Tag Archives: adventure

There is no story in The Tiny Bang Story

gd the tiny bang story final thoughts

I think I ended up getting The Tiny Bang Story in one of the first Steam sales I ever participated in, grabbing it because it was über inexpensive and had a fantastic, whimsical art style, similar to Machinarium. I then allowed the casual point-and-clicker to sit quietly and ignored in my Steam library for a good while, eventually giving it an unsuccessful go during my Extra Life stream this past October. Yeah, turns out, playing slow-moving, atmospheric puzzlers does not make for thrilling entertainment, nor does getting stuck in the opening chapter because I couldn’t locate X, Y, and Z. Still, something was there, and so I returned to Colibri Games’ indie mosquito-catching simulator recently to solve every puzzle it contained.

But first, here’s the most disappointing thing about The Tiny Bang Story–there is no story. At least not a solid narrative throughout. Sure, there’s some light setup, but it is just window dressing for…item gathering and random puzzles. See, life on Tiny Planet was pretty relaxing until a great disaster struck–a meteor, that is! Now everything is a mess, and it’s up to, the player, the one with the power to click a mouse button, to restore Tiny Planet back to its peacefulness. You do this by fixing a variety of machines and mechanisms, as well as collecting hidden jigsaw puzzle pieces. That’s the story, and that’s all you get. The rest is left up to your imagination because you’ll get absolutely zero clues no matter how many times you click on those characters.

The gist of the gameplay involves clicking. Click on stuff until a sidebar pops up to tell you what to collect and how many in order for the selected item to work. In reality, The Tiny Bang Story is a very pretty “find the hidden items” game, the kind my mother and I used to play together on the Nintendo DS. There’s no time limit to any of the puzzles, and the game autosaves at nearly every turn, so if you are tired of straining your eyes in search of that one, teeny, tiny light-bulb you can always come back to it later. Which I did. Many puzzles are logic-based while others just ask to you click around enough times; I found a few to be initially difficult because, since there is no story or even text in this game, I did not know what was desired. I struggled the most with the puzzles based around sliding or rearranging tiles because I’ve never been any good at those.

Okay, besides the lack of story, I do have another peeve to pick: the hint system is tedious. In games like Professor Layton, you can collect hidden coins in the screen to spend on clues to help you solve puzzles. That idea is here, too. Sort of. On every screen you visit, there are blue mosquitoes that softly buzz around; if you click on them, you’ll collect them in a bubble at the top right corner, and once you have enough, you can summon a single mosquito to circle around a specific area if you missed something or don’t know where to click next. Fine, fine. Except clicking on the tiny bugs is harder than you first imagine, and then you quickly realize you’re going to need to click on far too many of them just to get a single hint. Like, I think maybe at 14 or 15. No thank you, I’ll just look up an online walkthrough.

Now, while many of the puzzles were hit or miss, the enchanting soundtrack was always spot on. After you complete a chapter, you get to play with the jigsaw puzzle pieces you collected along the way, filling in the picture of Tiny Planet itself. These moments are so soothing that I found myself moving each piece into its slot slower and slower, not wanting it to end. Some might see this as a rather boring task in a game, but the soundtrack and visuals work in unison here to really create something atmospherically pleasing. Plus, the picture in the puzzle moves–kind of like photos in the Harry Potter universe–which helps keep you immersed in completing it.

I thought The Tiny Bang Story was going to be something else, a more narrative-driven adventure game. What it ultimately is isn’t bad; in fact, I had a pretty good time in its kooky and unexplainable world, especially playing around with those jigsaw puzzle pieces at the close of every chapter, but I think this means I need to whet my point-and-click adventuring appetite and finally get around to Beneath a Steel Sky or To the Moon. Or just be content that I recently played Botanicula and it was everything I wanted it to be.

Ridding a lambent tree of every evil, parasitic creature

botanicula pc early impressions gd

Originally, despite having owned a copy of Botanicula for a good while now, I was planning to experience it firsthand raw, in the flesh, during my Extra Life stream in this past October. However, when I went to load it up, something turned wonky with my streaming program and was not able to capture footage despite being able to capture other windowed games prior. Instead of sitting there and pounding my head against a metaphoric wall, I moved on to another title to keep the action hot, but always planned to get back to Amanita Design’s bug-based point-and-click adventure game.

