Tag Archives: free-to-play

Frozen Free Fall: Snowball Fight gets the cold shoulder

gd disney frozen-free-fall-little-kristoff imps

Look, I like Frozen well enough, but a part of me wishes that other Disney and Pixar franchises got the same amount of love and fanfare that this one is currently riding, such as The Incredibles and A Bug’s Life, of which the latter at least gets a cute, interactive movie inside the Tree of Life in Animal Kingdom. Frozen is basically taking over the world (and Norway-land in Epcot), retail shelf by retail shelf, as well as seeping its way into videogame consoles through insidious free-to-play gem-matching microtransaction machines that I, for some reason or another, can’t resist checking out.

I began playing Frozen Free Fall: Snowball Fight on the Xbox 360 a month or so back, but then Fallout 4 came out and I grabbed an Xbox One and haven’t had much reason to turn on my older console since then other than to delete some downloaded games and move save profiles to…the cloud. Thankfully, much like TT Games’ LEGO romps, you can find Frozen Free Fall: Snowball Fight everywhere you turn, and so I downloaded it once more on my newest home console to give it another go and see if I could enjoy myself without having to spend any moolah. Paul’s golden rule is to never spend any moolah.

Frozen Free Fall: Snowball Fight is a match-three puzzle game. Y’know, Bejeweled…but with Disney’s characters for dressing. Or maybe the closer comparison is actually Candy Crush Saga. You are essentially matching like-colored gems and jewels to clear lines, create power-ups, and trigger combos for high scores. There are other elements at work, like trying to get specific items to the bottom of the level, a challenge I loathed in Hexic. Some levels have gems covered in frost, which can only be destroyed by clearing the gems twice. Lastly, some levels are timed, meaning the pressure is on to spot combos and keep things moving, especially near the bottom of the playing field, ensuring that a high score avalanche happens swiftly.

Ironically, I hit a wall right around the same spot as I did in the Xbox 360 version, which is in the level 20s or so, where Frozen Free Fall: Snowball Fight ramps up the difficulty significantly, but begins limiting the free power-ups that definitely help when you only have a few moves left and desperately need to see that crown drop down, not-so-subtly nudging you towards purchasing them with real-life cash. The pricing scheme is not friendly, asking $0.99 to add 15 seconds to a timed round, which, in reality, probably gets you four or five more moves. For some reason, I’m hardwired to try and play these free-to-play titles without using any of the extra abilities and items, to know if they are doable without them, like mostly in Pokemon Shuffle.

Also, you are given a limited number of hearts when you begin Frozen Free Fall: Snowball Fight, with the chance to win more by logging in every day and selecting a random tile to flip over. I think I started with 16 hearts, and every time you lose a match or do not complete the required objectives, you lose a heart. I’m down to 11 now. Once you run out, unless you win more through the daily log-in thingy, you’ll have to purchase more to keep playing. Spoiler alert: hearts aren’t cheap. Well, that sucks. Still, I’ve found an annoying way around this annoying feature, and that is this: quit the level before it is finished and restart the game, and you’ll have the same number of hearts as before. Which means once you realize things are going poorly or you aren’t going to hit that high score tier, simply exit out and return again to try once more. Not the best way to manipulate the system, but it does work (for now).

There are some other problems at work in Frozen Free Fall: Snowball Fight, and they fall under the graphics and sound departments. Both are lifeless and feel like afterthoughts. This is Bejeweled with a light coating of Frozen stuff, like an overworld map of Arendelle for selecting levels and these strange, barely animated versions of the characters that simply stand off to the side and watch as you make moves. Every now and then they clap, but not because you did something right; sometimes they clap when you lose. It’s on a cycle. The music is of a generic orchestral style, but not very memorable, which is ironic when there isn’t much to begin with and it repeats on each and every level you play.

The film version of Frozen took the world by storm, though I didn’t end up seeing it until many, many months later. Once I did, I got it; there’s strong, adventurous characters and an unbelievably catchy soundtrack to bop your head and pretend you aren’t singing along to. There’s warmth in all the frigidness, and a triumph to see through to the credits. Unfortunately, you’ll find none of that in Frozen Free Fall: Snowball Fight.

