Tag Archives: free

2017 Game Review Haiku, #29 – Toryanse: Reel

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In comes old woman
From the rain, tinker with tech
Discover reel, watch

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, #28 – The Summit High

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Success and failure
A mountain of bare attempts
Your choice–climb or fall

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, #24 – The Knobbly Crook: Chapter 1, “The Horse You Sailed In On”

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Must turn ship around
Wreak havoc on its odd crew
Well…half boat, half horse

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.

Language is a reflection of ourselves in Missing Translation

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I originally ran through Missing Translation in a single, puzzle-driven sitting back in December 2016 and have desperately wanted to write about it, but other posts ended up taking priority over the wordless thing. You might view that as ironic, that I haven’t found the time for the right words yet to describe a project built solely on visual language. I definitely do. Fret not, for now I’m here, bright-eyed and inspired, with hopefully enough snappy prose to get the job done.

First off, Missing Translation is free to play on Steam, and for that fact alone, I do urge you to go play it before reading much more about it. Yup, I’m totally ushering you away from Grinding Down by the second paragraph of this post, which means I’m a terrible blogger. Also, it’s not because there’s insane plot twists or amazing watercooler-esque moments, but because it is the kind of interactive experience that is best experienced. It’s a game about language and, often, immersing yourself in something foreign and unknown is the best way to learn what is what and how the world spins. Like that time in college when I went to Montréal, Quebec, for Spring Break with only knowing a few French phrases. Spoiler alert: I totally made it out alive.

Right. Onward with the words. Missing Translation is a short game with intellectual puzzles that is all about teaching a visual language that’s based on drawing lines across a nine-node grid. By decrypting this secret language, one can really begin to understand what’s going on in this black-and-white-and-gray world full of foreign machinery, cats, and robots in funny hats. To be honest, I never grokked the entire thing, but was still able to complete the game and enjoy the uptick in difficulty for the puzzles.

You might have trouble believing that Missing Translation is wordless. Well, it is. From beginning to end. There’s no tutorial, hints, or text–as we know it–to be found, not even on the “start” menu. This means that anyone and everyone can enjoy the game regardless of their native language. It’s a universal conundrum for solving. There are about a hundred puzzles to figure out, varying from connecting dots on a grid in the right way to navigating through large screens brimming with totem-like blocks. Each one grows in difficulty and complexity as you dig deeper, and I couldn’t stop myself once I got started, for fear of forgetting what trick was behind each set of puzzles. This is why I ran through the entire game in a single gulp, unable to leave any bit unfinished. As they get solved, new friends and allies are unlocked to help guide the main protagonist–which can either be a man or woman–back to their world.

Missing Translation is more than a puzzle adventure game. Its got a wonderful premise, inclusive to all that want to click and think and learn, and while I might not know what every strange symbol means, much like in Fez, I had a fantastic and fulfilling time figuring out my way through its many locked doors.

Having a baby in Cayne’s universe is a real life-changer

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I’m a big fan of free, standalone tie-in experiences, not simply because they are free. Some examples that instantly come to mind are Lost Constellation and Longest Night for the quickly upcoming Night in the Woods, the demo for Bravely Default, which contained a side-quest not available in the full release, and the Spore Creature Creator for, well, Spore. These snippets and slices offer a chance to see what the big deal is while simultaneously providing an experience not fully found in the main game. All that setup leads us to Cayne, which is an ultra-dark journey through the dystopian world of Stasis from The Brotherhood, in preparation for the studio’s next project called Beautiful Desolation.

Here’s what I know about Cayne, and, no, I haven’t yet played Stasis though that may likely change. It begins with Hadley, a mother-to-be, waking up in a strange medical facility. Unfortunately for her, this wasn’t a routine procedure and something is severely amiss. She manages to escape the operating table before her baby can be ripped from her body, only to make things worse, causing a massive, floor-destroying explosion. Now on her own, she’ll have to explore her surroundings and find out why these people were after her child, as well as make her getaway. One big problem: there’s a deadly monster-thing-with-claws called Samantha guarding the elevator.

Obviously, Cayne has style. Or, as Jeff Gerstmann likes to say, styyyyyle. It’s drawing heavily from things like Alien, as well as sci-fi short stories from decades ago, the kind that present really large ideas in tight spaces and like to pull the rug out from under you with a big twist at the end. I’m thinking of “I Have No Mouth, and I Must Scream” by Harlan Ellison and “Second Variety” by Philip K. Dick and other similar tales. As you explore the Cayne facility, you’ll gain access to PDAs, computer logs, and other characters, which offer some insights into what is happening while also keeping mum about the true motives of the company. Seems like they are into growing babies, but I never understood why and for what purpose by the end, though the ending does hint that this is a major operation, not some one-off experiment. Also, a lot of the people you meet–both living and dead–are real pieces of scum, so there’s that too.

