Tag Archives: adventure

2014 Game Completed Comics, #6 – Falling Skywards

2014 games completed 06 - falling skywards facebook

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.

2014 Game Completed Comics, #5 – ~airwave~ I Fought the Law, and the Law One

2014 games completed 05 - airwave one facebook

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.

Telltale’s season 2 of The Walking Dead bites off a new adventure

TWDs2top

Despite there only being a couple days gap, it feels a little weird writing about a 2013 game in 2014, especially now that I’m doing comics for each one that I complete. Sorry, episode 1 of Telltale’s The Walking Dead; all you got was a stinky ol’ haiku. But I’m sure you’ll get at least four comics out of me this year, since I bought the season pass and am already hungry for more since the beginning of the second season, much like the appetizer that 400 Days turned out to be, doesn’t really satisfy one’s hunger, only starts to fill you up with characters and places and problems to be. Y’know, for down the line.

Some quick catch-up, and I’ll do my best to be as unspoilery as possible for those that have not yet experienced the first season of Telltale’s The Walking Dead. But really now, shame on you. Just do it. I think the first episode is constantly being thrown out there for no cost, so snatch it up, love it, and burn through the remainder eps one after the other like I did, without having to wait months between story breaks. Anyways, by the very end of the Savannah storyline, Clementine is all by herself in the zombie-infested wild, eventually taking notice of two people in the distance. Flash-forward several months, and Clem is now travelling with Omid and a visibly pregnant Christa in search of…well, somewhere safe. We pick up as the three reach a gas station to scavenge for supplies and rest before getting back on the road.

Naturally, as things tend to do in zombie anything–films, books, TV shows, games–things quickly take a turn for the worse, but thanks to everything that Lee taught Clementine in the previous season–well, my Lee taught her, but your mileage may vary–she can mostly handle herself just fine. Alas, there’s a tragic encounter with a stray dog that really puts Clem in a dangerous spot, and a big portion of episode 1’s latter half is righting this error. Medically speaking, that is. She eventually becomes part of a new group, though they don’t trust her, and the best sequence has Clem sneaking into their safehouse to steal enough vital supplies to heal her own wounds, since the others are waiting for her to turn into a walking dead girl. This shows off just how brave and independent she’s become over the past several months, now a young woman of action and not hesitation. So far, there’s no real clear objective like season one’s “find a boat,” but I guess staying alive–and keeping those we like alive, too–is game enough for some, though I’d like to see Clem eventually have some kind of concrete plan.

Not much has changed in terms of how The Walking Dead plays from the previous episodes, and that’s fine. Always a mix of adventuring and stay alive moments, with enough of both to keep me satisfied. You still look around for items, talk to people and make choices, and explore confined locations for clues or bits that flesh out the story. I did notice that Clem now has an inventory sub-menu, where she can grab items to use on other items, making this a bit more like a point-and-click adventure game than it probably wanted to be at the beginning of its creation. Action scenes are still, more or less, dominated by quick time button prompts, but now with the added innovation of swiping left or right, using the analog stick on the controller, which leads me to think that some of these scenarios were designed with tablet and iPhone users in mind.

For “All That Remains,” there’s a couple of somewhat minor decisions to make along the way, as well as a number of unavoidable deaths. That’s right. Try as you all might, you can’t save that certain four-legged critter from its depressingly authentic conclusion. I only know this because Tara checked online. She had to. Come the very end of the episode, like it’s last two minutes, you do get to save someone’s life over another’s, and that decision will most certainly play a part in the events to come, but again, this is only the beginning, a nibble, and I’m hoping we get the second episode sometime early in February. Still also waiting for a connection, big or small, to 400 Days; that better not had been all for naught.

2014 Game Completed Comics, #1 – Gone Home

2014 games completed 01 - gone home facebook

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 attempt to be thoughtful. Comics are a versatile form, so expect the unexpected.