Jane Sinclaire’s on the pixel hunt for the mysterious city of Adera

adera episode 1 gd early impressions

My mother, when she was heavily gaming on her less-than-subtly pink Nintendo DS, leaned towards titles where the main goal was to mostly find hidden objects on a single screen full of objects, with usually some cockamamie narrative wrapping to provide the player with just cause for exploring this underwater sunken ship or that ancient ruler’s treasure room. You know, mega hits like Yard Sale Hidden Treasures: Sunnyville and Nancy Drew: The Mystery of the Clue Bender Society. These quests occasionally featured other styles of puzzles too. I feel like Adera from Hit Point Studios fits the same mold, which is why I gave it a shot, though its production qualities are much more refined.

Adera is an episodic adventure about Jane Sinclaire, an auburn-haired archaeologist in search of her previously thought-dead grandfather, as well as the mysterious city of Adera, after receiving a message from him. The first episode, “The Shifting Sands,” is free to download and play and will take one roughly a couple of hours to complete, especially if you are searching for every butterfly and animal totem collectible like I did. I think it came out for Windows 8 a couple years ago, but I played it on my laptop, which got Windows 10 as a free upgrade some months back. All that said, the game is clearly designed for tablets and touch surfaces and still retains a lot of the language, such as instructing players to swipe left or right to move between locations when, in reality, I have to click a blue arrow with a mouse.

Story aside, as it is ultimately generic and only there to put you in exotic, mystical locations so you can slide tiles around and collect cog wheels, the cutscenes and transitions from room to room are actually quite nice. Better than I expected, to be honest. Adera also features some voice acting, and nothing atrocious stood out like in previous point-and-click adventure games, but Jane is mostly on her own in this adventure, as her partner Hawk–cool name, bro–works on fixing their broken helicopter. She inner monologues a bit, but also write in her diary; alas, the font used is tough to read, and so I skipped most of her passages.

My favorite puzzles are the same that my mother enjoyed, which are finding a list of hidden objects on a screen littered with junk and misdirection. I don’t know. There’s just something especially relaxing about these in the same way that I’m into word finds; my eyes take control and scan away, seeing things in front of other things or catching the sliver of a handle, which might belong to a knife, which, oh, look, there’s a knife on my list of things to find, click it, yes, that was it and…oh, sorry. I think I drifted a bit there. See what I mean? There’s maybe three or four of these in “The Shifting Sands.” Anyways, there’s a handful of other puzzle types to solve, but none of them are terribly hard to figure out, and the places you need to investigate–at least on the middle difficulty I selected–glow purple, so you won’t miss any key items. If need be, you can always hit the “hint” button for a clue, but “hint” buttons are for chumps.

While the first episode of Adera was free to play, it’s looking like $19.99 will snag you the other four slices of content. Hmm. Think I will pass. Unfortunately, I’m not fully hooked enough to invest that kind of pocket change, especially when I can find other hidden object games relatively easy online when I need a fix, and so I’ll leave the ponderous, courageous Jane Sinclaire where I last saw her, among the shifting sands, her pockets full of pointless animal totems.

Pay for 3DS home menu cosmetics through Nintendo Badge Arcade

nintendo badge crane arcade gd impressions

Growing up near both the Atlantic City boardwalk and Ocean City boardwalk, I’ve seen my fair share of crane games. If you don’t know what they are, they are this: vending machines that consist of prizes, usually plush toys or alternatives, which can be acquired by steering a claw crane over them, lowering to grab hold, and then, if you were lucky enough to capture something, dropping it down a chute so that you can rub it against your childish face with glee. Anyways, while I’ve seen a bunch, I’ve played very few, often because, even at a young age, I knew they were a gamble, one slanted a little far to the unfair side of things.

Thankfully, things are monetarily safer with Nintendo Badge Arcade. In fact, the game’s nameless bunny host, who I’ll talk more about in a bit, repeatedly informs you that you don’t have to actually spend real-life cash to play, that there are other ways to earn free plays at the themed crane machines. One almost gets the sense that both this bunny and Nintendo are just as hesitant as–and I’m theorizing here–the player is about paying $1.00 for five chances at moving a crane to the left and then down. Either way, your rewards are badges, though some appear to have sharp tips on the back, making me think of them more as pins than anything else.