So, what’s the narrative all about? Botanicula centers around a rag-tag group of tree-dwelling creatures searching for the last seed of their home, a giant tree unfortunately infested by evil parasites. Sure, this excursion sounds ultra serious and something the U.S. EPA could get behind, but there’s a great deal of humor to eat up thanks to the game’s zany five heroes and creative critter designs. For the first half of the adventure, the game’s environments and clickable bugs are bright and amusing (for example, the tambourine bug above), though things get pretty dark by the end, both figuratively and literally. Either way, it’s a straightforward story with a lot of personality, but few surprises–and that’s okay. It’s good versus evil, life versus nature, cute bugs versus villainous spiders.

Gameplay-wise, Botanicula is a puzzle game, one that often asks the player to think outside the box. That said, many puzzles simply devolve down to clicking/tapping on the most obvious of things on the screen (the bugs themselves, large plants, strange items) and watching what happens; generally, something happens. There is no in-game hint system or even text-on-screen guide to point players in the right direction, but the puzzles never got to the place where progress felt unmovable. Every screen has a number of tiny secrets to discover, too. My favorite section was about midway through the journey, when the gang arrives in a large village of problematic onion houses, asked to gather a number of birds to help run a machine. The puzzles here were sometimes isolated to a single house, while others gave you items to use elsewhere. Still, this is more a point-and-click exploration romp than an adventure game.

Let’s pause and talk about Botanicula‘s soundtrack. Which is astounding. The constantly unpredictable and tinkling audio is supplied by the Czech band DVA and is peppered throughout the game in numerous ways. Some scenes are interactive, with you making the music by bouncing on mushrooms or clicking bugs in a certain order, while other tunes are rewards for solving a puzzle or making some insect happy. It’s all very pleasing, except when it is scary, and then it is terrifying.

Last year, I finally got around to playing–and completing–Machinarium, which is truthfully no easy task. Some of those puzzles were absolutely maddening, and yet I couldn’t not solve them. Amanita Design’s games brim with color and character, not to mention colorful characters, and the switch from robots to bugs in Botanicula does little to change that hard-earned fact. I think I ended up looking up a single puzzle solution this time around, and it turned out I was on the right track to solving it myself, but just didn’t take it all the way there. Your inventory never becomes bloated, and it is usually pretty clear where you need to go or what you need to collect to move forward.

In total, Botanicula took about three to four hours to get through, and I ate it up in a single sitting over the Thanksgiving break while enjoying some quiet time down at my father’s place in South Jersey. As you go along and encounter all the various friendly/non-friendly insects, you collect animated cards of them; if I had been playing a Steam version, I think those are all related to Achievements. Anyways, I didn’t collect them all by the time the credits rolled, but I got enough to open up two bonus menu items after completing the game. I might YouTube what you get for collecting all the cards. Either way, I’m so glad I finally got around to ridding this tree of evil bugs; it was an odd little trip, but without a doubt memorable.

Dakota Winchester’s Adventures are everything save adventurous

dakota winchest this doesn't work capture

Over the years, I’ve occasionally dabbled in a few “mouse only” point-and-click adventure games from the people at Carmel Games, namely Habla Kadabla and a few others that I never got around to writing about. They all share a very similar style, both in terms of art, humor, and puzzles, and while none so far have been anything to drop one’s jaw at, they can periodically be enjoyable and an okay way to kill thirty minutes. Not amazingly great, not terribly offensive–just these strange, small adventure titles that ask you only to click and exist in what I imagine as some kind of shared universe, where everyone stands stiffly forward, eyes wide open, voiced by one singular, ultimate power.

So, why’d I pick the subject of today’s blog post to experience? It had to be that Dakota Winchester is clearly trying to ape Indiana Jones, and any time that happens I just have to see how it goes. I mean, Indiana Jones, at least for me, made archeology exhilarating and cool, rife with danger and discovery. And before you weigh in on the current state of Doctor Jones, no, I’ve not seen (and probably won’t ever see) Kingdom of the Crystal Skull, though I did play the LEGO videogame based on the film, which wasn’t terrible. Mostly due to LEGO figs.

