was the challenge against Echo, as its wording was more confusing than anything else. Second, every time you get a new clue or a clue in your notebook is updated with additional information, a chime sounds, and it is a really goofy, extra loud, and out-of-place sound effect, often playing over-top someone’s dialogue. Lastly, the end credits whizzed by at an alarming speed; I understand the developers wanted to get to their post-credits sequel tease, but it shouldn’t have been at the cost of crediting the people that made and worked for the game.

Overall, Detective Grimoire was an okay sliver of adventure gaming, though nothing that will stick with me for a good while. I figured out what was going on much sooner than our titular hero did, which lead me to believe there might’ve been a twist, but nope, everything worked out as expected. It makes a jab at Professor Layton early on, but has a long way to go before it can even consider itself a passable clone, let alone a better game. Think I’ll try A Golden Wake next from the bundle.

A young alligator astronomer’s journey to find a star in Lost Constellation

lost constellation overall thoughts gd

Lost Constellation, as a supplemental to the forthcoming Night in the Woods, did its job–and did it splendidly. I’m officially onboard for Infinite Ammo’s full-blown videogame, which, in their words, is “an adventure game heavily focused on story, characters and exploration, with some platforming to get around town.”

Lost Constellation is all that, but condensed and only slightly related. In short, it’s a ghost story, a bedtime tale, a journey within a journey. Mae’s grandfather is the narrator, weaving together the night-driven adventures of Adina, a young alligator astronomer, and her journey to find a star, keep a promise. As she travels through the cold, harsh woods, Adina will stumble upon a number of interesting–if mostly untrustworthy–characters, like a blue fox that wants to sell wanderers coffins, a cat that is not a wizard cat, just simply a cat, an old, weather-controlling witch, and ghosts of the once living. Oh, and snowmen, but Adina makes those herself, rather than runs directly into them; more on that later.

Gameplay is exploration-based, with Adina moving left or right, discovering items and characters to interact with. She can also pick up and carry snowballs, which are great for hitting things out of trees or summoning a guard via some rung bell. Expect plenty of dialogue to unfold, the majority of which is amusing and interestingly presented, and there is the occasional dialogue choice to make, though they never seemed like the sort of decisions that would change what might happen next. Merely a different way of asking the same thing. Maybe Night in the Woods will explore this deeper.

The soundtrack by Alec Holowka is strikingly soft and eerie. Beautiful and off-putting. Happy adjective and sad adjective. Perfect for a walk in a strange forest under starlight. I’m personally a big fan of “Tundra” so much that I left the game up in a part where it played while I did some household chores, letting it loop (this was before I knew the developers had a separate site for it). The whole soundtrack actually reminds me a lot of Mass Effect, Transistor (minus the jazzy drums), and Fire Emblem: Awakening, all snowballed into one very low-key, laconic, haunting concert.

One of the big focuses of Lost Constellation is collecting special items and constructing a snowperson out of them. Or around them, if you will. You end up making four or five across Adina’s time in the woods, and the game lets you take a screenshot of your finished work, saving it directly to your desktop, free of charge. I will now share with y’all my four snowpeople, in all their creative glory:

snowman_2015-02-07_11-31-50 snowman_2015-02-07_11-22-54snowman_2015-02-07_10-15-51 snowman_2015-02-07_10-22-55

Overall, I’m pretty proud of my work. From what I’ve gathered based off screenshots and animated GIFs for Night in the Woods, it seems to be set in a modern city and during autumn, so this snowperson-crafting mechanic might not show up there. Perhaps we can help Mae create monsters from piles of leaves. Either way, I hope something like this is in there again, because, while not challenging at all, it made for a fun distraction and at least made the slight bits of backtracking rewarding. When I watched Giant Bomb play Lost Constellation last week, they found a dog collar for one of their snowmen; I did not, which makes me wonder if there is some randomizing happening under the hood.