What can you do with these prizes, you ask? Not much. They are collectibles, and you can then decorate your home menu with them on the Nintendo 3DS. I layered an 8-bit Mario sprite badge on top of the folder that contains all my Mario games, as well as did the same for my Legend of Zelda titles by using a blue octorok–here’s hoping I get something a bit more iconic down the road–but you can also place the badges anywhere in the menu to create cute or inventive scenarios and such. I’m not ready for that. You can also purchase matching themes to work cooperatively with a set of badges. I’m mostly into the badges that can replace certain applications, but still function as activating them; for example, I now have a Yoshi-themed badge to launch into my library stats thing. I want more of them.

Nintendo Badge Arcade‘s claw crane mechanic works as you expect it to. Simply press and hold a button to begin moving it over to the left and release when you want it to stop and lower. If you did it right, then sit back and watch as the claw does the rest. If you done goofed, then my sympathy. I did play one machine that featured a hammer instead of a claw, and the hammer swings forward, hitting everything in its path towards the chute. I got like three or four more badges on this machine.

By far, the most appealing thing about this free-to-play app is its host, which is a charismatic and energetic pink bunny. Who cuts through the cheddar and speaks as plain as possible about what this program is and how you do not have to spend any money on it…though it would help keep the lights on and bills paid if you do. This bunny will randomly change into costumes and other things, as well as promote a Nintendo game in a surprisingly candid and conversationally manner. Heck, I actually felt a slight ping of interest in The Legend of Zelda: Tri Force Heroes after speaking with Badge Business Bunny–that’s what I’m going to call him–for a minute or two. Maybe I’m just a sucker for trivia.

I expect to not drop a single ounce of real-life money on Nintendo Badge Arcade, but do see myself checking in every night alongside Pokemon Shuffle as my once-per-day go at progress. The practice claw machine may or may not provide me with free plays, but it’s worth a shot and won’t take very long. I’m definitely interested in more of the app replacement badges, as well as all things related to Animal Crossing: New Leaf. Perhaps I can have Sylvia back in my life after all.

All actions in The Sims FreePlay take time

the sims freeplay early impressions gd

Life is strange, and I’m not actually referring to the episodic adventure game about angst-fueled teens and time rewinding from Remember Me developer Dontnod Entertainment, which is definitely somewhere on my mental really-must-play list. Life is Strange, that is–I’ve already enjoyed the heck out of Remember Me. Anyways, when I started playing The Sims FreePlay, I was a married man. In fact, I named my first Sim’s dog after my then wife’s family’s dog. Still with me? At some point, I probably had intentions to recreate my true-to-life family, giving everybody their own house and fashion style. By the time I got back to it, all that had changed. Now I just hit the randomize button and go from there, though I did create and name one woman to resemble Joan Cusack.

Over the years, I’ve dabbled with a few games in The Sims franchise. My favorite was probably The Sims Social, which you experienced via Facebook and had all the annoying hooks of a social media site-driven gaming experience by pestering friends for stuff, but still let you do whacky things like plants full-grown trees inside your house. I have not yet tried planting an entire forest inside my home in The Sims FreePlay, but I suspect it can get just as zany, considering it doesn’t mind that I send both parents off to work for eight hours straight and leave a baby alone in its crib, unsupervised.

The Sims FreePlay, which is not the greatest of names, is yet another strategic life simulation game in the franchise, developed by EA Mobile and Firemonkeys Studios. Basically, it’s a freemium version of the The Sims for mobile devices, with some restrictions and other differences. You begin adding people to your town, decorating their houses, finding them jobs and hobbies, and building relationships. It’s up to you to develop them and create stories, like the one I’m slowing working towards where it is just a single woman living in a drab, non-decorated house full of cats. There’s also a Sim called Oscar Skinner who may or may not be a serial killer from a Criminal Minds episode.