Anyways, in the first leg of this episodic journey, intrepid Dakota Winchester travels to some island via Gustavo Cruises in hope of solving the mystery behind Hilda’s box, which is rumored to contain the secret of eternal life. However, in order to open it, he first has to find three unique rubies scattered across the globe. To do this, you speak with people, collect items, and use items on other items/people to make things happen. The main goal here is that Winchester needs to find two rings to open up a temple door, and it’s all straightforward stuff until the final puzzle, where I wasted at least five minutes not realizing there were additional layers on the rotating ring that could be moved. The “To Be Continued…” screen popped up after 21 minutes.

The second episode has a much fuller title of Dakota Winchester’s Adventures Part 2: Cactus City. That means the first episode should probably have been called something like Part 1: Gustavo Cruises or Part 1: Temple of Ring Doom. I don’t know. I’m a stickler for consistency. Anyways, this one only took me 12 minutes to find the second of three plot-vital rubies, and the gameplay structure remains the same. However, there’s one part where you need to find a pickaxe through a bunch of steps to hit a rock in a mine, but if you look in the background art for that very same mine…you’ll see a pickaxe inside a cart. Naturally, you can’t simply click on that one; a strange shortcoming.

According to the credits, James Kaylor handled the voiceover work. All of it. Yes, even the female characters, which you can hear instantly as a man trying to pitch his voice higher to speak like one of those newfangled women in their super screechy tinny talk. I can understand the difficulties in finding additional actors to help record lines, but maybe the better idea is to have it be text-only, which could use a fair shake of copyediting. Sure, you can turn the audio off, but that doesn’t mean you can ignore the fact that it sounds extremely amateurish and is there from the start. Some of the music from the first two episodes comes from Kevin MacCleod–remember that awesome soundtrack from 400 Years?–so that’s at least pleasant to absorb. The background art is pretty good, too.

I have to assume there will be a third episode down the line to unearth the third ruby and see what’s ultimately inside Hilda’s box. I don’t suggest anyone play to see what happens, but I’m now at least curious enough to want to know. Maybe sooner than later I should actually play the Indiana Jones point-and-click adventure game in my collection. Y’know, the one called Indiana Jones and the Fate of Atlantis. Hmm. We’ll see.

The Deepest Sleep’s nightmare ends and begins anew

the deepest sleep capture

I kind of planned my playthrough of Deeper Sleep just perfectly to line up with the release of the third and final game in the trilogy, The Deepest Sleep, which came out last week. Alas, my weekend was busy full of party planning, party partying, and party recovering, so I only just got around to returning to the darkness last night. The sad truth is that all three of these games are small, quick adventures, ones you can burn through each of them in under 10 to 15 minutes if you really put your heart in it, and so I did my best to make this last as long as possible, and thanks to a game-stopping glitch, it definitely stretched my playtime.

Right. So, at the end of Deeper Sleep, you go down a dark well and find a terrifying “To Be Continued” screen. In this one, it starts with you trapped in a bed, then finding a flashlight, and then in some cult-like building with a bunch of seemingly random rooms to explore. Hmm, all right. Granted, you can always brush aside anything in dreams since reality-based reasoning has no place there. The Deepest Sleep feels both like a continuation in the series and its own unique thing, especially when you come across the newer mechanics not found in the previous two adventures.

I think you could die in Deeper Sleep, but I never did. Yeah, you’re impressed over my pointing and clicking skills, calm down. That said, I perished in my dreams at least four or five times in The Deepest Sleep, and these unfortunate failings stem from the fact that there is a time-based puzzle and stealth-themed bosses to avoid. Wait, is it true that if you die in your dreams…you die for realsies? Uh oh. Let’s not contemplate how I’m typing this blog post any further. Anyways, there’s one puzzle where you have to escape a grouping of three rooms swiftly or succumb to the Bottom Feeders, demons that thrive on darkness; naturally, I didn’t even realize this was happening until the YOU DIED screen popped up. Then you’ll come across a crazy-looking worm boss that can sense quick reflexes, so you have to tip-toe around it or get devoured, and these scenarios are tense and fantastic.

