Tag Archives: adventure

2016 Game Review Haiku, #74 – The Quest for the Rest

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A far-out landscape
Choppy Polyphonic Spree
Songs, still uplifting

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.

Learning about gross insects with Aniscience’s help

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As a young boy in a public school on the East Coast in southern New Jersey, I had my standard fill of edutainment games, such as The Oregon Trail and Where in the World is Carmen Sandiego?. These were interactive experiences designed both to educate and entertain. Like, now I know that dysentery is a terrible thing for anyone to get, extremely detrimental to one’s colon and health, and that it will severely impact your chance of seeing the end of your covered wagon’s journey to Oregon’s Willamette Valley. But enough about the highs and lows of 19th century pioneer life because I’m here to talk about bugs. Flowers, too. But mostly those creepy-crawlies that, from my point of view, exist solely to freak me out and slither into my open mouth as I sleep.

Aniscience is a fine piece of edutainment, performing both actions of entertaining and informing well enough, though I do wish there was a little more interaction from the player. Well, easier interaction, to be honest. To start, it’s still in development. You can basically play a demo of the first level, and there are promises of more areas to come. Ultimately, Aniscience is a cutesy, mouse-driven journey about discovering nature, its laws, and the principal species of plants and animals. Or, in the case of the demo level, all things that live in the dirt. Y’know, insects galore.

Here’s how one plays Aniscience. You control the tiny brown mouse, either with the arrows keys or, I assume, if on some kind of touch-based device, with your figure. This cinnamon-brown mouse by the way reminds artistically of the characters from Eric Carle’s The Very Hungry Caterpillar, and I’m perfectly okay with. Anyways, by lightly dragging a magnifying glass over a selected object (animal or plant), you can get a page of facts on the screen. These are real, honest-to-science facts, too. I mean, look at all these common shrew details:

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Other than that, you can click (or tap) on the specific animal/plant in question to watch it animate slightly. That’s basically the experience, backed by a soft, friendly soundtrack of happy keyboard notes, as well as birds chirping. It’s inviting, simplistic, and visually pleasing. I still wish there was more interaction, like maybe comparing different bugs and flowers to one another or somehow modifying the scene, like adding in food or a predator and seeing how things change. Also, having to drag a magnifying glass over each and every thing you want to examine is tiresome. I get that the developers probably wanted a very straightforward control system, but I’d have preferred having the examine on one mouse click and the animation on another. It’s not a deal breaker.

Aniscience is a pretty fun way to learn about nature, even if some of the bugs are super gross. You are rewarded with exploring by learning about a new critter or flower, and while that might not sound immediately satisfying…it is. I wish you could collect these fact cards in some kind of journal, that way you could both have a goal of finding them all in one area and can easily pull them up later to view without having to go back to the specific thing in question and re-magnifying glass them. Again, not deal-breakers. I’m viewing this more from the “Is it fun as a game?” perspective, where I’m sure others coming to it just for education purposes aren’t even thinking about stuff like this. I mean, again, that mouse is pretty dang adorable.

2016 Game Review Haiku, #69 – Coffin Counseling

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Lord Dracula sad
Help cheer every monster up
Through talk, flips, lend ear

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.

2016 Game Review Haiku, #65 – The Visitor

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Ever see Slither?
This is that, with more clicking
Felt bad for the cat

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.

POLISHING OFF: The Unfinished Swan

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After polishing off Kung Fu Rabbit, I did another quick scan of the items closer to the top of my long, never not growing list of PlayStation Plus titles on the ol’ PlayStation 3, which still, to this day, probably gets the least attention from me. Yup, even my Wii U sees more turning on…granted, that’s mostly for Netflix in bed, but whatevs. I stopped on The Unfinished Swan, which, with its very name alone, demanded I jump back in, balls of paint at the ready, and complete whatever was left to complete. Turns out, not all that much.

It’s weird to realize that The Unfinished Swan is a game I totally played earlier this year, but them’s the facts. By the time credits had rolled, I had done a majority of everything there was to do, save for find all the collectibles, which in this game took the form as balloons hidden in the environment, and launch a blueprint box in the air at two different amounts of height. Anyways, to get those last ones, you first need to find all the balloons, as doing that then gives you access to the sniper rifle–calm down, Call of Duty players, it still only shoots paint and only for non-violent reasons–which helps to knock tossed items higher into the sky.

