Tag Archives: dialogue

2017 Game Review Haiku, #129 – Night in the Woods

Small-town mystery
Drop-out Mae must find herself
Poems, ghosts, crimes, god

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #97 – Oxenfree

An island party
Teens unearth ghosts, fun’s over
Tune in, talk them up

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #9 – Nothing Can Stop Us

2017-gd-games-completed-nothing-can-stop-us-capture

Can’t stop growing old
Memory shifts, changes–lies
All we have, choices

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Balloon Diaspora is a game of odd, fascinating conversations

gd balloon diaspora overall impressions

I feel bad for anyone who isn’t still fascinated with balloons. It might mean you’ve lost your innocence, your childish wonder at the originally incomprehensible. Just fill this flexible bag with a gas, such as helium or air, and watch it expand, float, fly. Even now, I sometimes can’t understand it, and this probably plays into my fear of planes, big hulking machines of metal soaring through the sky and staying there for hours. A good chunk of media that I love heavily features balloons of all shapes, colors, and sizes, such as Nena’s “99 Luftballoons”, The Red Balloon, which I first watched in my high school French class, the robot’s best friend in Doki Doki Universe, and the balloons that debuff your characters in Suikoden, curable only by using a Needle. That’s only to name a few; I’m sure more balloons exist in my mind, floating just out of memory’s reach.

Balloon Diaspora, clearly by its name alone, is about balloons–hot air balloons, to be specific–but only in terms of plot. It’s really more about chatting with locals, strange stick figure folk whose culture is instantly foreign. I mean, they hunt for seagulls with fishing poles to begin with. But yeah, you, who I ended up naming K, arrived in a broken hot air balloon basket–which could be a reference to the strangeness that we know as Oz–and is looking to patch it up. K needs six pieces of cloth to patch the balloon up, and exiles from a place called the Balloon Archipelago are willing to help, for a little help in return. Fetch quests and dialogue trees abound; it’s like a JRPG minus the combat and boom anime babes.

Look, it all boils down to this: Balloon Diaspora is a series of interesting choices. Not right, not wrong, just choices–yours, whoever you believe yourself to be. My version of K came from across the Gusty Sea and was a very reserved, secretive, and compliant adventurer; I gave up little and went along with a lot. The game continuously asks questions that carry weight, but no tangible consequences. It evokes emotional agency and is an extremely effective way of empowering the player in a short period of time. Often in games where you are given a list of choices, it is easy to see them separates into different categories at a glance: friendly, unfriendly, neutral. Not here. I found myself hesitating at nearly every question tossed K’s way, thinking over the answers, considering all the options. One conversation resulted in only negative responses, and I had to determine which way was more in line with my thinking…and no, I wasn’t pleased with the pick.

Visually, Balloon Diaspora is a dark place. A void with little life, though what life lives there does stand out. The trees are unique, the non-playable characters, while similar in structure, do stand apart, and I love the way the camera zooms and turns as you point and click to maneuver through the levels. Color pops up now and then, used effectively. Equally sparse though is the soundtrack; sparse, but delightful. A somber, beautiful piano-driven piece plays as you travel from location to location in a friend’s balloon basket, and some text at the corner of the screen tells you that you can skip ahead any time you want. I never did. It’s too pretty not to hear. Other than that, I can’t recall too many other music pieces standing out as I searched around for a really good joke to trade for cloth.

The creators of Balloon Diaspora also have another game out, currently still in the works–the episodic Kentucky Route Zero. It looks atmospheric and astounding, heavy on the narrative, but I think I am growing weary of the episodic format. Life is Strange and Telltale’s Game of Thrones both seem really cool too, but I’d now rather wait until the entire season is done and can be played in a single sitting–or as close together as I like. That said, I’ll keep Kentucky Route Zero in mind for down the road and continue to look at balloons in childlike wonder.

If you want to give Balloon Diaspora a try, it’s free to download over here.

Fun and funny times with Guybrush Threepwood

Why did nobody tell me that Monkey Island 2: LeChuck’s Revenge was one of the funniest pieces of videogame medium ever to be crafted? Well? What’s your big excuse?! Don’t tell me it’s because you lost your monocle either.

In truth, I guess I always knew it was a bit funny, seeing as it always came up in gaming forums and such as a good time. Yet I never got to play it, or any other entries in the series, and dang it, I’m now totally kicking myself. The writing is top-notch, with some of the best dialogue choices ever to be selected. Seriously, Tara and I spent minutes trying to decide if we wanted to Guybrush to say “I’ll BE back!” or “I’ll be BACK!” These things matter, people. And while the voice acting is new for the special Xbox Live remake and done with great personality, the writing remains the same text that was typed up way back in, uh, December 1991. It takes coconuts to do some of the things LucasArts did here, but without ’em, Monkey Island 2: LeChuck’s Revenge would be a less special game; the fact that you can basically make Guybrush beg and plead for a shopkeeper’s item despite never getting it is beyond the call of duty, but oh so wonderful.