Unlike console or PC versions of The Sims, your actions aren’t roadblocked by simple concepts like money. Instead, everything in The Sims FreePlay takes time. Real-life time, as the games follows the clock á la Animal Crossing: New Leaf, which means you can’t send somebody to their day job at ten at night. Trust me, I’ve tried. Actually, other than that, it’s not terribly restricting. However, this sort of mechanic is perfect for a mobile game–I’m playing on my legendary Windows 8 phone–wherein I can log in, give everybody a task to do for the next seven or eight hours, and then check back later to receive experience points and money, which we all know is stupidly called Simoleons. As you add more Sims and level up, extra houses and construction jobs cost more to perform.

There’s some other currencies to keep in mind as this naturally is a free-to-play game. Say hi to Life Points and Social Points. Both of these currencies go up much slower and in more specific intervals–like through leveling up–and you can use Life Points to help complete tasks instantly that one might feel are taking too long. Personally, I’ve only used them to bake a birthday cake to help an infant become a toddler. Life Points can be earned by completing goals, hobbies, driving around town, or can be dug up in your lawn by pets, and I don’t know exactly their purpose yet, but I have a few saved up.

I am enjoying the actions in real time element of The Sims FreePlay except for when it comes to a bunch of small tasks, like grabbing a snack, using the toilet, washing your hands, and then calling a friend for a quick chat. All of these tasks take about seven to thirty seconds each to complete and help keep your Sim’s attributes high and healthy. However, you can’t stack these actions up to happen one after another; instead, you have to hang around or remember to check in to assign the next task, which can be tedious, especially once your number of Sims begins to grow higher than four. Currently, the majority of my Sims are at work, so I don’t need to check back for several hours, though a good tip is to always leave one Sim available for miscellaneous tasks.

Besides Achievements to unlock (I’ve gotten 10 out of 20), there are a bunch of in-game goals to complete. Actually, there’s an Achievement for finishing 1,000 goals, so everything is circular. Many are easy, like “bake some cookies” or “be romantic with another Sim.” Right now, there’s even a Halloween-themed quest line involving ghosts and purple monsters, though it is timed, which is unfortunate as I doubt I’ll get it all done. These at least give you something to focus on when you can’t decide what to do with an adult Sim or it is too late to send them to work. The Sims FreePlay does allow you to spend real money on Simoleons and other thingies, but it’s not pushy about it nor have I felt constricted for not dropping some cold cash. I hope that never changes; if it does, I always have my disc copy of the original The Sims coupled with a print-out of cheat codes to sate my appetite.

Also, I’ll report back if I’m successful with my crazy cat woman mission. Don’t want to leave y’all hanging.

Time Clickers and the idle quest to destroy colored cubes

time clickers gd early impressions

Well, here we are. After listening to Jeff Gerstmann speak feverishly and passionately about an idle clicking game called Time Clickers on the Giant Bombcast for the past two weeks, I decided to see what was what. The blasted thing is free on Steam, and I dabbled in things like AdVenture Capitalist and that strange monster-driven mini-game during this past Steam Summer Sale to grok the concept. Little did I know that watching colored cubes explode would be so gratifying, even when I barely contributed to their demise.

Made by Proton Studio Inc., Time Clickers is…a clicking game with guns. For those that don’t know what that means, a clicking game basically revolves around on you, the player, clicking on different elements to eventually get to the point where actions are happening automatically and you can just sit back, eyes dilated, absorbing the delicious, dopamine-triggering rewards. A few examples that I’ve not played but heard of include Cookie Clicker and Clicker Heroes. In this one, you collect gold by blasting apart colored cubes, upgrade your click pistol, hire a team of elite soldiers to fire additional weapons at the cubes, and take down bosses as quickly as you can. You do this ad infinitum, constantly leveling everything up and “advancing” further through the game.

For a game that demands such little interaction, I can’t stop thinking about it. See, even when you are not running Time Clickers, you are continuing to earn gold. It’s like in Fable II, when you’d purchase houses and rent them out to villages. You could turn the game off, come back a few days later, and be much more richer, as the pay-rent-to-landlord system kept turning even while you were away. A part of me wonders how much money I’d get now if I turned Fable II on and loaded up my save from 2009-ish. Anyways, Time Clickers does that, which means it is always luring me back, with the completed promise of more gold to spend on DPS upgrades.

