Tag Archives: free

I hilariously keep forgetting Team Kirby Clash Deluxe’s name

At first, I thought it was called Kirby Battle Royale–y’know, the game where 100 Kirbys jump out of a plane, land on an island, and must fight each other to death. Then I thought it was Kirby Star Allies, which is some new thing full of big reveals coming out real soon for the Nintendo Switch. Lastly, I thought it was Kirby’s Blowout Blast…but nope, none of those are right. I mean, yes, they exist and are all technically games starring the titular pink vacuum-beast, but the game I am playing and constantly forgetting the name of is Team Kirby Clash Deluxe. Oy vey. Look, there have been a lot of similar-sounding and looking Kirby-based games coming out of Nintendo these last few years, and it is difficult to keep them all separate.

Evidently, to make things even more complicated and layered, Team Kirby Clash Deluxe is a spin-off of a mini-game from 2016’s Kirby: Planet Robobot, available as a free-to-start digital down on the Nintendo 3DS eShop. It’s a game entirely made up of boss fights from previous Kirby-starring games, with all your favorite cute-as-heck baddies showing up, like Waddle Dee, Meta Knight, and King Dedede. RPG elements like leveling up, class types, and unlocking new weapons and armor sets are the key to making your Kirby super strong. You can take on the fights somewhat alone, with three computer-controlled Kirbys–should it be Kirbies?–or you can team up online with other real-life players; I’ve not tried the latter, and I’m doing just fine without human help, though I guess then I’m missing the whole point of this experience. For what it’s worth, I’ve never done much online multiplaying on my Nintendo 3DS, save for Animal Crossing: New Leaf and a few matches of ScareScraper slash Thrill Tower from Luigi’s Mansion: Dark Moon. I like flying solo.

Now, the fighting in Team Kirby Clash Deluxe is not the most technical or satisfying combat system this side of the moon. It’s mashy and chaotic and that’s never really been the focus of Kirby games, of which my favorites are Kirby’s Dream Land 3 and Kirby’s Epic Yarn. Speaking of the latter, I seemingly still have my case and instruction manual for it, but no longer the disc. Boo to that. Also, not-favorites in the franchise include Kirby and the Amazing Mirror. Anyways, you can freely switch your Kirby between four different classes, which are as follows:

  • Sword Hero
  • Beam Mage
  • Dr. Healmore
  • Hammer Lord

These classes are basically locked-in versions of when Kirby would copy an enemy’s ability for his own nefarious purposes in a traditional game. Y’know, but sucking them into his mouth and swallowing them whole. Class-wise, they are easy to figure out, with Sword Hero being a general warrior type, Beam Mage being a ranged wizard, Dr. Healmore is your cleric, and Hammer Lord is most definitely a tank. I’m putting all my chips, and therefore Gem Apples and currency fragments, into Beam Mage, buying weapon and armor sets as they unlock because trying to spread out my spending on multiple classes, without using real money–more on that in a bit–is a fool’s errand. I really like the Beam Mage’s Time Stop ability and the fact that I can keep my distance from bosses and let my AI-driven team get in close for me. As fights progress, the boss will drop stone tablets, and if you collect all four of them you can perform a supermove that deals massive damage; other than that, the strategies are mash attacks and heal and dodge when necessary and obvious.

Let’s now talk about the free-to-play stuff. Team Kirby Clash Deluxe‘s freemium currency is Gem Apples, and there’s a tree in your main hub area that will give you five Gem Apples every 12 hours. Naturally, you can also buy Gem Apples for real cash money through the nearby shop or upgrade the tree itself for better harvests, and I wish I could tell you what the best deal is, but I honestly haven’t even looked at the prices. Each boss fight requires a certain amount of Vigor to take on, which recharges over time–it’s basically your standard energy system to restrict you from playing too much at once. You can instantly refill the meter by eating a Gem Apple or leveling up. Gem Apples are also used to unlock new boss fights and, along with additional currency requirements, acquire new weapons and armor. At first, everything only takes a few Gem Apples to do, but as you progress the amounts required will increase, insisting you pay real money for more; thankfully, I’m as patient as an anaconda hunting its prey and don’t mind checking in every 12 hours or so for my free Gem Apples, stockpiling them until I can unlock the next whatever.

