Tag Archives: indie

2016 Game Review Haiku, #6 – Seven Weeks of Cat Monarchy

2016 gd games completed seven weeks

Manage your cheese hoard
Cats in trouble, you decide
Nicely done, my grace

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Perishing is progress for Temple of Yog’s tributes

temple of yog early impressions gd

Let’s get the nitty-gritty out of the way: I’m buddies with Lee Bretschneider, the artist from ChudChud Industries and main pixel-morpher on the company’s first release Temple of Yog, which dropped on the Nintendo Wii U’s eShop last week, alongside something called Mimecrass. Real quick aside, spellcheck suggests the following instead of nitty-gritty, which I find amusing–bitty-gritty, nutty-gritty, natty-gritty, titty-gritty, and ditty-gritty. Also, I paid for Temple of Yog with my own hard-earned digital dollars, so don’t go thinking I’m on the take here. The last and only free game I got for review purposes was Monster Tale…a game that had you looking between two screens in the middle of all the action. Hmm, coincidence.

Temple of Yog‘s lore is thick with murky ancient history and told through a somewhat difficult font to read. Here’s what I’ve grokked so far: after Ao the Original, the leader of a small band of villagers, sacrificed himself for the greater good, things have been pretty good for said band of villagers. They found refuge outside a large temple’s base, finding great returns in terms of ripe fruit and fresh fish. The settlement prospered in the Zenith Portal’s protective glow. However, in appreciation for the temple’s generosity, the villagers provide a sacrificial offering via someone‘s life. Depending on how great of a warrior this someone is will affect how the village continues to grow.

Basically: get as far as you can and collect as many Boon points before you die so that you can upgrade your different classes to be stronger, better, more prepared for the next run. Think Rogue Legacy, but without the castle or hereditary traits. Or replace the castle with guilds. It’s a twin-stick shooter, so you move your character with the left stick and fire magic projectiles with the right. Everything you kill and do earns you Boon points, including moving on to the next area, which means players that can’t help but clear out every enemy in both the Light and Shadow realms will benefit the most. Right, there’s two realms, which you can switch between at will: one is on your TV screen, and the other below on the Wii U GamePad. However, you can only linger in the Shadow world for so long until your meter drains.

Before heading through the Zenith Portal to begin racking up Boon points, you’ll have to pick one of four classes: Holy Augur, Cult of the Magi, Livid Blade, or Rogue’s Nest. Each has their own stats and special abilities, and I’ve tried every one now, but found that I’m only interested in the Holy Augur guild. Why? Its special power is healing, a necessity when making headway through a jungle full of dangerous creatures. They also have fantastic reach. I’ve spent a lot of Boon points enhancing this guild the most. As you explore, you can find special items–like boots that make you move faster–as well as crystals that will give you side objectives for a chance to earn extra Boon. I wish there was more of the latter, or that the crystals showed up more frequently, as it gives me something to work towards, other than just eventually buying the farm.

Look, I’m not great at Temple of Yog. This has been my best run yet, getting as far as fighting the first giant wolf (warg?), but Fromage the Beloved hit the ground fast with one bite from its snout. Turns out, you should attack wolves from behind. Since the floors are randomly generated, some areas are tougher than others. I’ve encountered empty Light worlds, a Light world with one static plant monster, and then another filled with six to seven spiders, all bent on spitting in my face. This randomization greatly affects, at least for me, how far I’ll make it in a run. It also helps feed the “one more run” mentality.

Not every element here is a worthy sacrifice. This might be a problem only specific to me, but I had to “pause” the game a few times during runs, either to get a phone call or clean up surprise kitty cat vomit, and my natural inclination is to hit the “+” button. Nope. That doesn’t pause; it automatically sacrifices your character, and yes, I did this a few times before learning from my mistake. Still, when you are in a world where everything wants to murder you, a pause button would be welcome. I’ve also spawned inside a spider or right next to a spider when moving on to a new level, which is not ideal. Lastly, I play with the Wii U GamePad in my lap, which makes looking down at it and away from the TV screen a dangerous and unnerving task. Others might be better at it, but I’m still hesitant to do it often.

So, this first slice of Temple of Yog falls under the label of “The First Epoch,” with three further updates forthcoming next year. Early investors, like me, will get those for free, but others will have to suffer with the game’s base price increasing with each new add-on. Regardless, I’m going to keep playing, because death is progress, even for meager Boon points, and, theoretically, I’ll only get better as the guilds grow stronger and can take on and dish out more damage. Let’s check back later when I can take down a clutter of spiders like a pro.

Also: Temple of Yog‘s soundtrack is killer, probably something like 805,967 in Boon points. Sacrifice gladly accepted.

