Tag Archives: adventure

2012 Game Review Haiku, #16 – Hector: Badge of Carnage, Episode 2

With some help, Hector
Discovers who the sniper
Is, by Merlin’s beard

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Today’s the day you can open that Bundle in a Box

A few weeks ago, I swore off indie game bundles. Not entirely, but certainly for that bubble of time, as a bunch of game-touting bundles had come out all at once, as if some madman in his madman fortresses, after drinking way too much madman juice, decided to release every rabid hound he had on the poor villagers down below and laugh wildly as he reaped the benefits. Yeah, I’m sure that doesn’t really convey what I want to convey, but basically it felt like too much in too little of a time.

That said, I knew in my heart of hearts that I’d come back, and that would basically happen with the mysteriously Bundle in a Box, a package steeped in slow-revealing secrecy, but sounding of supreme promise, as it did announce that its first package was going to be themed, and that theme, ladies and gents, was to be point-and-click adventure games. Yes, the revolution is in full kick.

Anyways, Bundle in a Box‘s first bundle includes the following: The Sea Will Claim EverythingGemini RueMetal DeadThe ShivahBen There, Dan That!, Time Gentlemen, Please! and–for the first time ever–the downloadable version of 1893: A World’s Fair Mystery text-adventure, which was previously only available as a physical product. That’s some good stuff there, and I’m particularly stoked to see two products from Wadget Eye Games, as I absolutely loved the Blackwell titles to death, pun totally intended. I’ve actually had access to a few of these above titles, but never through Steam, and if there’s something I can appreciate, it’s having all my games in one tidy list, ready for launching.

Bundle in a Box is also doing things a little different than what consumers might have already experienced through events from Humble Indie Bundle and Indie Royal. There’s a constantly decreasing minimal price and bonuses like soundtracks and “making of” ebooks are unlocked after a specific amount of bundles are sold. Money goes towards two fantastic charities: The Hellenic Centre for Mental Health and Treatment of Child and Family and The Indie Dev Grant.

So go forth, adventurers: http://bundle-in-a-box.com/

It’s the first click of many great clicks to come.

2012 Game Review Haiku, #9 – Hector: Badge of Carnage, Episode 1

Disgruntled Hector
Full of brill commentary
Stop that sniper arse

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Welcome to Jurassic Park: The Game

If you know me well enough, or have had the golden opportunity to hang out with my wife Tara, then chances are you know how obsessed we are with Jurassic Park. Not the film series, but the first film–in truth, the only film. Actually, I’m also extremely fond of Michael Crichton’s novel, where it all began, as it was one of the first books I read as a youngling; I think I last reread it a few years ago and it still managed to impress. But you’d really know how dino crazy we are because when a perfect spot opens up for a Jurassic Park quote, we fill it, and we fill it fast. Occasionally, we don’t even need a reason. She likes these zingers:

  • “Maybe it’s the power trying to come back on?”
  • “Mr. Hammond, the phones are working.”

I usually go with:

  • “Hold on to your butts.”

What then follows is us reenacting about every other line of dialogue from the film and then a heavy sadness as we don’t actually own a copy and can’t watch the glorious gem at any given point. These days, you have to buy a box set of all three films, and that’s not up our alley. Anyways, we love Jurassic Park, and so when in GameStop the other day we saw Jurassic Park: The Game for relatively cheap and picked it up. I’ve had some experience with other works from Telltale Games and enjoyed what they did there, but I did head back to Isla Nublar with trepidation.

It’s an adventure game akin to Heavy Rain more than an adventure game akin to Back to the Future: The Game. The action scenes are all about Quick Time Events (QTE), and the rest of the playing involves looking around scenes, talking to whoever is with you, and figuring out the right combination of actions. So far, from what I can tell, the story is split between Gerry Harding and his daughter and the mysterious Nima Cruz who is trying to find Nedry’s Barbasol can of dino DNA, and there are constant nods to the movie, which is always great. Sadly, the game looks pretty terrible, but not enough to scare us away immediately.

Just getting started with these, many of which are awesomely named:


Welcome to Jurassic Park (20G): Escaped the jungle.


I’m a Hacker (20G): Showed your jungle hacking chops.


The First Dinosaurs on our Tour (20G): Survived the two-crested lizard.

Looking forward to playing more, but just like Kirby’s Epic Yarn and LEGO Harry Potter, Years 5-7, this is a game best played with a partner, and so I will wait until Tara has some more free time. Right now, she’s hard at work on a short comic that I wrote, and we will hopefully be able to share it with the universe very soon. Sorry, no, it’s not about dinosaurs. This time.

