Tag Archives: adventure

2019 Game Review Haiku, #25 – SEPTEMBER 1999

VHS footage
Of a house, chainsaw gone wrong
Short, effective trip

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #24 – Zoe and the Polypantheon

A field trip, now trapped
Make sacrifices for gods
Got gummi ending

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

If you play Pikuniku, you’ll get free money (not really)

With a name like Pikuniku, you’d think this game would be harder to explain or some kind of Pokemon offshoot, like Hey You, Pikachu!. It is, in fact, deceptively simple, and that’s not at all a bad thing. Weird, for sure, but weirdly simple, and I’m sitting here smiling just thinking about it. Before you read anything further, I highly suggest you put this game’s soundtrack from Calum Bowen on.

Right, so…Pikuniku is an absurdly wonderful puzzle-exploration game that takes place in a strange but playful world where not everything is as happy as it seems despite all the bright colors and bouncy tunes. You play as a “monster” from a cave and must help out a number of peculiar characters overcome struggles, uncover a deep state conspiracy, and start a fun little revolution in this delightful dystopian adventure. Down with robots, as they say, and don’t let the free money bit fool you; when it comes to money, nothing is ever truly free.

The main thrust of Pikuniku is its platforming, which I can liken to things like Night in the Woods and LittleBigPlanet. A bit floaty, but you can still get to where you need to go and, if not, try jumping on a tree, cloud, or citizen for extra reach. After that, there are several light-hearted puzzles to deal with, but none of them are overly complicated, and the same can be said of the boss fights, which are fun and easy, grandiose even, and that’s all good. I’m not a huge fan of splatformers–I just started to play Celeste, and I don’t see myself getting too far up that mountain–and sometimes I just want to jump around in a relaxing fashion and explore the world leisurely without being chased by some nightmarish monster or having to have super reflexes when it comes to pressing buttons and landing on teeny-tiny platforms.

As the red “beast,” you can run, roll, and kick things, and the animations for all these actions are smooth and hilarious to see happen. Plus, you can put different hats or cosmetics on the main character to change its look and perform specific abilities, such as the watering can hat that lets you water flowers to reach new areas via jump-pads. There are coins to collect, along with trophy statues and small scenes involving bugs, but all these are just that–collectibles. The world is full of fun characters to interact with, ranging from web-spinning spiders to round worms to people that look like they came straight off the pages of the Mr. Men books. The dialogue is goofy and enjoyable, and it is worth chatting with characters just to get a vibe for how they live in this world, and you’ll occasionally get a dialogue choice though it definitely doesn’t make a big difference overall.

Alas, I did not get to try out the co-op mode of Pikuniku, but that’s okay, as I can only imagine it being slightly frustrating considering the somewhat non-precise controls for steering your character and hitting rocks around. But it’s there if you want it. The main story mode is only a few hours long and pretty linear, and I played through it in multiple phases, usually pausing after a boss fight; a part of me wanted to go back and find all the hidden collectibles, but I didn’t get a sense that anything would truly come of it…so I’ll leave those for others to gather up. I wonder how many hats you can get, too.

As it currently stands, Pikuniku is one of my favorite games of the year so far. It’s delightful. It’s quirky and embraces its strangeness, and I love that. Don’t be surprised when it shows up on my end-of-year GOTY list.

2019 Game Review Haiku, #16 – Colorful

A blank and white town
Needs its bright colors restored
Just click everywhere

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #13 – The Librarian

Something is amiss
In the library, head off
Evokes great secrets

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #12 – Once Upon a Spirit

Crow steals child’s soul
Switch to spirit realm, find it
Could use editing

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Cyberpunk romp Technobabylon shines with futuristic style

I desperately want to play Unavowed, but I have other point-and-click games from Wadjet Eye Games in my collection to get through first, along with nearly a  bajillion indie downloads from itch.io that all look super neat, such as Robin Morningwood Adventure and The Librarian. However, for this post, I’m talking about Technobabylon, which came out in 2015 and is a substantial reworking and expansion of James Dearden’s trilogy of freeware games that debuted back in 2010. I never tried them then, so this is all new information to me, but clearly Wadjet Eye Games saw something special in them initially.

Technobabylon is set in the city of Newton in the grand ol’ futuristic year of 2087. In this world, genetic engineering is the norm, the addictive Trance has replaced almost any need for human interaction, and an omnipresent AI named Central powers the city. CEL agents Charlie Regis and Max Lao are investigating a serial killer calling himself the Mindjacker who is tapping into the neural wiring of seemingly ordinary citizens, stealing their knowledge, and leaving them dead. Yikes. On the flip-side of this, an agoraphobic net addict named Latha Sesame might be the next target. However, Charlie’s past comes back to haunt him, and he and his partner find themselves on opposite sides of the law, with Latha’s fate stuck right dab in the middle.

Gameplay is your traditional, old-school point-and-click affair, and that’s perfectly fine. I know what I came here for, loving just about everything about previous works from Wadget Eye Games, namely the Blackwell series, Gemini Rue, A Golden Wake, The Shivah, and, heck, even Two of a Kind. You’ll acquire items into your inventory, combine them in strange ways, or simply exhaust dialogue options until you start making things happen. Technobabylon features multiple protagonists, and each one also has access to different bits of technology, such as the Trance or logging into Central. This helps open up options for puzzles while still keeping everything within the same system…though I fear it could become overwhelming down the line.