Honestly, the gathering up of balloons wasn’t as bad as I might have expected. I must have gotten a good chunk of them on my initial playthrough. However, maybe you are like me though–and if so, I’m sorry–and the thought of replaying entire sections of levels you just played to get a specific item or two can seem like too much or not a big barrel of fun, considering it isn’t anything fresh or unexpected. That said, with the help of the “balloon radar,” which fills up as you get closer to a collectible, it wasn’t too bad to find the remainder, except for the levels at the end of the game, which are dark and shrouded in shadows and spiders that only want to hurt you. At one point, I knew a balloon was somewhere nearby, but I had little light at my side and just started tossing paint balls left and right, eventually hitting it–talk about a shot in the dark.

After all that, I took one look at “Minimalist,” a Trophy asking the player to reach the Watchtower from the game’s opening level without throwing more than three paint balls, and an even harder look at a text walkthrough of how to do exactly that before deciding “no thanks” and uninstalled The Unfinished Swan from my PlayStation 3’s hard drive. To me, this swan was more than finished.

Completing a game doesn’t often mean finishing everything there is to do. For many games, long after I’ve given them a haiku review and post of final thoughts, there are still collectibles to find, side quests to complete, things to unlock, challenges to master, and so on. POLISHING OFF is a new regular feature where I dive into these checklist items in hope of finishing the game as fully as possible so that I can then move on to the one hundred and thirty-eight million other games begging for my attention.

 

2016 Game Review Haiku, #63 – Trick & Treat

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A haunted mansion
Perfect for party, puzzles
Too many bad ends

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.

2016 Game Review Haiku, #62 – The Writer Will Do Something

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ShatterGate must thrive
Cue emergency meeting
Now play the blame game

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.

2016 Game Review Haiku, #61 – Cosmic Song

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Unite animals
In this colorful, aural
Retro countryside

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.

2016 Game Review Haiku, #58 – Escape from the Planet of the Dravids

2016-gd-games-completed-escape-from-the-planet-of-the-dravids

Crash land on planet
Survive, gather up items
Escape loopy tunes

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.

Rescuing a village of emotional fruit people is just what you do in Karambola

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Here’s a funny coincidence: I played Karambola, and then, the next day, ate some carambola, for the first time, as part of a fruit salad when visiting family for babies and a BBQ. I found the starfruit to be quite sweet, but maybe my taste-buds are off as I was the only one to think this. Others claimed it as bitter. To me, it tasted like a sweeter grape–no, not the cotton candy kind–and I am officially a fan. I’m also a fan of the point-and-click adventure-in-your-browser game Karambola, strange as it is, an artsy mix of bitter and sweet, a satisfying snack in the end.

First, if anything, Holy Pangolin Studio’s Karambola has reminded me of a great sin–that I’ve not yet played Samorost 3 this year despite totally saying I wanted to. These games swim in the same bizarre and silly point-and-click adventure pool where everything is all at once familiar and slightly unsettling. I mean, in this one, a flock of evil bird-thoughts–which I assume are standard endothermic vertebrates that happen to bring about unwanted thinking to those they encounter, like gray clouds hanging overhead–attack a village of peaceful and, might I add, emotional fruit people. Unfortunately for our titular protagonist Karambola, all of his friends scatter, lost to their own inner demons, and it’s up to you to bring them back via some smart if unconventional puzzle-solving clicking.

Each distraught villager is its own scene and puzzle, and some are easier to figure out than others, but all clues are directly in front of you, distorted or purposefully blurred, hidden in the environment for you to find. Still, everything is eventually doable with enough thinking and clicking, and you are then treated to a little animation of the emotional fruit-headed villager coming back to reality and happiness, color washing the screen clean. Then it is back to the Mega Man-esque level select screen to save the next downer, until all hope is returned.

Music and sound effects are vital to Karambola‘s storytelling, especially since you only get a screen of text at the start to explain the setup and then nothing more. Audio helps sell these villagers as villagers and sets the tone for each scene, whether it is the rhythmic lighting up of windows or muted guitar chords as a pinecone-headed figure cries into a wooden tube in the woods. A lot of the music is low, soft, clearly atmospheric, and it mixes strongly with the colorless, almost sketch-like artwork of the fruit people against the water-colored backdrops. There’s also a really fantastic little musical loop that plays when you click on the evil bird-thoughts to get a glimpse of unspoken story in their silhouetted bodies. Some of the bands on the soundtrack include Bird of Either and Avell, which are both new to me.

Lastly, some linkage. I know, I know…I just linked to some bands’ Facebook pages, but these are the more game-relevant ones. First, check out this interview with Karambola‘s creator Agata Nawrot. Second, give this oddball of a game a shot by clicking here and enjoying it in whatever browser you like to use. I played mine in Mozilla Firefox, for what it’s worth. Lastly, fruit flies are the worst, but evidently evil bird-thoughts are much worse, so don’t let your guard down. After all, there’s never been a better time to be playing videogames than right now.