One of the final puzzles in the game revolves around collecting four chunks of stones with markings on them and placing them in a thing on the wall which, when put in the right order, will open a hatch and reveal a ladder. The order placement of the stones is determined by a drawing you find earlier, which is randomly generated, and I put the stones in the right place, but the hatch refused to answer. I even watched an online walkthrough where someone got the same pattern that I had, so I couldn’t figure out how to get past it. Granted, shortly before this stone puzzle, my Adobe Flash plug-in crapped out and I had to refresh the browser, so maybe that had something to do with it hiccupping.

The Deepest Sleep does some interesting things with its story to bring it full circle, but leaves a lot of room open for questions. Alas, they won’t ever get answered, unless scriptwelder decides to go back for more with The Deepest Sleep That Ever Deeply Slept.

Something continues to lurk in Deeper Sleep’s darkness

Deeper Sleep final impressions

I’m not going to deny it–I still think about Deep Sleep. It’s a really short, browser-ready atmospheric point-and-click adventure game I played last year that, by all means, should’ve just been a thing that ate up a few minutes of my day and then disappeared into a void, not worthy to take up space in my actual sliver of brain memory devoted to gaming. Trust me, over the years, I’ve dabbled in a number of instantly forgettable yet fun, small games, just things that you experience for a moment and then move on. In fact, Deep Sleep inspired me to try some of that very popular “talk and play games” video stuff, though I’ve not really done much else with that medium since.

Anyways, Deeper Sleep is the direct sequel to Deep Sleep, where you basically find yourself stuck in a waking nightmare. The original game had a wonderful sense of atmosphere, a murky, pixelated look, sounds that could shake you still, and some highly tense action moments where timing your clicks was vital to staying alive. I really loved it, but never moved on to the readily available sequel…that is, until now. Also, this is my fiftieth game beaten in 2014, and we’re only halfway through the year, so we’ll see if I can break one hundred or not by the time that big ball in New York City drops.

In Deeper Sleep, you go to the library to investigate more about lucid dreaming, seeing as you are now obsessed with the subject. Unfortunately for you, the world dissolves, and you find yourself back in the nightmarish stomping grounds from Deep Sleep. This time, however, you get to learn a bit more of the world(s) and its inhabitants through a prisoner and his various dialogue options though, when I think about it, that’s all this prisoner is there for, so could be totally skipped or missed by some players. Regardless, it is much of the same pointing and clicking and scouring of dark rooms for clues or items that can help you progress. I believe the inventory system remains the same, too, so it should be familiar territory for many.

Overall, I found Deeper Sleep to lack a clear goal, which, let me tell you, is basically descend down the well in the woods and see the “to be continued” screen. And don’t get killed by the creepy girl in the attack. However, in the original game, you didn’t want to be asleep, and so your goal was to find a way out, a means to wake up. Here, you are probably not surprised to find yourself back in this maddening dream-world, and all you want to do is find out more about it…but where and how is never explicit. Once you are able to unlock the door to the outside woods, the game sort of becomes convoluted, having you wander this way and that, and there are two paths that are extremely difficult to notice, which made puzzle-solving impossible until I looked up a walkthrough to see what I was missing.

The use of items always makes logical sense, such as putting batteries in a flashlight and combining thread and the sewing needle, and then using them on key parts of the screen is easy enough to figure out. I just worry that a few of the locations are purposely hidden and shrouded in gloom to force the player to initially miss them, elongating their plight. This proved extremely frustrating, as I felt like I was on a good track for most of the game until I hit the outdoors and that empty flour bag puzzle and had no idea how to fix the bag without thread; nope, going back to the room with the sewing machine resulted in nothing. Turns out, I had just missed a path four or five times in a row.

There’s a collectible this time around in the form of scraps of paper, which ultimately make up one complete note. These are depicted as tiny balled-up wads of paper, often in plain sight, but also easy to gloss over. I got 14 out of 15 by the end of the game, so yeah…no idea where the last one is hidden. Either way, it’s a decent thing to collect that also tells us a bit more about these lucid dreams, but also a bit of a cliché in the survival horror genre, as I think you pick up notes in both Slender Man and Daylight, as well as a number of others.