Speaking of that, there’s a ton of world-building going on here in Technobabylon. It’s seemingly a mix of things like Blade Runner, Black Mirror, and Ghost in the Shell…though I’m not sure how successful it is everywhere. For instance, I don’t fully understand how the Trance works, nor do I grok what “wetware” ultimately is or does, but maybe the point isn’t to fully explain everything happening in this dark, somewhat desolate future. You believe it works as they say it does and go with it. I also may not have paid as close attention to some bits of dialogue, so perhaps the fault rests on my shoulders.

I’m currently somewhere in chapter three of Technobabylon and am enjoying it greatly. I’ve only used an online walkthrough now and then after I felt like I had truly exhausted all my options, and the solution often makes me feel slightly stupid for not figuring it out on my own first. Oh well. That’s how some of these point-and-click adventure games go, I guess. If you miss picking up one single item, you are doomed, like I was for not finding the mag coil before entering Mr. Van der Waal’s apartment, which left me flustered on how to get the dang pistol out of the bloody Jacuzzi. And I do mean bloody.

I’ll keep plugging away at Technobabylon, though it seems like a longer game to get through. At least once I’m done I can move on to other point-and-click adventure games in my collection, many of which have been waiting patiently, for years, for me to…well, point and click on them. We’ll get there, I promise.

2019 Game Review Haiku, #9 – Dark & Cold

Light your way through dark
Find a stranger, a way out
Short journey upwards

And we’re back with these little haikus  of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #7 – What Never Was

Loot grandpa’s attic
For journal entries, puzzles
Travel by magic

And we’re back with these little haikus  of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

See what horrors The Doll Shop holds at your own risk

Naturally, I was drawn to The Doll Shop for its beautiful watercolor artwork and depiction of life in the Japanese countryside, not its focus on dolls. I’m not into dolls in general, but I’m really not into dolls that look like little children or come alive and are violent. Maybe I watched Child’s Play when I was too young or maybe I still can’t get that episode of The Twilight Zone out of my head where a ventriloquist’s doll is both alive and neglected, replaced by one called Goofy Goggles, and exacts revenge on his master by flipping their roles; that said, I’m perfectly fine with nesting dolls. Either way, they aren’t for me, but that doesn’t mean they aren’t for others. Such as the main protagonist in The Doll Shop, a young man in his twenty-somethings that repairs dolls for a living, though I don’t think we ever learn his name…

The Doll Shop comes from Atelier Sentô, which is a French duo, specifically Cécile Brun and Olivier Pichard. Their work is often based on their travels throughout Japan. This one is set in a small, desolate village during the winter. The village is still reeling from a girl disappearing weeks ago, but life goes on, especially for our leading lad, who is repairing broken dolls while also collecting butterflies in his shop’s back room. However, he is harboring a great and terrible secret, and when a childhood friend returns to the village and reconnects with him, he finds himself unable to not contain what he has done.

The game is a mix of horror, romance, and light puzzle solving. It’s both a point-and-click adventure and visual novel, and the game offers you several choices to make throughout your days in this cold, dark village. These will affect your ending, of which there are three to see, and you can also collect posters as you explore around. The only tedious part of The Doll Shop is when you have to constantly dip your paintbrush in the paint after each action you take to fix the doll, but that’s a minor complaint at best. Everything else is sublime and beautifully done, though I do wish there was more things to click on and get descriptions of, especially when it comes to things like bath-houses and shrines, which, as an American who has never really left the country, except to go to Canada, I do not have a lot of experience with.

The graphics for The Doll Shop were hand-painted with watercolors by twenty-three students over three days in January 2018 during a workshop at the ECV art school in Bordeaux, France. Each student selected a part of the background, such as a tree, house, or mountain, and drew a sketch of it on paper. Next, they used a light pad and an 8B pencil to copy it on to watercolor paper. After that, the drawings were painted with watercolors. Finally, all the drawings were scanned, cut out on Photoshop, and incorporated into the game, which was made in Unity with the Adventure Creator add-on. The results are simply stunning, both in motion and as simple stills; I personally loved the look of all the buildings as I explored the village while the snowfall changed from light to heavy and back to light, all backed by a wonderfully quiet yet atmospheric soundtrack.

Anyways, just like with every Metal Gear Solid game, you get a progress screen at the end to tell you how you did and what is left to uncover. If I was to make up a title based on my work, I’d say I earned Gossamer-winged Butterfly. Right. Moving on, my results after the first playthrough of The Doll Shop are as follows:

I don’t plan to replay The Doll Shop. My story is my story, and those choices I made are locked in place. Ending B is all she wrote. I tried to play the main protagonist as a broken man breaking down, desperate for help, but sometimes unable to speak the words. He did terrible things and is terribly troubled, and soon everyone will know. I hope he gets help, and I mourn for those in mourning, now burdened with extra trauma. Yet another doll story to forever stay in my mind and haunt me for years to come. Thanks, Atelier Sentô.