Steam says I’ve logged about two hours or so already in Time Clickers. Ugh. Here, let me let you in on a dark secret; the other night, while on the phone with my sister, I let the game run, watching cubes explode and Achievements pop, all without my hand even hovering over the mouse. Yes, it’s that kind of experience. It’s as if you had a fish tank full of bright, vibrant sea life, and every now and then you got a reward just for looking at it. Or not looking at it. Nothing can stop the clicks.

I’m sure there’s plenty to probe here. It all boils down to this: clicking games are a horrifying examination of human psychological weakness. They take hold of us and never let go. Even now, while I’m far away from my gaming laptop where Time Clickers is installed, it’s calling out to me, a siren on the shore, lulling me into a haze, one where the numbers keep going up and the cubes explode faster and arena bosses grow in size. I wonder if I’ll ever escape its grasp.

Pokémon Shuffle’s Mega Glalie is bad game design

Pokemon Shuffle Mega Glalie is the worst

A few weeks ago, I mentioned that I was stuck on Pokémon Shuffle‘s level 120 against Mega Glalie, and that everything was fine because, no matter what, my pocket monsters were continuing to gain XP and grow stronger and, without a doubt, I’d eventually have a team powerful enough to conquer the annoying, Generation III ice-type levitating face and move on to level 121. Astoundingly, that hasn’t happened yet, and I’ve been, more or less, using all five of my hearts against the bloody ripper every night before bed. I’m sorry to say, but this is some really bad game design, and I can’t recall the last time I hit such a visible wall in a game.

I’m not the only one struggling. If you type both “Mega Glalie” and Pokémon Shuffle into Google, you’ll quickly get returns for posts about people unable to beat the beast, people beating it using every item and Jewel they had and only then crawling past the finish line, and people puffing their chests out like mighty lions, claiming to have defeated Mega Glalie easily, using no items at all. Uh huh. Here’s a handful of confetti. If you are to use items, which are, let me remind y’all, quite costly, many are suggesting Complexity -1s, Mega Starts, and Disruption Delays.

For me, there’s certainly a stubborn drive behind my desire to beat Mega Glalie without any items, and this is not at all to prove I am a big macho man and super skilled at matching severed Pokémon heads. I conquered all 119 Pokémon levels before Mega Glalie without using any items. Perseverance, patience, and picking the right team was all it took, and so it bugs me deeply that the same strategy simply cannot be employed here. The problem is that, within four or five turns, Mega Glalie begins freezing entire columns, two at a time, often locking you out of sweet–and powerful–combo chains, forcing you to chip away at its health until the board resets or you run out of moves. Even with a team of level 6 Pokémon, the farthest I’ve dropped Mega Glalie’s health is down to about 25%.

This level is designed for you to spend money on (either in-game currency, which takes a good while to stock, or through extra turns via Jewels bought by real-life money), unless you hit the biggest luck streak of the century. Truthfully, I was enjoying Pokémon Shuffle, which just celebrated some 2.5 million+ downloads, when it kept progressing, even if just little by little. Play a few matches every night, unlock more to play the next night. Heck, Nintendo is even adding in more levels to the base set, upping the count to 180. That’s sixty more for me to get through…or potentially never see.

I may have to try an item against Mega Glalie. Call it desperation, call it despair, call it giving in–I don’t care. I have a free copy of Disruption Delay in my inventory, acquired from…uh, doing something cool, so maybe I’ll give that a go tonight. However, if the match goes just as poorly as all previous attempts, I will forever be bitter against using items and will refrain from ever experimenting again, deleting this free-to-play Pokémon game and focusing instead on that other free-to-play Pokémon game. That one, so far, hasn’t raised any walls yet to impede my journey.

If you have any good tips on taking down Mega Glalie, please do share. If you beat this level with your eyes closed and one hand behind your back, kudos for you.

Pokémon Rumble World’s toys are free to play with

pokemon rumble world 3DS2-620x

Another month, another free-to-play Pokémon adventure to experience on the Nintendo 3DS. I mostly wrote that leading sentence as those words don’t come together too often and maybe never will again. Yes, it was only two months ago in February that I was scribbling away about Pokémon Shuffle, Nintendo’s stab at the free-to-play match-three genre. Now we’re here in April, the fourth month of the year in the Gregorian calendar, with a new free-to-play, pocket monster-starring, potential money-maker called Pokémon Rumble World.