While Deeper Sleep doesn’t pack the same punch as the original game, both in terms of scares and exploration enjoyment, it’s still a worthy, entertaining adventure to see through to the end, and I’m very much looking forward to the release of The Deepest Sleep, the last in the trilogy, in just a few days.

Gnoming the Minnesota countryside for more answers in Puzzle Agent 2

puzzle agent 2 screenshot

Look, I think Telltale Games really messed up in how they presented Nelson Tethers: Puzzle Agent and Puzzle Agent 2 to adventure and puzzle fans worldwide. They are not two separate games, but rather one cohesive story broken right down the middle, with some faux resolution to make one feel like they finished something when in reality, all they did was open the floodgates for further answers. Answers that would have to wait for a second go-around. If we could travel back in time and I could get a job at Telltale and confidently speak up during one of those early brainstorming meetings, I’d rename them as so: Puzzle Agent, Act 1 “Acer Eraser Chaser” and Puzzle Agent, Act 2 “Gnome Man’s Land”. You’re welcome, everyone.

But really, that’s just me being picky over the fact that these are clearly meant to be played together. One, then the other. I mean, I have no idea how anyone could play Puzzle Agent 2 and not have experienced the story from the first game and still understand what is happening in this dark, disturbing tale of disillusionment and dementia. Everything is connected, and nothing is hamfistedly explained for the player a second time round. You either know who Isaac Davner is or you don’t. It’d be like if the first act of Broken Age had been released with the full implication that it was, for lack of a better way to put it, a complete and finished product. People would have gone bananas-infused crazy if that had been the case, but granted, from what I can tell, the two Puzzle Agent games are small fish in the big adventure games pond. And what a shame that is.

Puzzle Agent 2 is more or less the very same game as Nelson Tethers: Puzzle Agent, with one pretty key difference between the two: difficulty. In the original game, I found many of the logic puzzles to be absolutely mind-hurting and found myself looking up answers online even after I used all three possible pieces of hint gum. It’s no fun getting stuck on a puzzle in these kind of games because it basically means you can’t see any more, and I felt like the majority of the puzzles were just too obtuse or unfair, though maybe the later Professor Layton games really softened me up. That said, I looked up maybe two to three puzzle solutions at most in Puzzle Agent 2, finding many of them almost ridiculously easy and simple. Guess you can’t have your cake and eat it too.

The strange story of a shutdown erasers factory and the Hidden People whispering in the woods continues on and on in Puzzle Agent 2, with Nelson Tethers returning to Scoggins, Minnesota to finish what he started. Alas, he has to use up all his vacation days to do so as the FBI believes everything is cleared up. Immediately upon arriving, Nelson feels unwelcome and receives a mysterious note that highlights the fact that many others have gone missing, not just Davner. Your first step is figuring out who, in what order, and why. Naturally, you’ll do this by talking to locals, running down dialogue options, and solving puzzles. It’s quite perfunctory and by the numbers, but it’s also really great and entrancing thanks to the tone, delivery of the voice acting, and Graham Annable’s unsettling art style. Seriously, there’s some fantastic dialogue here, especially between Nelson and newcomer (and potential love interest) Korka, and even more fun-to-watch cutscenes thanks to a bump in the animation department.

However, there was one puzzle that really disappointed me. It’s one of the final puzzles in the game, where Nelson is running from some people and trying to find a thingy. I believe the instructions were telling me to draw lines from certain floating items in a specific order to help keep Nelson focused on the task, but I failed every time, and this is one of the rare puzzles where you are being timed and have to act fast. I felt very confused from the word go, and I blame the instructions, as they weren’t very clear. I had completed all the other puzzles up to that point, so it was frustrating to see one slip by, especially that close to the credits.