So, similar to my approach with Pokémon Shuffle, Disney Magic Kingdoms, and other free-to-play games, I’m okay taking it slow in Team Kirby Clash Deluxe, so long as I get to see a majority of its stuff. Some of these armor sets look adorable on the ol’ pink sphere. I doubt I’ll get my Kirby up to level 50–he’s currently sitting rotund at level 12–but I’ll keep checking in on this until the Gem Apple requirements truly become too steep to climb.

2018 Game Review Haiku, #21 – Brave

This princess thirsts for
Generic monster fodder
Her bow screams–Mor’du!

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #20 – Packing Up the Rest of Your Stuff on the Last Day at Your Old Apartment

Hot day for packing
Fans on, boxes to fill up
Better start moving

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

Brave’s videogame transformation is not surprisingly rote

I’m sure I wasn’t alone in being slightly baffled as to why Brave, that character action romp from 2012 developed by Behaviour Interactive and published by Disney Interactive Studios, not to be mixed up with another similar-sounding series, was being offered as a Games for Gold freebie this month for those on Xbox One and Xbox 360, but then I realized it is probably the closest thing Microsoft has that’s Irish-like in honor of St. Patrick’s Day. I mean, let’s look at the facts–Scotland is totally near Ireland, and Kelly Macdonald’s deeply relaxing and soothing accent might as well be coming out of a banshee’s mouth. I guess those are all the facts.

Actually, no, another fact–I love Brave. I’m specifically talking about the animated movie here, the one where Princess Mérida, determined to make her own path in life, defies a custom that brings chaos to her kingdom. Granted one wish, she must rely on her bravery and ultra-good archery skills to undo a beastly curse and bring about peace to both her kingdom and family. That said, I do not love the videogame version of Brave, though I have just about squeezed every bit of entertainment from it by the time this post goes public. By that, I mean I popped all but one Achievement, the one for beating the game on its hardest difficulty setting.

This tie-in take on Brave doesn’t follow the film’s events scene by scene. Instead, it’s kind of a side happening, with Mérida chasing after her mother, now in bear form (uh, spoilers?), and discovering that a magical blight has befallen the land. To stop it, she’ll need to defeat Mor’du, along with a number of generically traditional evil creatures. There’s under ten levels to get through, and you’ll do them linearly, and they are all linear themselves, following almost the same exact progression, but more on that in a bit. The story never really becomes its own thing and never rises above an excuse to have a bunch of monsters to destroy; at least the hand-drawn cutscenes are more interesting to watch than the ones using in-game graphics, which, and this is not uncommon for this generation, are extremely ugly and lacking life, character. I mean, the inside of any castle section might as well be from the chopping floor for Demon Souls or Oblivion.

Brave‘s gameplay is far from courageous or anything unique. There’s running around, jumping on platforms, loosing arrows, and hitting plants and enemies with your sword. Oh, and I can’t forget the section where you play as her bear-mother Elinor, or the parts where you control her bear-brothers to solve beyond straightforward puzzles involving levers and switches. Honestly, I was surprised to discover that this kind of played like a twin-stick shooter. Using the right stick, you can loose an arrow in mostly any direction and change the element it is based on–earth, fire, wind, or ice–which is necessary for affecting the environment, as well as dealing more damage based on an enemy’s weakness. Fire boars hate ice, for instance. That said, the arrows sometimes don’t go where you want them to, and it reminded me a lot of trying to hit enemies in the background in Shadow Complex.

Look, this is obviously a family-friendly title, and thus, the action is okay, never trying too hard to be more than a standard affair. On the default difficulty, it never, ever even came close to challenging. My go-to plan for dealing with enemies was to fire at them from a distance and then, if they got close, double-jump and stab downward into the ground with Mérida’s sword for a damaging slam move. The only time it ever got tricky was when there were multiple enemies on screen with different weaknesses, requiring you to either switch your element out on the fly or take on a single set of enemies out first. The final boss fight–or rather final boss fights–have a bunch of these, but by that point in the game, Mérida is full of upgrades and more than capable of taking a few hits.

Speaking of that, the upgrades are what one expects in these types of games–more health, deal more damage, element effects last longer, potions restore more life, etc. They each require a specific amount of gold, which you earn from defeating monsters and cutting up flora. One playthrough alone of the game will probably only net you enough gold coins to buy maybe one-third of all the upgrades. So choose wisely or, if you are like me and want every Achievement, be prepared to grind out some money, and this includes purchasing the co-op specific upgrades. The ones you definitely want early on are increasing your power move meter more quickly, either from dealing damage or receiving it, the range at which you suck up gold coins, and the minion-summoning power for the earth element.

