Tag Archives: Game Jolt

All cities are mad, and that includes Bernband’s The Pff

gd bernband thoughts

There are a few cities I’d really love to visit in the near future, with no set goals. No scheduled events, no locked-in attractions to see, no deadlines. I just want to be there and observe, to walk around like I’m stuck in ankle-deep quicksand. I’ll limit the following list to inside the United States, but let’s go with Boston, Providence, Charleston, Seattle, and Austin. Perhaps in that order. Actually, it doesn’t matter; I’m not picky. Now, I’m not exactly sure where Bernband‘s main city is located, but I can cross it off my imaginary list, as it has been both enjoyed and explored.

Bernband is, to mock the Gone Home haters, a “walking simulator” set in the strange city called The Pff, which has me scratching my head, but I guess that’s the point. Thankfully, I don’t have to say it out loud, only write it. Immediately, I feel like a foreigner, stepping foot into another world. An artificially pixelated one at that, which is a bit nauseating at first, but the sensation fades. Same goes for the hypersensitive mouse speed, which is akin to a first-person shooter, something I didn’t expect here.

The goal of the game–if you want to label this a goal–is to simply explore and take in the culture, and it’s fairly linear and uneventful at first, but you’ll eventually begin to see some interesting sights, as well as have options of where to go next. You move with the WASD keys, can jump, and pressing “escape” instantly closes the program–that’s all there is here, with no HUD or even a pause menu. I played for about twenty minutes and stopped after a hole in the floor returned me to the starting area, though I’m sure I didn’t see all the sights.

Despite being set in an alien city, there’s a lot of familiarity to gawk at, such as a hopping bar scene, a classroom, a car park, and so on. Plus, elevators and doors, though the elevators are more like transporters. Instead of being peppered with a range of human bodies, rooms and hallways are stuffed with alien lifeforms of all shapes, colors, and quirks. Actually, for a quick moment after I launched the game, I thought I was back in Calm Time, which had me panicking as I didn’t want to have to murder everyone in The Pff while chasing down a ghost. Thankfully, this is not a spooky game, though there is strangely a sense of coldness and dread, especially once you move away from the livelier sections of town and end up in, more or less, empty hallways. Music and sound effects are sparse, but used effectively, like that alien tinkling away in the urinal or the one tooting its horn.

In one way, it’d be nice to see Bernband expanded into something more traditional, with a full-blown story and characters and some kind of goal to complete, whether it was reaching a destination or collecting a set number of items along the way. In another, that might ruin what was captured here, that feeling of being a stranger in a strange land, where all you can do is look upon your surroundings and learn.

2013 Game Review Haiku, #60 – Calm Time

2013 games completed calm time

A spacious manor
Perfect for killer party
Where you’re the killer

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

2013 Game Review Haiku, #57 – Isaac’s Odyssey

2013 games completed isaac's odyssey 33940

Comic Con party
Must make it, stuck inside dorm
Text needs editing

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Tower of Heaven is a tough, rule-stacking platformer

tower of heaven final overall imp

Much like with Persist, I am finding myself drawn to platformers that really mix the genre up so that it is no longer simply about jumping left to right, down to up. Those simplistic actions are totally fine, given that that’s where this genre really began with Super Mario Bros. and Alex Kidd in Miracle World, but eventually the premise wears thin, and there needs to be something else tossed into the machine to create a different style of play.

Again, in Persist, you lost abilities, like being unable to swim in water or even jump, which made traditional platforming problematic and demanded you figure out a way around regardless. In Fez, which is probably more puzzler than platformer, you could rotate the level to traverse to new areas, find hidden secrets, and see everything in a new light. Braid had you playing with time. Sonic the Hedgehog, which I’ve never been good at, placed more of an emphasis on speed than straightforward platforming, and 3D titles like Jumping Flash! took advantage of a rather unique and challenging perspective for platforming purposes, with the camera locked in first person mode, which made leaping to extreme heights both exhilarating and disorienting. And awesomely, I could list other examples, but I think that’s decent for now.

Well, in Askiisoft’s Tower of Heaven, our game of the moment, there’s a rule book you acquire early on, and if you don’t follow the rules, you die–plain as paper. Designed to look like a Game Boy romp of old, this challenging platformer looks more innocent than it really is. By the time you pick up the second or third rule, it’s just as difficult as the masochistic platformers of this past generation–I guess I can say that now since we’re moving on to the next one with the PlayStation 4 and Xbox One finally exiting their respective dungeons–namely, Super Meat Boy and I Wanna Be the Guy. It’s difficult and leaves nearly no room for error, especially once you can’t go left, touch the side of blocks, and even touch other living beings. But I guess I’m getting ahead of myself.