This time, thankfully, when Puzzle Agent 2 ends, it ends. Though there is a postcard-size hint that maybe a third adventure, one not set in Scoggins, could happen down the line, but given that Telltale Games is now working on four episodic adventure games series concurrently…I doubt anyone is really pushing for more Nelson Tethers action. I mean besides me. Let me know if I’m not alone in this. Heck, if a potato salad can see rise to a great Kickstarter, why not Puzzle Agent 3: The Bermuda Bummers? Let’s do this.

Nelson Tethers: Puzzle Agent is solving mysteries in Scoggins, Minnesota

puzzle agent first impressions

I think Fargo is a really great movie; I remember the first time I saw it, some ironically cold, wintery night in my freshman year of college, on one of those many weekends my roommate went home to see his parents and friends and left me to my lonesome–which, in the grand scheme of things, was perfectly fine by me. We were not meant to be. I had the lights off, the volume up, and my eyes glued to the screen. It’s a humble movie about small people committing big crimes, all for, to quote Marge Gunderson, “a little bit of money.” So far, I’ve seen the first episode of the Fargo TV show and really liked it, so here’s hoping it comes to Netflix down the line.

Anyways, that intro paragraph exists because I played a bit of Nelson Tethers: Puzzle Agent last night, which clearly takes inspiration from Joel and Ethan Coen’s 1996 cult American crime flick. Both are set in Minnesota, and both rely heavily on accents and smallfolk quirks to sell the setting’s personality. Granted, one deals with murder and kidnapping, and the other an accident at an erasers factory, so there are some slight differences in tone, but a mystery must be investigated nonetheless. Which brings us to the titular Nelson Tethers, who works for the Puzzle Research Division of the FBI; this is his first field assignment, and he’s humble enough to really want to do a good, thorough job, impress the higher-ups. As soon as he arrives, Tethers begins to see that this quiet, snowy town has a few extra secrets slinking in the shadows.

Puzzle Agent is a puzzle-driven adventure game in the same vein as the Professor Layton series. There’s a story at play, but to see it unfold, you’ll have to solve seemingly random puzzles–though some are definitely more themed for the plot than others–and these range from jigsaws to answering a question based on a specific set of rules. I think I even ran across a “bug grouping” puzzle that I also recently found in Professor Layton and the Azran Legacy, which I need to get back to sooner than later. You can collect pieces of chewed-up gum (gross), which act as hints for puzzles, and naturally, you get rated for how many hints you used and how many wrong answers you submitted. Other than that, you’ll question people via your trusty notepad of topics á la L.A. Noire and examine scenes, though there is no inventory to manage.

Visually, Puzzle Agent is a delight. It has this wonderful art style from the creator of Grickle Graham Annable, which is a really cartoony look, and you can see it so when the cutscenes zoom in on characters and you can make out the pencil lead in their outlines. As an artist, I dig this, though I get why some might not. Environments are detailed where it matters so far, and the illustrations for the puzzles get the job done. Speaking of that, when you submit an answer, you get this fantastic animation of your solution being zipped off to HQ for review, as well as a ticking number tallying up how much taxpayer dollars you are spending on this. It’s probably the slickest element of the entire game’s presentation, and yes, the character animation is meant to be so rudimentary. It’s for effect.

Not to keep comparing it to Professor Layton, but that series is really the pinnacle of puzzle-based adventures, and so there are a few things I wish Puzzle Agent did more like them. For starters, often, the text for the rules or question you are trying to solve is found in a sub-menu, meaning you have to constantly keep clicking back over to remember what your goal is, whereas the Professor Layton games, mind you, they are on a system designed with dual screens, keeps the information right in front of you at all times so you can read and solve in unison. Secondly, the game will not auto-complete a puzzle if you find the right solution; you have to hit submit to see it through, which has already lead to me second-guessing a few choices here and there.

Alas, I kind of spoiled a little bit of the game as I went searching for a good image to use on this blog post, but regardless, I’m still excited to see how everything plays out in Scoggins, Minnesota. I don’t think it’s a very long game, so maybe I’ll finish it over another sitting or two. What’s even better is that I apparently also have a copy of Puzzle Agent 2 on Steam, waiting for me immediately after. I guess I got both of these through a bundle at some point, but have no memory of such a purchase. Or maybe I bought them in a fever-driven state of consciousness. Hmm. Let’s just end on another Marge quote: “I’m not sure I agree with you a hundred percent on your police work, there, Lou.”