All of this style is backed up and emphasized on through great voice acting and subtle yet effective audio tones. Hadley comes across as, I hope and assume, many of us would if we woke up in a similar situation. I like that her nervousness results in badly-timed jokes. That’s something I do too. Shortly into Cayne, Hadley “meets” a man. I say “meets” because it is more that she begins to hear a voice, and her dialogue with this person makes up a large chunk of the game, revealing many tidbits and insight into these characters. Also, the FMV sequences are pretty stellar, far more cinematic than I expected.

Something Cayne does well is minimize the amount of things you need to click on by providing descriptions of everything in text off to the side when the mouse cursor is hovered over key items in a scene. Normally, you’d click on it to get this kind of information, but now you can move through the descriptions at your own pace. I like this. The cursor also changes when over something that can be interacted with, which helps. That’s not to say the puzzles are a cakewalk; in fact, many of them are quite tricky, and I won’t deny that I ended up using a guide to figure out the ID number for the Grub Habitat, as well as how to manipulate the server platform and blow up the power generator. Other puzzles were easy to figure out, though I ended up taking a good chunk of notes just in case.

Cayne‘s biggest and most glaring fault is that…like many point-and-click adventure games, there’s a lot of backtracking involved. Generally, that’s fine. That’s part of the genre. However, a lot of games have got with the times and allowed for quicker hopping to and fro, whether through a map of locations (like in Read Only Memories) or by letting the player double-click on the exit areas to jump ahead. Cayne does not do this. Throw in the fact that our protagonist is a very pregnant woman with no shoes running around a facility with fire, broken glass, and gross puddles of ooze everywhere–well, moving through the Cayne facility is a slow burn. Real slow. I found this pace to be extremely frustrating as I was deciphering puzzles, knowing that I’d have to travel across three to four rooms just to find a piece of information and then return with my solution. It’s never a good sign when I begin reaching for my phone to kill time when moving from room to room.

Thanks to Cayne, I’ll definitely be keeping an eye on The Brotherhood and what’s next from the studio. I’m not one hundred percent in love with their gameplay mechanics and UI, but those things aren’t deal-breakers when it comes to a powerful story, believable characters in peril or up to no good, and audio design that can set your teeth on edge. You can grab a free copy of the game seemingly just about everywhere on the Internet; I played mine on Steam for those silent, delicious Achievements.

2017 Game Review Haiku, #22 – Cayne

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Don’t wake up, Hadley
For this is pregnancy Hell
Too much backtracking

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, #19 – Omnichronic

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Back-stabbin’ captain
Wants yer treasure–time travel
Save booty, not world

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.

Blameless is ironically not without its faults

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I don’t play many horror games. Honestly, I’d like to touch more, truly, but I have a hard time being the deciding factor of opening that creaky door and stepping into the dimly-lit room full of monsters with only a twig as my sole mean of defense. I’m thinking the last one I danced with was Silent Hill 2, some three years back, and I made a promise to play Silent Hill 3 last year around Halloween…but that never happened. There’s also Outlast, Siren: Blood Curse, and Lone Survivor, installed and waiting. They might be waiting for a long time. Heck, I even have that last named game ready to go in two different locations (laptop and PlayStation 3). Nah, the mood is never right, and by “the mood,” I naturally mean my mood.

So, what pushed me over the edge to play Blameless, which is totally a horror thing? Well, besides being completely free to play, I saw via HowLongToBeat that it was a quick experience, with completion times ranging in the fifty- to sixty-minutes range. “I can handle that,” I told myself, clicking the “play” button and sitting up straighter in my chair. I also politely asked my cat Timmy not to make any sudden jumps on to my lap. Surprisingly, he behaved.

All right, here’s the rundown on Blameless. It’s a mysterious first-person adventure focusing primarily on solving puzzles in the vein of collect specific item and use it on another specific item correctly to make magic happen. Point and click, but with more exploration. You are an architect dude–maybe you have a name, but I can’t recall what it is–investigating a potential project house currently under a lot of construction. Alas, once there, you get bopped in the head by the man you agreed to meet and left in a locked room. As you make your escape, you discover more acts of violence. Your best chance is to get out of there and call the cops.

Visually, the game has a decent look. It’s no PT, but it makes a valiant attempt. I mean, it’s a house full of clutter and the remnants of bereft construction workers. I’m not expecting beauty from the tool benches, garbage bins, and unused materials, but it does all seem to look as it should, and that fact helps create a realistic, believable environment. That makes poking around in its darker corners all the more unnerving. The voice acting, unfortunately, is sub-par and really jarring, and the puzzles never become more complicated than finding the right item to use where it is supposed to be used. I will give the developer props for making me use a set of keys twice and actually take them out of the first padlock manually; I mean, that’s how you’d do it in real life, but a lot of games would have automated that process so you wouldn’t stall moving forward.