Let me do some quick historical research. Evidently, Pokémon Rumble World is the fourth game in the Pokémon Rumble spin-off series, of which I’ve played none of them. In this one, you control your Mii as he or she helps a king with low self-esteem collect various Pokémon to one-up a local magician who has way more colorful critters than him. That’s the general set-up, and its school playground-esque plot is paper-thin, but acceptable. It’s not like the traditional Pokémon games have mind-blowing narratives. The whole point, as always, is to collect a bunch of Pokémon (719 in total) and aim for being a completionist, though you can also earn money to buy new clothes for your Mii. I already got mine a green hoodie, so I might be good for a while.

And here’s how you go about collecting all them toy versions of Pokémon: use a special hot air balloon to travel to themed locations brimming with pocket monsters. New special hot air balloons cost Diamonds, which are this free-to-play’s second currency, but are time-based to use after that initial purchase, meaning you can continue revisiting locations so long as you don’t mind waiting a bit in-between. When you select a specific area, a roulette of several stages spins around, with each stage hosting different–and sometimes rare, indicated by a star–Pokémon. As you collect more, your adventure rank increases and new Pokémon begin to appear in the wild, inspiring revisits.

Once you are in a stage, you take your wind-up toy version of whatever strongest Pokémon in your collection is and destroy everything in your path. You can do two different types of attacks, all of which vary depending on your Pokémon of choice. Personally, I really like using Chespin at the moment. Sometimes the defeated enemies turn into coins, and other times they are knocked down, ready for collecting; to do that, simply run over them. Strangely, simply moving your selected Pokémon warrior near enemies or barrels causes it to auto-attack, which I did not like. If you’ve StreetPassed with anyone, they will appear in the stage, under duress, and if you save them they will reward you with boosts or even a Diamond; in fact, I saved fellow videogaming blogger Matt Mason the other night from a wild gang of Treecko–you’re welcome. After a few levels, you fight a boss Pokémon and then return to town, replenish your wares, and head back out for more. As your rank goes up, the king will have side quests for you too.

By far, my favorite thing about Pokémon Rumble World is that it plays, more or less, with no restrictions. Sure, you have to wait for your hot air balloon to recharge to use again, but I discovered you can just visit a different location via some other hot air balloon while waiting, which leads to never really waiting. In Pokémon Shuffle, once a day, I played my five turns and moved on, but here one can keep playing, exploring, or organizing their growing list of collected toys for as long as their battery life lets them.I do worry, however, that there could be a bit too much menu-ing in this, especially once you have collected a large amount of Pokémon, many of which are seemingly duplicates, but do differ in terms of stats and attacks.

Having passed up on the remakes Pokémon Omega Ruby and Pokémon Alpha Sapphire last year for reasons, Pokémon Rumble World is turning out to be a good replacement for my “catch ’em all” itch, and the free-to-play elements are beyond easy to ignore, which makes this all the more successful. Wind me up, my Mii–I’m ready for more, as well as on the hunt for a Garbodor.

 

Ascend towards an unknown destination in The Old Tree

the old tree gd impressions

According to Steam, I completed The Old Tree in twelve minutes. Thankfully, those were twelve really good minutes spent in a bizarre, surprising world, starring a microscopic octopus-like alien blob, as well as a couple other cartoonish characters, like that insect bellboy. It’s a short experience, but satisfying, and there’s obviously room for so much more.

From Red Dwarf Games, The Old Tree effectively mixes point-and-click adventuring with beautifully interactive art. Think more Samorost 2 than Botanicula, but both fit the vibe when it comes to imagination and creativity. Anyways, in this atmospheric free-to-play title, you help guide a tiny alien thing, which I’ve seen referred to as both Dumbo Octopus and Baby Cthulhu by fans, to an unknown destination. Basically, you’ll hit a number of progress-blocking puzzles, where you have to figure out what to click on in the environment–and in what order–to open up the path for our leading creepy, crawling turnip to keep moving. Despite some of the surroundings, the puzzles are mostly logical, such as how you can’t open a door as easily when it is submerged in water, meaning you need to empty the tank first. I really liked getting around the insect bellhop and his/her need to control the light switch.