Again, Lost Constellation is a side thing, a slice of maybe what’s to come for Night in the Woods. It has me intrigued over this world and the holiday called “Longest Night” and this astronomer Adina (though not-so-much about Mae). I don’t know everything, but I’m looking forward to learning more, and I have to wonder how much of what is in Lost Constellation will pop up elsewhere. Regardless, here’s hoping for a 2015 release. Or heck, even another pay-what-you-want supplemental. I just want more.

2015 Game Review Haiku, #12 – Lost Constellation

2015 gd games completed lost constellation

A bedtime story
Of ghosts, snowmen, forest gods
Gorgeous, childish

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

I cannae pogo jump consistently in DuckTales Remastered

ducktales remastered ps3 thoughts

I have no nostalgia for DuckTales on the NES. I can’t; I’ve never played it. Like many other classic NES titles, such as Blaster Master, Kid Icarus, and Bionic Commando, since I never had a Nintendo Entertainment System as a kid and had limited access to cool kid neighbors with the console, I missed out on a lot. Thankfully, due to the industry’s love for remaking and re-releasing oldies and better access to ports these days, I’m catching up. Slowly. For example, I beat both Metal Gear and Metal Gear 2: Solid Snake last year, tough as they got. I’m also progressing at a snail’s pace in The Legend of Zelda, but more on that in another post.

Alas, I don’t actually know and have to assume that gameplay in DuckTales Remastered is relatively the same as the NES original. Scrooge only has a few abilities at hand, such as jumping, pogo jumping, and whacking objects with his cane. All of these mechanics are relatively simple to use, though I am far from a pro at continuously pogo jumping from one side of the screen to the other; Scrooge often lands on the edge of a platform, causing him to, well, land, and put his cane away. Anyways, through these limited abilities, you’ll hop around a series of level, bouncing on the heads of enemies, unearthing treasure, and collecting whatever maguffin is needed to open up the level’s final boss.

From what I’ve read, it seems like all the original 8-bit levels from the NES days are here–Amazon, Transylvania, The Moon, etc. Except now they are remastered, which means they are colorful and cartoony and a little jarring at times. I found the juxtaposition of sprites and polygonal items (like that treasure chest in the image above) to be constantly at odds with one another. I mean, sure, it looks prettier than what came out in 1989, but I actually think screenshots for that dinosaur still hold up really well. If anything, I’d say more attention was paid in the remastered version on backgrounds, which really help sell the levels more. The Amazon looks and feels like a jungle opposed to some blades of grass and a bland blue sky. That said, while the levels look different, purists can probably breathe a sigh of relief as the map layouts are the same.

However, WayForward Technologies has added an actual story to what was, I’m assuming, a pretty lifeless story. Or totes nonexistent. Basically, Scrooge McDuck has to find five priceless artifacts. Why? Well, um, he’s a greedy ol’ man-duck. A map left behind after a failed Beagle Boy raid of his bank reveals five locations to scour. Despite a still paper-thin plot, there’s a surprisingly amount of cutscenes to get through, a few of which do feel unnecessary and invasive. Same goes for some of the cameos, though I could never say anything negative about Fenton Crackshell, also known as Gizmoduck. I understand the original voice actors returned to reprise many of the roles, and while that’s awesome, it didn’t result in great performances; Scrooge himself sounds tired, uninterested, and going through the motions.

At this point, I’ve only completed two of the five levels, specifically the Amazon and the Himalayas. I’ll get to the others soon, but I kind of have been just nibbling at DuckTales Remastered in-between using shivs on Clickers in The Last of Us and getting heavily back into Rogue Legacy thanks to it being one of this month’s free PlayStation Plus downloads. Money you earn in every level can be spent to buy concept art and soundtrack songs, as well as fill up Scrooge’s money bin to the brim; I’ve not felt inspired to purchase many pieces of concept art. I won’t get too far into here, but I’m generally of the mindshare that concept art is not a reward, not something characters should be unlocking or purchasing. It should be there, probably before the credits option. That’s it.