The game’s funny, but somewhere in the middle of Act II, the one where you have to find four map pieces for Big Whoop, I had to trade in laughing a few times for Googling walkthroughs. Some of these puzzles are just plain obtuse, and I have to imagine it was a real struggle eons ago when your best solution was to just click everything and then click everything on everything. More in-game clues would’ve been appreciated, and I’m not talking about the brand new hint addition, which I’m not using in order to unlock an Achievement come the credits. Speaking of those delicious pingers, here’s a couple Achievements I’ve unlocked too that I find to be pretty great:


Old School (5G): Switched to classic mode at least once


Five Minutes Later… (10G): Allowed Guybrush to die.


Call 9-1-1 (10G): Called the LucasArts helpdesk when walking through the jungle on Dinky Island.

All right, so we’re on the home stretch now actually. The final island, which is a mess of jungle paths. Just finally ended my little talk with Herman. Now I gotta take down LeChuck…again?

[Intimidate] You will simply love this post about intimidating in Dragon Age: Origins

I’ve been working very hard at Dragon Age: Origins recently. In fact, just the other night, Natia, our hard-as-nails dwarven Grey Warden, preserved the Anvil of the Void, sided with Bhelen to get the steel men on our side, and then had some decent sex with Leliana after listening to the bard prattle on and on for, lack of a better word, ages. That’s all well and good, but what I was more excited to see Natia accomplish was the following:


Menacing (20G): Succeeded at 10 difficult Intimidate attempts

See, Dragon Age: Origins is all about the dialogue options. That’s BioWare’s thingy. Mass Effect allowed you to go down the paragon or renegade path by choosing different ways to answer folks. The same thing exists in Ferelden. Characters can either be persuaded or intimidated, the former being the nicer route and the latter a little more direct and threatening. On my first playthrough, I went with the nice personality, and quickly got the persuasive Achievement. This time around, I knew I wanted to go after the intimidate one, and so I made sure to construct Natia in the right manner. The odd thing was that I’m positive I did well over 10 intimidate options before unlocking this Achievement, which leads me to believe that some are classified as more “difficult” than others.

And here’s where the problem sits: how does one know if it’s a difficult intimidate option or not?

I mean, the dialogue option that helped unlock Menacing was about forcing a scared little boy to give us a key to a treasure chest in his mother’s bedroom. Pretty sure the nicest, sweetest, kindest old man in Orlais could intimidate a youngling like that. However, it was a “difficult” attempt. Guess it has more to do with behind-the-scenes dice rolling than anything story-related, but still, I’d like to know a bit more before trying out anything. Fallout: New Vegas handled it decently if a bit perfunctory for its skill checks, and Dragon Age: Origins could do it in the same vein, with a percentage of success or a visible indication that there’s no way the option will work.

At least going forward on Natia’s quest to save Ferelden from the darkspawn, I won’t feel compelled to immediately select the intimidate option. Sure, I might…because roleplaying her as a cut-your-throat badass dwarf (with a hidden soft side) is a lot of fun. If only I could intimidate Alistair into getting down and funky with a dwarf; I think I missed my chance to woo him as he’s disapproved of a lot of group actions. Wah.

One man’s journey to skip all dialogue in Fallout: New Vegas

It’s probably obvious, but I love to read.

And so it pained me, deeply, both emotionally and physically, to watch a good friend of mine play some Fallout: New Vegas over the weekend. Why? Well…he ran through dialogue options with Sonic the Hedgehog-like speed, more often than not just selecting the top dialogue choice to get through the entire tree with the push of a single button. Optional quest objectives popped up on the left and faded just as fast, and he even ended up turning in a quest, too, with little interest in hearing what so-and-so had to say about the job he did.

On the flip, that’s what I care about most.

Take, for instance, the quest Ghost Town Gunfight, wherein the Courier is tasked with either siding with the dangerous Powder Gangers or protecting Goodsprings from them. I played the part of Guardian Angel, wanting to help out the town that helped me out. But there’s more. By speaking to a number of townspeople, the Courier could convince them to join the fight, thus turning the tide greatly. This took some charm and quick work, and I got everyone’s help except for Easy Pete’s. All attacking Powder Gangers died during the attack, and no one from Goodsprings lost their lives. I was so proud of this that I immediately went to each and every one of them to chat about the fight, to see if they cared at all that I went above and beyond to save their dusty skin. To dig as deep as I could.

Most merely said a line or two of dialogue, and that was it. We’ve never spoken of the incident since. However, it was still important to me to find out.

Now, this post’s subject line is a bit misleading. I wouldn’t say it’s my friend’s journey to barely invest in the story and spoken words of the Mojave Wastelanders; heck, it might have just been because Tara and I were over late and he didn’t want to bog down the gaming time with a lot of sitting around and listening to exposition. His dude looks a bit like Tony Stark with a beret, and I was eager to see him shoot some raiders up. I’m sure every now and then he takes the time to get into the quests from more than just the quest log descriptions; if not, alas, there’s a lot to be missed.

Or maybe that’s just me. I love words, after all. And when compared to Fallout 3‘s 40,000 lines of recorded dialogue, Fallout: New Vegas really does give me a lot to take in with over 65,000 lines.