BEEP combines physics and platforming with cute robots

beep early impressions gd

Remember when I went balls-out crazy over the summer during the Steam Summer Sale and spent an astounding $0.74 on a bundle of four games? And then I only played one of them, the cute yet challenging Out There (Somewhere)? Yeah, I remember that too. Congratulations, we both have good memories. Except that I also promised to try out the other three–Polarity, Beep, and Camera Obscura–sooner than later, which were words written five months ago. I think I need to look up the dictionary definition of “soon” before I ever use the word again.

Beep tells the story of a lone spaceship that has been gliding through the emptiness of interstellar space for, like, ever and ever. An automated factory within this ship prepares a fleet of robotic explorers in search of gold nuggets–one of my sister’s least favorite words–that will help advance their race. Don’t ask me how, I’m not a robotic explorer. Gold also unlocks newer planets to explore. When arriving at a planet, a robot is deployed, and the player gains control, using platforming, physics, and laser beams to collect the necessary nuggets and reach the end safely.

Your little exploring robot in Beep–which I’m not totally comfortable writing as BEEP though that’s how it appears over at Steam–is mega cute. I mean, look at it. Anyways, it moves on wheels, which does affect how you climb up over some ledges or whether or not sliding is an issue on slanted slopes. The first few levels, namely on the Perilous Plains, slowly up the difficulty, but mostly introduce elements like moving platforms to climb on and dealing with antagonistic robots at a good pace. However, I found the little robot descending underground into dark sections with limited light and tricky jumps a bit too much early on. You do hit some checkpoints in the levels, which means restarting isn’t too punishing, and you can just keep trying over and over.

The graphics and bouncy tunes keep everything feeling easy and safe, even if it can get a little challenging in some parts. At first, I mistook Beep to be a prototype or student project–shame on me–but the graphics eventually fade to the background as you find yourself concerned with tossing defunct robot bodies out of your way or lowering a platform just so in hopes of being in line of sight of a nugget and using your anti-gravity gun to bring it closer. Using that gun to hurl rocks and dead enemy bot bodies with force is really fun, though it can bite you in the butt if you aren’t careful where you are aiming. For example, I wanted to hurl a dead opponent up and over my little robot explorer’s head into the gap behind it–you know, like a cool action hero–but instead tossed it directly into it, knocking both off the edge. Yes, I laughed, but I also quickly learned my lesson.

Beep‘s got some pedigree behind it too. I don’t know specifically who, but it comes from the minds of former LucasArts and BioWare employees and is clearly inspired by games like Cave Story, Yoshi’s Island, Trine, and Half-Life 2, all of which I’ve actually played in my lifetime. I’m enjoying it so far and expect to chip away at it slowly. I also can totally see myself just sitting on the level select menu, which is simply a solar system you can fly around and bump into drifting meteorites and such, all while a thumping, Blade Runner-like soundtrack plays. The shocking truth is that I really need to load up other things on my laptop other than Time Clickers.

2015 Game Review Haiku, #56 – Quarrel

2015 gd games completed quarrel xbla

A battle of words
Can’t see the anagrams, pause
Look up, rearrange

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Back-tracking with purpose in Cuckoo Castle

cuckoo castle gbjam4 impressions gd

I’m not exactly sure what it is about these GameBoy Jams that brings about games involving animals and mysterious castles, but Cuckoo Castle is now the second I’ve encountered. The previous one was Meowgical Tower. It’s not that I’m anti-animals or mysterious castles, but I’d like to see a castle exploring a mysterious animal next year to mix things up when the inevitable GameBoy Jam 5 drops.

That said, the protagonist of Cuckoo Castle isn’t ultimately an animal, but the castle you explore is filled with an assortment of antagonistic critters, like sewer rats and swooping bats, as well as spirits of the undead. Eventually, you get to decide between controlling three different adventurers: a lonely knight with a massively huge sword, a fireball-tossing witch accompanied by the cutest pixel kitty cat ever, and some kind of bug thing that likes to dig. Overall, it’s a bite-sized Metroidvania that, when it comes to the boss battles, can be difficult in spots, but moves like hot butter off bread and feels massive despite being relatively contained.

Gameplay is as follows: leave the empty village and enter the castle in search of villagers while also killing monsters and opening up more of the map. You can recover your HP at pig statues, as well as teleport back to the village to speak with those you saved. Some will offer clues, and you can also switch between protagonists in the village. The lonely knight reminds me greatly of how your warrior moved in Rogue Legacy, with his mighty sword held aloft. The witch can jump higher, but her attacks deal less damage and it takes some learning to grok how her fireballs move with a curved trajectory. I did not try out the bug thing. As you get further through the castle, you can hit levers to open up shortcuts, which makes back-tracking to the village not so bad.