Strangely, there’s quite a sinister air hanging over The Old Tree despite nothing terrible happening and–spoiler–a happy ending for the little alien dude. Maybe it has to do with the dark lighting or use of unnerving insects in human-like positions, and the quiet, haunting soundtrack probably doesn’t help much. Either way, I kind of dreaded every new scene, waiting for things to take a serious turn for the worse, but it never happened. I guess that is more on me than the game, but I might not recommend this as a bedtime story just yet. Maybe stick with Kirby’s Epic Yarn for the meantime if you are looking for a blob-driven narrative.

That said, I’ll definitely keep an eye out for Red Dwarf Games’ next project, which is called Tales of Cosmos, already on Steam Greenlight and aiming for a 2015 release. Similar to Lost Constellation and Night in the Woods, a freebie taste of what’s to come really helps rope me in for the long haul, and I hope it works on others, as there is something special here in the art direction, something worth exploring in a larger capacity.

Gotta match ’em all in Nintendo’s free-to-play Pokémon Shuffle

pokemon shuffle 287723-FFA1

Like sand dunes eroding over time, Nintendo is slowing dipping its toes into the free-to-play market in an attempt to see what all the hubbub is about, as well as milk fans for money. Now, I never did download Rusty’s Real Deal Baseball, which had a unique take on bartering for cheaper mini-games, but it sounded like, at the very least, a fresh take on giving players something free to play while enticing them to drop some dollar bills for a bit more to experience. I’ve also not given Steeldiver: Sub Wars a look, so I can’t speak for how that submarine-steered competitive multiplayer thing faired. Naturally, the first free-to-play plunge from Nintendo I’m interested in trying out is Pokémon-related.

Pokémon Shuffle is another take on the “match three” puzzle formula, but instead of lining up similar looking gems or flowers or pieces of underwear, you’ll be matching cutesy disembodied heads of all your favorite–and probably some of your non-favorite–pocket monsters. You use the stylus and touchscreen to make this happen, and the game, thanks to its vibrant, colorful look and simplistic presentation, moves at a rapid clip. Basically, you’re matching three or more heads to deal damage to whatever Pokémon you are fighting, and different types of Pokémon to do more damage by way of a weakness system. Once you beat the Pokémon, you get a chance to capture it, and the capture percentage is upped a bit by how many moves you have left by the end of the battle; of course, you could always pay to up that guarantee of a capture. Strangely, some common Pokémon have really low capture rates, which doesn’t exactly line up with the, um, fiction of games like Pokémon Y and Pokémon White 2.

The free-to-play gating begins immediately once you get past the tutorial bits. See, there are three types of currency to pay attention to: Hearts, Jewels, and Coins. The core currency is Jewels, which you can buy for $0.99 each, with a small discount for if you buy in bulk. You can then exchange Jewels for Hearts. Hearts let you play one level one time (win or lose), and you can have a maximum of five total, with one reappearing every 30 minutes. Coins are a sub-currency used to purchase one-use power-ups before a battle begins, and from what I can tell, the majority of the power-ups are way too expensive for what little effects they cause.

I think Pokémon Shuffle‘s biggest misstep is in its Hearts. Also known as the Energy system when it comes to these things. Levels generally take one to two minutes to complete, possibly a bit longer if you are really studying the board for key combos or up against a really tough encounter, like Mew, which is the random event Nintendo’s running for the next three weeks since launch. That means, especially early on, you can use up your five Hearts in five minutes and then end up having to wait two and a half hours to play five more times in a row. Hexic for Windows 8 phones, which I found pretty addicting, was similar to this, but you only lost a chance to play again if you lost a battle/level; if you won, you kept going, riding it like a pro. I once downloaded Candy Crush Saga, but only played it once or twice before deleting, meaning I can’t tell you how it compared to this–but all in all, Pokémon Shuffle seems a little too eager to immediately put the player in a standstill and ask for an investment.