2012 Game Review Haiku, #7 – Blackwell Deception

Psychic says move on
To where, from who, check MyPhone
Still don’t trust Joey

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

2012 Game Review Haiku, #6 – The Blackwell Convergence

Many mysteries
Behind blooms of great success
Blame Joe Gould fan club

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

2012 Game Review Haiku, #4 – Blackwell Unbound

Poor Auntie Lauren
Stressed over sad saxophones
A medium smokes

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

2012 Game Review Haiku, #3 – The Blackwell Legacy

Rosa gets a guide
Too bad it’s a pushy ghost
The start of it all

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Ghosts, grueling headaches, and retro graphics in The Blackwell Legacy

Another day, another little game discussed over at The First Hour for its new Indie Impression series. Just kidding. They have been nicely spaced out, though I’m sad I missed my chance to write about Cave Story+, but I was in crazy con-prepping mode and didn’t have an ounce of brainpower to spare elsewhere. Oh well. I do have thoughts on that game, especially considering I ended up buying it for my Nintendo 3DS despite having a working copy on Steam–I guess Skyrim is no longer the only game I now have doubles of–just to have gamepad controls, but I’ll write something up later on it, whether here or there or in your underwear. Wait, what? Nevermind.

Anyways, the game up for discussion this week is The Blackwell Legacy. It’s a point-and-click adventure game, no doubt. You point, you click, you observe. The mechanics are by-the-book, so it’s the story that really shines here, and from what I can gather, it’s a good mystery to unravel. Like a mix of The Sixth Sense and The Ghost Whisperer and maybe, uh, The Truth About Cats and Dogs. Rosa really reminds me of Janeane Garofalo. Plus, just like in L.A. Noire, you have a notebook of clues to try out on everyone; I love elements like that. You can read my quick thoughts on it, as well as Greg’s and Steve’s by clicking that link in the first sentence. Seems like Steve completed the whole adventure, while Greg and I only dipped our toes into the puzzle-limned water. I’ll be going back to Rosa this weekend as it’s a relaxing time, and I’ll need some relaxing after stressful car stuff is (hopefully) taken care of.

Double Fine uses Kickstarter to fund a new point-and-click adventure game

When I went to bed last night, I had no idea that Double Fine’s Tim Schafer had announced a new Kickstarter project, one asking for donations totaling $400,000 to fund and film the process of making a new “old school” graphic adventure game. When I got to work this morning and started clicking around the Interwebz while my emails downloaded I saw that this lofty goal–well, $400,000 is a lot of money in my mind–had already been met. Geez. Take that, rollercoasters that go from zero to sixty mph in three seconds. Without warning, two conflicting feelings hit me at once: rejoice and disappointment. Let me explain.

First, the rejoice. Good for them! Way to go, Double Fine! Way to go, adventure game fans everywhere! It’s always exhilarating to see a Kickstarter goal met so quickly, with passion and desire fueling every contribution. In his Kickstarter commercial, Schafer points out that if he were to go to a traditional publisher with the idea of putting out a new adventure game, he’d just get laughed at. And that’s probably true. The genre is certainly not dead, but it’s not as mainstream as first-person shooters or big budget epic RPG romps. By using Kickstarter, Double Fine can create a game for fans, funded by fans. That sounds pretty fantastic.

Second, the disappointment. I kind of feel like I went to bed and, unknowingly, in the next room over, a great ol’ happening party was happening. There was cake and spiked punch and board games and laughter and Queen’s greatest hits were playing in a constant loop and everyone was excited and so happy to be there. It was the type of party that would be talked about for days after. I missed all the action though. The party was a success, and I played no part in it. I could have and would have, but I was sleeping. I guess I’m just bummed that I didn’t get to be a part of making it happen, and am rather left to simply contribute a little more to the pile. I’m sure that sounds really stupid, but it’s how I feel.

There’s 33 days left to go for the Kickstarter, with extra funds being put towards making the game and documentary as strong as possible, as well as for porting it to other platforms, such as Mac and iOS. I might still donate for the $15 amount, likening it as a pre-order now that it’s clear that it will all come to fruition–or I might not. The game will get made, and Double Fine is tentatively shooting for an October 2012 release, wherein I could just wait and pick it up on Steam then if it looks like a grand time. Which it probably will, seeing who is behind it. I mean, I think people liked Day of the Tentacle, Full Throttle, and Grim Fandango, and I know for certain that I enjoyed Costume Quest, as well as the core game ideas behind Brutal Legend and Stacking.

A lot of Kickstarters that I’m aware of are more for indie projects, so it was a little odd to see a known company like Double Fine using it to help get a game made. But to each their own, I guess. We are living in the future, after all. 2012 and flying cars and meals in pills. That said, where are the Kickstarters for Suikoden VI? Or Primal II? Or Jak 4? Well?