Unfortunately, Blameless broke in a big, big way right near the end, to the point that I had to abandon the whole sojourn and look up how it ended via YouTube. Ironically, I was almost there, only a few footsteps from the conclusion myself. Oh well. For some reason, after a spoiler thing happened and I failed to remain alive, the game reloaded me into a previous checkpoint, except all the walls of the room were missing and I couldn’t interact with anything. Basically, I killed the scripting and found myself unable to move forward. I tried re-loading the same checkpoint multiple times to only end up at the same roadblock. For a free game that took me only about an hour to get through and wasn’t anything I’d shout from the mountaintops about, I can’t be too annoyed, though it certainly cemented my thoughts about its quality right then and there. The ending tries to stuff a somewhat unbelievable twist in there and really force it down your throat; I wasn’t a fan.

Let’s hope whatever the next scary game I play at least lets me complete it.

2017 Game Review Haiku, #17 – Blameless

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Go investigate
Murder at mystery house
Game broke, got scared once

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.

The BackDoor series is unpredictable, except for the puzzles

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The BackDoor series, which comes from a creator called SolarVagrant and so far consists of two games, namely Door 1: The Call and Door 2: The Job, is a small thing, with large ambitions. To me, especially with adventure games, that’s good. Respectable and well-intended. After all, Sequoioideae redwoods start as just a seed in the ground. Blackwell Legacy from Wadjet Eye Games and Nelly Cootalot: Spoonbeaks Ahoy! both started small, in humble territory, but contained more than enough material and ideas to burgeon into larger, more mainstream experiences. I think, with enough time, this too could become a series you hear about more often. Naturally, I’m getting ahead of myself, so on with the summaries.

For Door 1: The Call, you begin as a young man…falling. After what seems like far too much falling, you find yourself in a strange house. The only person who might know what is truly going on is a mysterious individual who contacts you over the phone…or might actually be the phone, seeing that it talks to you and has sharp, untrustworthy teeth where the number buttons are. Turns out, this strange house is on the moon. Your best plan of attack for now is to escape, and that means solving puzzles by finding items, combining them correctly, and examining everything in the environment to use them on. Pretty standard stuff, save for the part about being on the moon and trapped between different dimensions.

For Door 2: The Job, things pick up immediately where the previous game left off, which, for a sequel to a 2013 release, is great for me playing them back-to-back, but others might have forgotten some details, especially like why some items are still there in your inventory. No biggie. Through more guidance from your phone friend/foe, you find yourself in a strange city of a robots. You are tasked with finding a specific robot called Aert, and you’ll know him by his unique scarf. Along the way, you’ll interact with a number of other robots–some more friendly those humans than others– in this familiar city hub and do the traditional thing of collecting items and using them just right to solve puzzles. Eventually you learn that Aert is kidnapped by a gang of goons for the sole purpose of tricking his girlfriend to date the leader.

The first game is obviously much smaller in scope and mechanics. Door 2: The Job really feels like something grander, with colorful characters and world-building and plenty of things to interact with and examine. Let’s call the experienced…enriched. I felt more invested in my tasks, such as catching a rat, fixing machinery, or tricking the shopkeeper to sell to a smelly, untrustworthy human, even if I couldn’t follow the larger, outer layer plotline all that much. Maybe whatever Door 3 ends up being will explain why this animated phone is dictating your duties and mocking you all at the same time.

Many of the puzzles in Door 1: The Call and, much more so, in Door 2: The Job are pretty obvious. From a solution standpoint. For example, you find a locked ventilation shaft grate and know that you’ll need to get by it somehow. You need something to take the screws off. The rub is figuring out how to accomplish that task. Some puzzles even require a bit of trial and error, especially the time-based ones right near the end. Thankfully, when you fail them, the game resets to a checkpoint in the previous room, so it is not too punishing, save for wasting time.

Visually, not too much has changed from Door 1: The Call to Door 2: The Job, and that’s okay. There are stylized and entertaining cutscenes. The pixel art, especially the character portraits, reminds me greatly of Cave Story, and the city, while not huge, does have a personality and some areas to explore. Also, the color palette seems to have switched from soft blues to light yellows, browns, and greens. Don’t let the screenshot at the top of this post fool you as I had to mess with its color to get my large, blocky white letters to read well on top of it. Regardless, while it might be some time until we see Door 3: [Subtitle], I’m eagerly looking forward to it. That said, I’ll never trust an anthropomorphic telephone.