Journey of a Roach will have you climbing walls

journey of a roach final thoughts

When you think about it, Journey of a Roach is a puzzle game built entirely around a single gimmick: you play a roach, able to climb up walls and skitter across the ceiling. This change in perspective plays a key part in the majority of the puzzles. It’s not the worst way to see the world, upside-down, though it can be a bit disorienting from time to time, especially when you accidentally mean to return to the floor but hit the wall instead and the camera sharply tilts one way and then the other and all you can do is make audible gasps until you right yourself. Given that I just spent a long time playing as Scree the gargoyle in Primal, who can also climb walls, you’d think my tolerance would be higher, but I’m pretty tired of the mechanic. Thankfully, Journey of a Roach doesn’t overstay its welcome.

The insects in Journey of a Roach live in a post-apocalyptic wasteland, though how the world actually got to that point is not addressed or necessary to know. Bugs will simply outlive us all, and this is their realm now. As a young roach hurries across the ruined earth, he gets a glimpse of something in the distance: a flower. Delicate, standing tall: a sign of rare vegetation, a sign of life still to come. If you’ve seen Pixar’s WALL-E, you know this is important stuff. Unfortunately, the little roach ends up getting pinned beneath a barrel of toxic waste. We then cut to a smaller, childlike roach, being awoken by the sound of the crash. Off he goes to help his bug buddy get free and find this mightily desired flower of power.

Visually, the game has two different looks, and unfortunately they don’t mesh nicely. There’s the cutscenes, which are flat, hand-drawn images with minimal coloring, background art, and animation. They work, but they could’ve been so much more, especially since a lot of the key story beats unfold/resolve using these. Conversely, there’s the in-game graphics, which you’ll spend more time looking at, and they are rather nice, a mix of cel shading and 3D models. Think Borderlands, but from the perspective of an inch off the ground. Environments are relatively detailed, with a good number of non-interactive items to fill in all the gaps, and everything comes across as really there, with depth. If you can imagine bugs living beneath the ground, smoking cigars and lounging in bars, then you can imagine it even more with Journey of a Roach.

Just like with Machinarium, there’s no spoken language, at least not one that I, as a non-bug, can understand. Instead, all the ants and roaches and flies speak to each other via animated speech bubbles or tinny nonsensical squeaks, giving you an idea of what they want without actually spelling it out for you. Hope you’re good at charades. You’ll explore environments, speak to some other insects, and use items in your inventory to solve puzzles. Since you’re a cockroach, exploration is not just limited to the floor; climb up the walls and the ceiling to see what else you can find. Most of the time, it’s a vital item or a collectible grub, which you can click to claim. The environments themselves often hold a ton of clues, too, so paying attention to every sign or lever is important.

Annoyingly, there are several red herring items, which disappear when you move from one isolated scenario to another. Let me state here and now that I do not enjoy pointless, time-wasting items. Yes, Deponia, you had a few too. In your inventory, items are presented in silhouette form only, making it hard to tell what some items actually are. For example, later in the game, the tiny little roach picks up the sole of a shoe, which I thought was perfect for the tired caterpillar being forced to run on a wheel to produce electricity. Nope. This item was better fit to take the place of meat in a makeshift burger. Go figure.

As mentioned before, Journey of a Roach is not very long, and I think that’s just fine for a puzzle game that really has only one trick up its sleeve. In fact, there’s a Steam achievement for completing the whole game within 18 minutes, which if you know all the puzzle solutions I’m sure is possible, but you have to seriously truck it and probably not make a single mistake. I think it took me more around two to three hours to finish, but I liked playing it slower, clicking on everything and trying to noodle out the solution to the roach’s latest roadblock before ultimately glancing at a walkthrough. The ending was, naturally, predictable and unexciting, but there really wasn’t any other direction the developers could go with it. The roaches wanted the flower, the roaches got the flower. But then it goes to credits, and you’re left wondering why. What’s this one little flower going to do for their well-being? I dunno. It’s not a puzzle game to set the world on fire, but it does have some personality and a different way to view things.