I’ve not played many of these tie-in games to Pixar/Disney properties I love because, well, they are often not what I want. Here’s a link to my thoughts on that The Incredibles game, which still hurts to think about today. I can’t say I was surprised by how Brave turned out, and I’m only holding out hope now on the rumor of a LEGO-based game for the upcoming The Incredibles II. That said, I’m sure if I ever get a copy of the videogame takes on WALL-E, Up, or Toy Story 3, I’ll foolishly give them a honest chance, forgetting all the missteps I’ve seen along the way up to this point.

Well, as they famously say in Scotland, lang may yer lum reek, Brave. I never want to play you again.

2018 Game Review Haiku, #19 – ERROR: Human Not Found

Death of a robot
Sparks an investigation
But first, logic gates

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

I’m not smart enough for ERROR: Human Not Found’s computer-science puzzles

I’d like to think I’m not afraid to admit when I’m not good at something, but that’s probably not the case one hundred percent of the time. So, in that honor, here is a short list of activities and skills I can confidently say I absolutely stink at and you can silently judge me all you want from your side of the computer screen because that’s the Internet for you, all stares and snippy comments:

  • Cooking
  • Running
  • Confronting people
  • Arm wrestling a bear
  • Sports
  • Walking on snow
  • Mathematics

Now, it’s that last listed item there that plays a part in today’s blog post, which is all about ERROR: Human Not Found, a free point-and-click/visual novel adventure on Steam that examines that differences between humans and artificial intelligences. Certainly not breaking any new ground, and yet I continue to be unable to stay away from this subject matter, fascinated by the themes and characters in things like Battlestar Galactica, Ghost in the Shell, and Robert A. Heinlein’s The Moon Is a Harsh Mistress, to provide a few examples. I mean, as Black Mirror has rightfully and accurately predicted, we’re moving ever closer towards a technology-driven future, and it is going to be both sleek and shiny and bleak as hell. It’s best to start prepping for it now.

In ERROR: Human Not Found, you play as sassy Grace Fortran, a computer scientist stationed on the Noah Sphere, a space-based research station. There’s celebration to be had, what with the first artificial intelligence being successfully uploaded into the physical body of an android. Yahoo and wahoo. Alas, no time for cake and cheers just yet, as Grace must quickly move to clear her name in the mysterious death of this very AI who is murdered not twenty-four hours after the upload. She’ll have to work together with Ada, another AI body-bound, to search the station for clues, question suspects, and solve various computer-science related puzzles to get the job done. Grace will ultimately need to determine the fate of AIs while exploring their relationships with humans and the world at large, and it’s all pretty standard stuff, save for the hints that they might be better at running the government than the flesh-and-blood models.

This is interactive fiction, with a stronger emphasis on fiction than interactive. CelleC Games’ ERROR: Human Not Found is broken up into different chapters, and each one contains the same style of gameplay. You’ll have conversations with Ada and other members on the station, make a couple of dialogue choices, explore a limited environment (usually consisting of a couple of screens) for clues, and then take on a puzzle or two. Rinse and repeat until the story concludes, so long as you can get past the puzzles, which are, more or less, logic gates. I mean that both literally and figuratively. Now I was able to fudge my way through the bulk of them, guessing here and there, but the last one, which is based around binary code, stumped me for a bit, forcing me to walk away from the game for several nights. Then, because I can’t stand starting something and not seeing it through, I went back for one more hard, stubborn-drive swing, to finish this off.

Would you like to know how I solved the final computer science-themed puzzle? Well, for starters, I had The Descent: Part 2 on in the background, and let me tell you something…it’s a terrible sequel to a strong adventure horror film about a group of young women getting lost inside an unexplored cave and discovering a race of flesh-eating subterranean humanoids. It’s fine to listen to, but don’t waste your eyeballs on it. Instead, I had the game open in a window, as well as the notepad application, and I jotted down each successful attempt to match a number with the what-I’m-assuming is its respective binary code, because you only get so many tries. For instance, 8 is 1000 or 14 is 1110. Again, if you are currently salivating and ready to jump down my throat and call me stupid because this is so obvious to you, please remember that I started this post by being honest about the things I’m no good at, and this is one of them. The more I knew ahead of re-starting the puzzle, the further I got, and it took me ultimately six attempts to finish.

