Tag Archives: indie

See what horrors The Doll Shop holds at your own risk

Naturally, I was drawn to The Doll Shop for its beautiful watercolor artwork and depiction of life in the Japanese countryside, not its focus on dolls. I’m not into dolls in general, but I’m really not into dolls that look like little children or come alive and are violent. Maybe I watched Child’s Play when I was too young or maybe I still can’t get that episode of The Twilight Zone out of my head where a ventriloquist’s doll is both alive and neglected, replaced by one called Goofy Goggles, and exacts revenge on his master by flipping their roles; that said, I’m perfectly fine with nesting dolls. Either way, they aren’t for me, but that doesn’t mean they aren’t for others. Such as the main protagonist in The Doll Shop, a young man in his twenty-somethings that repairs dolls for a living, though I don’t think we ever learn his name…

The Doll Shop comes from Atelier Sentô, which is a French duo, specifically Cécile Brun and Olivier Pichard. Their work is often based on their travels throughout Japan. This one is set in a small, desolate village during the winter. The village is still reeling from a girl disappearing weeks ago, but life goes on, especially for our leading lad, who is repairing broken dolls while also collecting butterflies in his shop’s back room. However, he is harboring a great and terrible secret, and when a childhood friend returns to the village and reconnects with him, he finds himself unable to not contain what he has done.

The game is a mix of horror, romance, and light puzzle solving. It’s both a point-and-click adventure and visual novel, and the game offers you several choices to make throughout your days in this cold, dark village. These will affect your ending, of which there are three to see, and you can also collect posters as you explore around. The only tedious part of The Doll Shop is when you have to constantly dip your paintbrush in the paint after each action you take to fix the doll, but that’s a minor complaint at best. Everything else is sublime and beautifully done, though I do wish there was more things to click on and get descriptions of, especially when it comes to things like bath-houses and shrines, which, as an American who has never really left the country, except to go to Canada, I do not have a lot of experience with.

The graphics for The Doll Shop were hand-painted with watercolors by twenty-three students over three days in January 2018 during a workshop at the ECV art school in Bordeaux, France. Each student selected a part of the background, such as a tree, house, or mountain, and drew a sketch of it on paper. Next, they used a light pad and an 8B pencil to copy it on to watercolor paper. After that, the drawings were painted with watercolors. Finally, all the drawings were scanned, cut out on Photoshop, and incorporated into the game, which was made in Unity with the Adventure Creator add-on. The results are simply stunning, both in motion and as simple stills; I personally loved the look of all the buildings as I explored the village while the snowfall changed from light to heavy and back to light, all backed by a wonderfully quiet yet atmospheric soundtrack.

Anyways, just like with every Metal Gear Solid game, you get a progress screen at the end to tell you how you did and what is left to uncover. If I was to make up a title based on my work, I’d say I earned Gossamer-winged Butterfly. Right. Moving on, my results after the first playthrough of The Doll Shop are as follows:

I don’t plan to replay The Doll Shop. My story is my story, and those choices I made are locked in place. Ending B is all she wrote. I tried to play the main protagonist as a broken man breaking down, desperate for help, but sometimes unable to speak the words. He did terrible things and is terribly troubled, and soon everyone will know. I hope he gets help, and I mourn for those in mourning, now burdened with extra trauma. Yet another doll story to forever stay in my mind and haunt me for years to come. Thanks, Atelier Sentô.

Paul’s Preeminent PlayStation Plus Purge – In Space We Brawl

This won’t be a long post, I promise.

In Space We Brawl is a twin-stick shooter that clearly wants you to play locally with a bunch of buddies next to you on the couch. I have no such buddies, nor enough PlayStation 3 controllers to do such a thing, which is why I was also quick to remove things like Atomic Ninjas and Starwhal. Local multiplayer matches allow for up to four players, and you can even put together teams. There are more than 150 combinations of weapons, such as laser cannons, plasma swords, flame launchers, and guided missiles, and ships to try out. Each map is full of obstacles to also avoid too, such as asteroids and black holes.

I first did a few of the “challenges,” which are more or less tutorials. The writing around these is snarky and somewhat aggressive, like when the game congratulates me on being able to use my thumbs to move the ship around. Gee, thanks. I’m not a big fan of being made fun of when trying to have fun playing a game, and I’ve seen this type of snark too often lately. It’s becoming exhausting, if I’m being honest, and it just feels lazy overall.