2013 Game Review Haiku, #59 – Gemini Rue

2013 games completed Gemini Rue

Azriel wants bro
Delta-Six wants to escape
Boryokudan

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

2013 Game Review Haiku, #58 – Journey of a Roach

2013 games completed journey_of_a_roach

There is this flower
Above these two roaches want
Climb walls, solve puzzles

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

2013 Game Review Haiku, #57 – Isaac’s Odyssey

2013 games completed isaac's odyssey 33940

Comic Con party
Must make it, stuck inside dorm
Text needs editing

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

A pirate’s life for me and the sassy Nelly Cootalot

nelly cootalot final impressions

So far, just clicking around on the number of downloaded-but-not-yet-extracted zip files in my laptop’s videogames folder has proved pretty good. As of late, in there, I found Tower of Heaven, Ballads of Reemus: When the Beds Bite, and a number of wee little adventure games from Ben Chandler. Well, let’s add another to the list, with Nelly Cootalot: Spoonbeaks Ahoy!, an artistically impressive point-and-click game starring a female pirate hot on the case of missing spoonbeaks, which are punny versions of spoonbills. You know, the large, long-legged wading birds in the family Threskiornithidae. Yeah, them.

Again, I like weird names, and that’s what drew me to unzip and play Spoonbeaks Ahoy! over a number of other puppy-eyed indie games yipping for my attention. I knew nothing about it before double-clicking its executable; in fact, I don’t even remember downloading it or from where. Maybe a ghost did it. Going forward, for anything that can’t be explained, let’s just blame ghosts. Anyways, it’s an olden day point-and-click game obviously taking many cues from Guybrush Threepwood’s previous exploits, with a focus on puns, smarmy and sarcastic dialogue, silly-looking folk, beards, birds, and cute, colorful visuals done in a labor of love hand-drawn style. I kind of fell for the game from its very first screen. It was a combo of the visuals, the confidence brimming in Nelly, and the music (by Mark Lovegrove); right there and then, I knew this was going to be a fun, light-hearted adventure worth a few hours of my time. Evidently, designer Alasdair Beckett-King made it for–and about–his girlfriend, which is just the cutest.

Let me give you a few more details on the story, since this is an adventure game, and story is the legs keeping the gameplay table standing. The ghost of Captain Bloodbeard awakens Nelly Cootalot, the sleeping, red-headed greenhorn pirate, with grave news. Dun dun dunnn. The nearby Barony of Meeth is in trouble, with the region’s trademark species of bird spoonbeaks vanishing. Nelly’s always been a bird lover and immediately decides to unearth what’s going on there. Once she’s on the island, she can explore, talk to the locals, pick up items, solve puzzles, and open up new places via her fast-travel map before eventually putting an end to the missing spoonbeaks mystery. It does not stray far from the adventure game formula, and that’s just fine.

Puzzles generally follow the “use this item on that item” path, though a couple of inventive minigames appear now and again. One has Nelly deciphering a coded message scrawled on the bar’s wall and another is a carnival game where your goal is to hook a duck. I got through those using elbow grease and diligence, same as the final puzzle of the game, though that last one confused me for a bit until I figured out how the levers worked. I knew what I had to do, just couldn’t do it. There’s also some dialogue-based puzzles where you have to select the right response to progress, which basically leads to me trying every single dialogue option/combination I see. Thankfully, it’s not annoying, as the silly writing and one-liners are pretty enjoyable, sometimes even endearing. I found myself only looking up one or two solutions, mostly because I was on the right track, but still missing a key item or step, which left me stymied. I’m pretty much talking about the part where Nelly has to impersonate a charming Italian man booked for a flight around the world.

Alas, I missed out on the chance to participate in helping fund Beckett-King’s next game Nelly Cootalot: The Fowl Fleet!, but I’m eagerly awaiting it all the same. Kinda bummed to see the change in art direction, as I found more to appreciate there and let my imagination take over for the parts less detailed, and the new art is pretty, but looks maybe a little unidentifiable. Curious how the voice acting will turn out as I kind of already know what these fictional characters sound like in my head, and any diversion from that course will be met with punishment, walk-the-plank style. We’ll see though. I’ll keep my eyes on the horizon.

2013 Game Review Haiku, #55 – Samsara Room

2013 games completed Samsara Room

Stuck in escape game
See yourself change, find the tube
That takes you, changes

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.