2014 Game Completed Comics, #30 – Wallace & Gromit’s Grand Adventures, Episode 2 – “The Last Resort”

2014 games completed 30 the last resort resized

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

The Walking Dead is a lot less game, but still fun

TWD Carver season 2 overall imps

I’m not really here to talk about the unfolding events of Telltale Games’ season two for The Walking Dead and what latest hole Clementine and company have dug for themselves this time. In short and without spoiling things, people get hurt, both by zombies and their fellow humans, and there’s traveling and dashed dreams and madman-inspired plans and–everyone’s favorite–many soul-crushing decisions, which you have to often make in a split second. Y’know, basically everything that was great from The Walking Dead‘s first season is back once more. Well…maybe not everything.

In this episodic adventure series’ first season, back when you controlled smart, encouraging Lee Everett, it was very much a traditional point-and-click experience, but on a console and with a focus for storytelling and action-heavy sequences. You still explored scenes, talked to people, collected clues and items for your inventory, and solved puzzles using those items on other things. However, over the first three episodes of season two, namely “All That Remains,” “A House Divided,” and “In Harm’s Way,” I’ve noticed the game losing most of those elements, turning into more of a linear product of pure interactive fiction than anything else. I still love it and have a blast deciding who is going to remember what, but it does kind of bum me out that there’s less to do creatively–and, for lack of a better word, videogamey–between big scenes. I mean, remember when you got to play detective with Duck and actually solve a mystery; those days are long gone, I’m afraid.

Maybe it has to do with the fact that The Walking Dead has now infected–yes, pun intended–every piece of technology capable of playing a videogame. Yup, talking about mobile devices like iPhones and iPads. You can clearly see the developers thinking about this subset of gamers, given how many more action scenes rely on “swiping” as a means of a quick time event instead of just button prompts. It’s a little weird using a controller to press down via the analog stick to have Clementine hide from an incoming zombie, but maybe it feels more effective on a touch-based device. That said, it’s now a game series of dialogue choices (good!) and QTEs (bad!) and backseat steering (very bad!), which probably works better on mobile devices than the places The Walking Dead was initially born.

Let me slightly spoil a section from the latest episode–“In Harm’s Way”–to get my point across about how stripped and, dare I say, dumbed down The Walking Dead is at this point. Gameplay-wise, people. Gameplay-wise. So, Clementine is sneaking into an office to turn on a PA system for…well, reasons. You get into the office via a cutscene, walk over to a desk and inspect the PA system with the press of a button. Upon a closer look, you can then press a switch to flip on the external speakers. You do that; there is no other way to try things, you only have one choice to move forward with the “puzzle.” Then you are told to turn on the mic, so you try, and it’s not working. A quick cutscene has Clem then following the power cords from the PA system over to the CD player, which you try to turn on, only to find out there is no CD in its tray. The camera then does this back and forth motion, as if searching, and you instantly see a CD right next to the CD player. Sigh. You click on the CD, and the puzzle, if you want to call it such a thing, is does. Your hand was held the entire time, and there weren’t even any options to try things differently or mess up. Like, all you had to do, Telltale Games, was hide the CD in the room, anywhere, and have Clem actually search for it.

Trust me when I say that I’m, without a doubt, finishing this second season of Telltale Games’ The Walking Dead. I’m too invested in the story at this point, but knowing how much has changed with the gameplay bums me out enough to wonder that, if I have a mobile device capable of playing the probable, but not yet announced third season when it does drop in late 2015 or early 2016, I might just experience it there. True, I’ll be losing all of my choices I’ve made up to that mark, but what do choices matter in a world where you are no longer in control? Yes, Paul will remember that.

Also, I’m deeply worried about what Telltale Games is going to do with Game of Thrones. We all remember how Jurassic Park: The Game turned out, right?

2014 Game Completed Comics, #28 – Wallace & Gromit’s Grand Adventures, Episode 1 – “Fright of the Bumblebees”

2014 games completed 28 wallace episode 1 resized

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.