Once again, I’m astounded at the tech here. I don’t remember actual GameBoy games looking this good, moving this fast, and that might be because nothing back then is as solid as the stuff being produced these days to resemble the age-old adventures. The animations in Cuckoo Castle–which I’ve seen hilariously mispronounced in a few YouTube vids–are clean and full of character, and the lighting, much like with The Night That Speaks, helps hide things in the shadows like how things in shadows should be hidden. Plus, pixel kitty cats abound back in the village. But seriously, give it up for the developers, especially when you consider the time-crunch this was produced under

I was hoping to kick Cuckoo Castle‘s butt and put it on my growing list of games completed for the year, but alas, no. The second boss–or it could be the last boss for all I know–is Dracula, and I just couldn’t best him. Granted, I only tried with the kitty-loving witch and not the warrior, but I already removed the game from my laptop. Oops. I tried looking up online to see if anyone gotten further than me in video form, but it’s fairly barren out there. In the end, I rescued six villagers and eviscerated a giant sewer rat. You can try and do better than me by grabbing a free copy of Cuckoo Castle or playing it in your browser over this way.

A day in The Stanley Parable’s life is hilariously sad

the stanley parable gd final impressions

My first run through The Stanley Parable–er, more like slow walk–was pretty straightforward. I simply listened to the narrator’s instructions and followed them exactly, never questioning a single demand. I was a good, obedient lab rat, and for that, I received an ending that rewarded my mind-controlled actions with a glimpse at freedom, of blue sky, billowing trees, and a cool breeze. Sure, there were puzzles still left unanswered, like where had all of Stanley’s coworkers disappeared to, but I liked it nonetheless and immediately dived back in to see what I could do differently; maybe inaction was the key.

The Stanley Parable tells the story of, well, Stanley — an everyman office drone whose mundane existence is interrupted one day when he discovers that all of his coworkers have mysteriously vanished. As you take control of the protagonist and begin exploring the abandoned office building, a snarky British narrator (voiced by the wonderful Kevan Brighting) explains each of your decisions before you make them. Or talks at length if you simply stand around for too long, admiring a waiting room or well-watered plant. Either way, the narration drives the plot, and it is up to you to decide whether you want to follow along or rebel.

The Stanley Parable plays from the first-person perspective, similar to Gone Home and Dear Esther. The player is able move around and perform interactions with certain elements of the environment, like pressing buttons or opening doors, but has no other controls. You can’t even jump, though I do suggest everyone tries at least once. It’s a game about choice and choices, and you can follow along with the narrator or discover your own path through the game. You might think that something as minor as taking the door on the right instead of the left wouldn’t have a great impact on things, but it does. Everything matters, and, in a sick sense of mind, nothing matters.

Have you ever been in a large office space all by yourself? I have. Let me tell you–the feeling is strange. Walking around, seeing empty desks and lights off in certain areas. Yet you are still there, existing, interacting with the world, and everyone else is gone. While I hated seeing all the spilled coffee at the Picus Communications headquarters in Deus Ex: Human Revolution, I loved walking around looking at everything before baddies showed up. There’s voyeurism, and there’s a general curiosity about examining how other people decorate their home-away-from-home workspace. This is the my favorite part of The Stanley Parable, going through those first few rooms, looking for clues on the cleanest desks ever created.

I discovered a few of the endings myself, but looked up the remainder of the ones I missed. Spoilers: there’s many ways to conclude Stanley’s journey. It’s not that I don’t mind replaying the same short experience again and again, it’s just that I wasn’t sure I was performing the right actions to see a different conclusion. In fact, I ended up stumbling into the “freedom” ending once or twice by getting locked inside Stanley’s boss’ office with no other way out. Either way, they are all neat and amusing, if depressing in tone. The Stanley Parable isn’t a happy game, especially when I look at myself, a cubicle-dwelling working stiff just like Stanley save for the voice in his head, but it is fascinating to see unfold and peek behind the curtains. It starts out perfunctory, it ends in ridicule.

Tiny Barbarian follows after Conan the Cimmerian’s larger footprints

tiny barbarian gd final impressions

At some point, I won’t feel the need to address how long the current blog post’s subject has been sitting idle in my hands, but I can’t help and show the world that I’m a pretty slow gamer despite the swath of titles I seemingly touch over a year’s time. Heck, we’re almost past the 50 mark for 2015. You may notice that not many of these are what people would describe as “current,” and so far the newest titles I’ve played this year include Super Mario Maker, the full release of Broken Age, and LEGO Jurassic World. Everything else has been from years past, which does not bother me in the least. Anyways, Tiny Barbarian has been twiddling its puny, barbaric thumbs in my laptop’s videogames folder since…well, early 2011.