I will never drop any real money into Pokémon Shuffle, but as something I’ll pick up and play once or twice a day for maybe ten minutes at most, it doesn’t offend me. Too much. I can happily ignore all its free-to-play tactics and begs, though I do wish Nintendo took a chance to thank its long-time fans and incorporate some kind of connection with the various other Pokémon games for the Nintendo 3DS. I mean, my copy of Pokémon Dream Radar is collecting digital dust, so it would’ve been nice to keep that train a-chugging. Or, heck, use those Play Coins to help purchase extra hearts or Great Balls.

Again, Pokémon Shuffle doesn’t really bother me too much because I’m not investing anything into it other than a small chunk of my day, but if I really want my match three fantastical animal heads fix, I should probably wait for Pokémon Battle Trozei, releasing next month on the eShop for $7.99. Think about how many Hearts that could buy you in Pokémon Shuffle. Here, I did the math for you–$7.99, due to the odd way they are priced, could get you 6 Jewels, which could then be turned into 30 Hearts. So, the choice is yours–$7.99 to play thirty times or play as much as you want. I know, this is a tougher choice than trying to name an Audino for the umpteenth time.

Regrettably, I lost the game in You Have to Win the Game

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A few days before my Extra Life stream was to start, I scanned through the “free-to-play” tag on Steam to see if there was anything worth downloading and trying live on the day of the event. Turns out, no…not much. A bunch of off-putting MMORPGs, a couple of MOBAs, and some frightening swamp monster called Fistful of Frags, but there was one title that certainly stood out from the pack, both on its name and looks.

Enter You Have to Win the Game, a deceptively tough platformer with a retro 1980s PC aesthetic from J. Kyle Pittman, who I believe either works or worked at Gearbox Studios. Can’t quite confirm that at the moment. It now seems like he and his brother founded Minor Key Games last year to create its sequel Super Win the Game, so kudos to them. I will definitely be checking that out once I go back through YHTWTG one more time.

There’s no solid story here, but that’s fine–think back to the good ol’ days of when action platformers needed no story. I mean, yeah…maybe there was one in DuckTales or Mystery Quest, but I can’t recall a single detail; all I know is there was jumping and exploring and jump-exploring to do. Granted, those games had enemies to deal with and ways to dish out damage, but YHTWTG is much more isolated, with you controlling a little sprite person as you explore a map and gain abilities, such as wall climbing and double jumping, that will eventually help you explore even more. Actually, wait. There are enemies, but your only course of action is to avoid them, not get in their face(s). There’s a continuing thread throughout the game’s progression about learning a magic word, but more on that in a moment.

Just like in VVVVVV, each screen feels like its own contained space, especially given that each screen gets its own quirky name at the bottom, like KISS Principle or Hardcore Prawn. This helps drive the desire to see what is up next. Some of these screens are simply there for you to walk through, some contain a save checkpoint or bag of money (which you collect to raise your 100% completion percentage), but many of them center around a deadly pitfall or crazy set of jumps or orb-tossing untouchable boss encounter. This is where this cutesy, retro platformer becomes something else–a challenge. But very rewarding, especially when it comes to rooms requiring precision-based timing to make it through in one piece.

Visually, the game is what you see above, using four-color CGA graphics and a lot of black space, but curved around a fake monitor screen, with monotonic PC speaker sounds to boot. That faux screen curve is a really cool effect that, after a minute or two of playing, you don’t even realize is there. At least I didn’t. Not much changes in terms of graphics overall as you progress, but it is fun entering a new area and seeing the layout change or where new traps are added or spotting a new way to go. The orb-tossing boss enemies–there are a few in total–are much larger sprites, detailed just enough to be threatening. If you can, search for the secret cat room.

At the end of YHTVTG, you are given the chance to enter in a password, which is whatever the magic word ultimately is. Unfortunately, I had only loosely paid attention to the scribbling on the walls, so I was unable to make a good guess and thus “lost” the game. I plan to go back and try again, as well as get the rest of those money bags, though there are a few sections I’m not looking forward to repeating, like that one where you have to jump down to a portal, cling to a wall, and then double-jump over a line of spikes. Yeah, I spent a good while on that part during Extra Life. Granted, I should be able to speedrun the first few parts now that I’m on the up-and-up, and I think there’s even an Achievement for completing the game (any %) in under ten minutes. Good luck there.

And good luck to anyone inspired by this post to win the game. I mean, you have to. You Have to Win the Game.