The plot. Yup, there’s a plot. You are a lost soul, represented as a dark shadow of a human figure, and you are attempting to climb a…tower. Where does it go? Well, the game’s title should clue you in, but I couldn’t tell if that was meant to be taken literally or figuratively. A mysterious voice from above does not believe you can do it and begins to throw wrenches into your plans when it becomes clear you are unwilling to walk away from your heavenly goal. There’s some religious text at the very end that kind of confused me and felt like it was there to be “deep” and “thoughtful”, but really added little to the story. In each level, your goal is to reach the staircases and continue up. However, as you progress, the voice from above will place specific restrictions on you (such as you can no longer hit the left key or touch the side of walls), and these rules eventually stack on top of each other, meaning you have to constantly be aware of all the things you can’t do, as well as what you can. At one point, you weren’t even allowed to check the rules menu; if you hit the button to bring up the list, you exploded into pixels. It’s a fantastic gameplay idea, though it makes for tough towering.

All that said, here’s about nine minutes of me going through the motions for Tower of Heaven‘s first few levels. Warning: my mic audio is very high and airy, and I’m still tinkering with my settings to learn what works and what doesn’t for recording purposes. Again, if anyone has any tips, I’ll take ’em. Just throw them at my head; I’m using OBS now to record gameplay footage and a LogiTech headset.

I played more after the video ends and was able to beat Tower of Heaven after about twenty or twenty-five minutes on the final few levels. I came very close to giving up entirely though, that’s how challenging it got. When the rule states that you can no longer touch living beings like butterflies and grass, well…you begin to notice that stuff is all over the place. Anyways, the ending was simply okay, if a bit muddled in its own revelations and heavy religious tone, but I dug it nonetheless. Just like in VVVVVV, you get a stats screen at the end, and mine showed that I died a total of 154 times, which I am totally not ashamed of. If you’re into retro games with some challenge, this one is definitely worth checking out.

2013 Game Review Haiku, #42 – Tower of Heaven

2013 games completed tower of heaven

Reach the tower’s top
By jumping, but the rules keep
Adding up, amen

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Wake up or just keep dreaming in Deep Sleep

deep sleep capture

I apologize for being late to the party–though I’m always late to the party or never invited to begin with, cue the industry standard wah wah waaaaah sound effect–but I’ve just discovered this Game Jolt website, which is full of free-to-play Flash and downloadable games, spanning all the genre categories we’ve come to embrace over the decades, such as action, adventure, platformer, and so on. Basically, it is stuffed with stuff, and I’m sure not everything is the height of excellence, but one will never know until they look. I already examined my fear of lakes with Lakeview Cabin, which I found to be really engaging despite the lack of a clear goal, and now I’m here to share with y’all the point-and-click spookiness that is Deep Sleep.

No surprise here, but the game is about lucid dreaming. That’s the rare phenomenon when a person becomes aware that they are dreaming, existing in a peculiar place between consciousness and not. I can’t really say I’ve experienced it myself, though I do occasionally have dreams where a bell or phone is making noise only to snap immediately out of it and realize my alarm clock is going off. Don’t think that’s the same thing, but the queer feeling taking over my body a second after all that goes down is still hard to shake. It’s not explicitly clear who you are playing as in scriptwelder’s adventure-horror game, but you have somehow gained consciousness within a nightmare and must find a way to wake up.

As a point-and-click adventure game, Deep Sleep works just fine. You move across various static screens and click on items to pick them up or receive a description. Some puzzles block your progress forward, but they’re designed logically, so you basically just have to think about how you would, in real life, open a very hot crank handle to a boiler. Oh, and there’s a wee bit of pixel hunting, as some screens are very dark before you get the flashlight, and even then you might miss some key detail nestled in the corner. I did finish the game without using all the items, so I’m not sure if I just missed the spot to use the piece of coal, golden statue, and hook or if they were superfluous to begin with.

As a horror game, Deep Sleep is pretty effective, though I found it more unnerving the entire way through than downright scary. The “you have to wake up” recording is exceptionally creepy, as is the monster design and unsafe feeling you get as it follows you from room to room. There’s some fantastic sound design, with locked doors still shaking me on the inside thanks to my recent journey through Silent 2‘s apartment complex hallways. The game has a grainy look to it, which actually works better than you might initially suspect. And like a dream, it is piecemeal and littered with gaps in its storytelling, as well as a dab of uncertain world-building, but that’s okay–that’s ultimately the point. It is meant to keep you guessing, a mix of the real and unreal.

It’s clear why Deep Sleep earned first place for the Casual Gameplay Design Competition #10. If the stars ever align, I hope to be able to show you, too. Evidently there’s already a sequel ready for me to play, called Deeper Sleep. I’ll probably check it out soon, or maybe I should hold out for Even More Deeper Sleep. Thank you, thank you–try the fish.