Evidently, there are three different endings to see in ERROR: Human Not Found. I’m fine with the one I got, though I can barely remember it now, some days later when typing up this post. I appreciated the game’s love for all things scientific and mathematics, with a number of nods at popular players in these fields, like Grace Hopper and Isaac Asimov. There’s even an exhaustive database full of profiles on these characters if you want to read more. However, I can neither recommend it to those looking for a story-driven game or something puzzle-y, as it doesn’t truly succeed in either of those departments.

2018 Game Review Haiku, #16 – All Our Asias

Polygonal realm
Holds memories and answers
Surreal sounds abound

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #15 – Quiet City

A noisy city
Determined to be silent
Play your part, click–shhh

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #13 – THOR.N

Hey, happy birthday
Better start earning credits
Citizen–yes/no?

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

Unlock achievements in THOR.N, a dystopian job simulator

It’s no secret that I both like Achievements and completely understand how empty and hollow of a concept they are. That’s okay, I guess. To me, they exist as extra goals, things to try to do in a game to squeeze every little bit of life out of it before moving on to the next piece of digital entertainment. You might not get much within the game for collecting all the shiny doodads, but your Gamerscore will certainly grow. I’m scared to say that a society driven by things like Achievements might be interesting to see, and I suspect that those with fancier phones than I probably already have apps that reward you for doing mundane, menial tasks like eating breakfast, putting on pants, and taking your first steps of the day.

Well, THOR.N is a game kind of about that. In it, you wake up on your eighteenth birthday. This is a momentous day because now you can begin your true journey to citizenship. An excited and large, jelly baby-esque head attached to the wall tells you all this and even provides you with your first birthday present–50 credits. Woo. After this, your bedroom door is unlocked, and you can go into the next room to discover…a bunch of workstations. You must now begin working towards your citizenship by crafting uniforms, rations, and munitions. You gain credits for each job completed, which you can spend to buy another workstation or upgrade any that you’ve already unlocked. Each time you purchase an upgrade, you earn a skill point, which then adds to your citizenship level. Eventually, you can make the process automatic and watch the credits tick up with minimal effort on your part.

THOR.N is a clicker in disguise. The jobs you complete at the workstations are extremely simple, almost perfunctory. You click the button on the left, wait for the meter to fill, click the button in the middle, wait for the meter to fill, and then click the button on the right…yup, you guessed it, wait for the meter to fill. Still, it’s strangely satisfying to watch the process happen, and once the upgrades get big enough you won’t even need to touch the machine to get your credits. As all of this happens, you are growing your citizenship level and watching Achievement-like messages pop up on the screen to congratulate you on your merits. Which, ultimately, are not worth celebrating. I suspect that’s the point, highlighting your work as something greater than it is when, just by listening, you know there are many others out there doing exactly the same actions as you, all for the greater good, some of which make it, and some of which do not.

I like a lot of the story bits that THOR.N keeps to the side and doesn’t shine a light on. Clearly, this is a dystopian future. Despite the cheer, chipper voice of your robot overlord, something must have gone wrong to get to this place in society. There are “No Entry” signs emblazoned on the glass doors that lead to the outside world–if such a place even exists, as Prey taught me–and information terminals constantly show you how well other citizens are performing. The apartment is small, but full of details, like art and papers on the walls. Also, the ominous robot voice congratulating you on all your achievements occasionally sounds aggressive, with some bits even feeling like thinly veiled threats. At one point, I returned to my bedroom and tried to access the computer screen in there only to get firmly reprimanded and told never to touch that screen again. I never did. Once you reach a certain citizenship level, a new door unlocks, and you can proceed through it…only to suddenly finish the experience.

While the ending is both abrupt and unclear, I enjoyed THOR.N, especially its aesthetic, as well as when all three workstations were operating at full capacity and my credits were skyrocketing. It’s just so dang satisfying when everything is operating smoothly and efficiently, and I don’t know what that says about me. Of the few Humble Originals from the Humble Monthly Trove I’ve tried so far, all of which were once free but no longer are, I found this similar to how I felt after completing Hitchhiker: First Ride–good, not 100% sure I grokked everything that went down, and interested to know more. I’ll have to be a good citizen and keep my eyes open for whatever Advect Productions puts out next.