Maybe I’d be more gushing if I had played DuckTales as a wee lad and spent hours unearthing every single hidden gem, that this reheat of a much-loved classic was everything and then some, but no. I wasn’t very impressed with another remake as of late either–Castle of Illusion Starring Mickey Mouse. Perhaps developers need to reconsider the reasons behind taking older games and putting them in new clothes and ponder if it is worth all the dressing up or not. For DuckTales Remastered, so far, I’m thinking no.

Balloon Diaspora is a game of odd, fascinating conversations

gd balloon diaspora overall impressions

I feel bad for anyone who isn’t still fascinated with balloons. It might mean you’ve lost your innocence, your childish wonder at the originally incomprehensible. Just fill this flexible bag with a gas, such as helium or air, and watch it expand, float, fly. Even now, I sometimes can’t understand it, and this probably plays into my fear of planes, big hulking machines of metal soaring through the sky and staying there for hours. A good chunk of media that I love heavily features balloons of all shapes, colors, and sizes, such as Nena’s “99 Luftballoons”, The Red Balloon, which I first watched in my high school French class, the robot’s best friend in Doki Doki Universe, and the balloons that debuff your characters in Suikoden, curable only by using a Needle. That’s only to name a few; I’m sure more balloons exist in my mind, floating just out of memory’s reach.

Balloon Diaspora, clearly by its name alone, is about balloons–hot air balloons, to be specific–but only in terms of plot. It’s really more about chatting with locals, strange stick figure folk whose culture is instantly foreign. I mean, they hunt for seagulls with fishing poles to begin with. But yeah, you, who I ended up naming K, arrived in a broken hot air balloon basket–which could be a reference to the strangeness that we know as Oz–and is looking to patch it up. K needs six pieces of cloth to patch the balloon up, and exiles from a place called the Balloon Archipelago are willing to help, for a little help in return. Fetch quests and dialogue trees abound; it’s like a JRPG minus the combat and boom anime babes.

Look, it all boils down to this: Balloon Diaspora is a series of interesting choices. Not right, not wrong, just choices–yours, whoever you believe yourself to be. My version of K came from across the Gusty Sea and was a very reserved, secretive, and compliant adventurer; I gave up little and went along with a lot. The game continuously asks questions that carry weight, but no tangible consequences. It evokes emotional agency and is an extremely effective way of empowering the player in a short period of time. Often in games where you are given a list of choices, it is easy to see them separates into different categories at a glance: friendly, unfriendly, neutral. Not here. I found myself hesitating at nearly every question tossed K’s way, thinking over the answers, considering all the options. One conversation resulted in only negative responses, and I had to determine which way was more in line with my thinking…and no, I wasn’t pleased with the pick.

Visually, Balloon Diaspora is a dark place. A void with little life, though what life lives there does stand out. The trees are unique, the non-playable characters, while similar in structure, do stand apart, and I love the way the camera zooms and turns as you point and click to maneuver through the levels. Color pops up now and then, used effectively. Equally sparse though is the soundtrack; sparse, but delightful. A somber, beautiful piano-driven piece plays as you travel from location to location in a friend’s balloon basket, and some text at the corner of the screen tells you that you can skip ahead any time you want. I never did. It’s too pretty not to hear. Other than that, I can’t recall too many other music pieces standing out as I searched around for a really good joke to trade for cloth.

The creators of Balloon Diaspora also have another game out, currently still in the works–the episodic Kentucky Route Zero. It looks atmospheric and astounding, heavy on the narrative, but I think I am growing weary of the episodic format. Life is Strange and Telltale’s Game of Thrones both seem really cool too, but I’d now rather wait until the entire season is done and can be played in a single sitting–or as close together as I like. That said, I’ll keep Kentucky Route Zero in mind for down the road and continue to look at balloons in childlike wonder.

If you want to give Balloon Diaspora a try, it’s free to download over here.