To tell you about Tiny Barbarian is to tell you about Robert E. Howard’s short story “The Frost-Giant’s Daughter,” which was published after the author’s death. It’s set in the pseudo-historical Hyborian Age and details Conan pursuing a spectral nymph across the frozen snows of Nordheim. It got rejected as a Conan story, and Howard changed a few names to get it to print, but at its heart, it’s an early adventure of the young barbarian. The game does not have any text, except for the very start, where it mentions being inspired by this short story, and you can see its influence as this wee barbarian travels across a cold landscape, little hearts appearing about his head as he spies that spectral nymph too far off in the distance. Unfortunately, the love doesn’t last long, and everything from skeletons to wolves to even the spectral nymph herself set out to kill this small man with a burning passion.

All in all, this is an action platformer, and a short one at that. I found a speedrun-like playthrough on YouTube where the player didn’t die once and finished Tiny Barbarian in about nine minutes. Kudos for them. For me, it was more like half an hour and multiple deaths, especially against the end bosses. Your tiny barbarian can move to the right, do a single jump, and attack with his sword, doing a three-hit combo if the key is punched in succession. That’s it. Along the way, you need to jump over pits of spikes, watch for falling icicles, and kill enemies in your path. There are coins to collect and, naturally, glistening Thanksgiving-worthy turkeys to refill your health.

The checkpoints are fairly forgiving, but the difficulty really ramps up right at the last few sections, where timing–and hiding–must play with each other, and I nearly walked away out of pure frustration. It also didn’t help that I was using a keyboard to play a platformer. I eventually developed a strategy that saw me charging forward at full steam, with little care to how much damage the tiny barbarian took, so long as he crossed that checkpoint and could restart there with full health. Yeah, I’m pretty heroic. See, there’s no way I can move on from this to things like Volgarr the Viking or even that dusty copy of Maximo: Ghosts to Glory for the PlayStation 2.

Evidently, a successful Kickstarter that I knew nothing of helped bring about Tiny Barbarian DX, which looks bigger and better from all corners. I’m digging the colors, and a lot of the barbarian’s animation looks untouched, which is great to see. Slice up those monsters, little man! Still, perhaps if I’m feeling like a masochistic dip back into the retro worlds inspired by pulp fiction I’ll give this a shot. Until then, remember–it’s not the size of your barbarian that matters, but how he handles himself when stuck between a pack of wolves and an angry, fireball-tossing spectral nymph.

2015 Game Review Haiku, #49 – Tiny Barbarian

2015 gd games completed tiny barbarian

Chase that spectral nymph
Across a deadly tundra
For love, delusion

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #45 – Sound Shapes

2015 gd games completed sound shapes original

Musical platforms
Create, absorb every beat
Move a little, ahhhh

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Hitting reset repeatedly in Skipping Stones to Lonely Homes

stones

Once, when I was younger and spending the early hours of the morning crabbing off a pier overlooking the Atlantic Ocean with my father, I took a walk while the traps soaked, found a small, isolated cut of shore, and started skipping stones. At first, I was rubbish, getting only two skips or ker-plunking the rock on the first toss, but after enough practice and searching for the smoothest, most flat rocks this side of New Jersey, I was hitting bounce streaks of five or more. Which, if you didn’t know, is extremely satisfying. There’s something magical about seeing such a heavy thing dance across the water like it’s flying with the wind before it loses steam and descends into the watery unknown.

Skipping Stones to Lonely Homes is not actually a stone-skipping simulator, though somebody out there should totally make that game. Actually, I think there was one mini-game in Wii Sports Resort that had you side-slicing rocks (or discs?) across a lake or through rings for points, but even with the updated Wii MotionPlus controller it was still tricky, and I had to constantly remind myself to not let go of the controller when performing the throwing motion. Instead, Alan Hazelden‘s on-the-surface simple puzzle game is about a sailor who has washed ashore and needs materials to fix his ship. In order to find these essentials, you’ll need to skip stones (or push rocks as I saw it) across the water to manipulate lily pads and reach other chunks of land. Sounds easy, but let me assure you it is not; I got no further than the fourth screen before my brain hurt.

Skipping Stones to Lonely Homes did not magically appear out of thin air. Hazelden appears to be a rather prolific independent developer, and an earlier game of his called Mirror Isles looks nearly identical to his latest creation. Except there’s a hypnotic looping soundtrack and has you swapping places with a second character via teleporting mirrors to maneuver around the various islands. It seems just as deceptively difficult. The minimalist graphics vibe is fine, as it is really the puzzles that stand out as the things to pay attention to. You can hit “Z” to undo your last step or “R” to reset to the last checkpoint, and I hit these keys a great number of times.

Give it a go. Maybe you’ll get farther then the fourth screen. Perhaps the fifth screen is the last and where all the ship materials are, or maybe it just gets more punishing from there. At the very least, open Skipping Stones to Lonely Homes in your browser and tab away to do whatever it is you actually do during your time in front of the computer, that way you can work, but listen to the soothing, calming tones of ocean waves lapping at sandy shores. I’ve had it going the entire time I wrote this blog post.