You can add bots and adjust their difficulty to your matches if you don’t have anyone else to play with, which I did. I left them on “medium” difficulty and found myself exploding every few seconds. I also didn’t find the shooting very satisfactory or even effective, but maybe I attached the worst gun in the game or something. Either way, I didn’t have a good time, and so that was it for me and In Space We Brawl.

Remember, in space, no one can hear you uninstalling a game from your PlayStation 3.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Paul’s Preeminent PlayStation Plus Purge – Unmechanical: Extended

I’ve tried playing through Unmechanical twice now, once on the PC and the second time on my PlayStation 3 with the Unmechanical: Extended edition. I feel like I got as far as I did in both games, which was not very far along if I’m being honest, stopping around the same point, somewhere deep in the mines section. I really wanted to like this puzzle-topia starring an ultra cute robot, but the puzzles eventually became too much for my tiny brain to figure out. Some are logical, and some are physics-based, but if all I’m doing is looking up solution after solution online, I don’t see the point of playing a game at all.

Unmechanical: Extended is a somewhat enhanced version of the original game, with an additional episode included to complete. This is first and foremost a puzzle adventure that combines tricky puzzle solving, exploration, and an engrossing if depressing atmosphere set amid tubes and machinery and underground tunnels. Taking place in a world of flesh, rock, and steel, your robot’s journey to freedom requires you to solve a great variety of puzzling challenges. Alas, my robot friend will never be free, and for that I am deeply sorry.

The controls aren’t too complicated. There are only three real options when you are controlling your robot buddy: moving it with the joystick, pushing a button to get a basic hint, and every other button on your controller activates your tractor beam; however, you have to hold down the button to keep your tractor beam engaged, and the beam can help move objects or activate levers. Some puzzles are self-contained in solitary rooms, while others are spread out across multiple areas, requiring you to travel back and forth, which can be quite frustrating and confusing, depending on the state of your memory.

Unmechanical: Extended is actually more than frustrating. Talawa Games clearly knows how to craft intricate puzzles, but the reliance on backtracking is a big ol’ bummer. The game’s world could have been a little more fleshed out, and the environments and additional robot critters all look rather bland or same-y. I don’t think I could really tell you what the actual plot is other than…escaping something, and maybe the additional content explores this further. It also sounds like there’s little to no replay value here, not that I’ll ever know. Lastly, the hint system. This should theoretically help players move forward, but the hints appear as thought bubbles or sometimes just a question mark, which feels too obtuse more than helpful.

Maybe one day I’ll give this another go, though I suspect I’ll get about halfway in and then give up because I just don’t have the energy to watch YouTube walkthroughs for the more complicated and involved puzzles. Sorry, Unmechanical: Extended, I just don’t have the energy.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

2019 Game Review Haiku, #5 – The Doll Shop

Desolate village
Dolls are family, secrets
Charmingly creepy

And we’re back with these little haikus  of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #4 – Where is 2019?

Hunting the new year
Strange world, solid platforming
I found seaweed, yay

And we’re back with these little haikus  of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #3 – Nonsense at Nightfall

Take your sleeping pill
Become cat, mouse, cheese, pizza
Think it was a dream

And we’re back with these little haikus  of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Paul’s Preeminent PlayStation Plus Purge – Sky Force Anniversary

Sky Force Anniversary is described as a legendary shoot-em-up, but I unfortunately never really heard of it until I sat down the other day to give it a go on the ol’ PlayStation 3. Over my many years of playing all these dang vidyagamez, shoot-em-ups are a genre I just don’t find myself drawn to…though I do remember playing a lot of Thunder Spirits and U.N. Squadron on the SNES back in the day. Maybe a bit of RayStorm too. Still, if I am to play one of these, I prefer them to not be bullet hell style, as that is just masochism at its finest.

After some minimal research, I discovered that Sky Force is a vertically scrolling shoot-em-up series created by the Polish developer Infinite Dreams. The gameplay is reminiscent of Capcom’s 19XX series and Seibu Kaihatsu’s Raiden series, of which I don’t think I’ve played either, featuring a weapon upgrade system and large end-of-stage bosses. The first title in the series was originally released for Symbian and Pocket PC in 2004 and was ported to Palm webOS (2005), iOS (2009), and Android (2010). Also, the first game in the series was 2D and entirely sprite-based.

You start off Sky Force Anniversary with a fairly powerful ship, shooting down waves of incoming enemies with ease. Alas, as expected, things happen, and your ship loses all its great abilities. It is up to the player to build their battle-ship back to its glorious former self over the proceeding handful of levels. Warning: it’s going to take time, and by time..I mean grinding. The first few levels are not technically difficult, but enemies will take more hits to destroy and you’ll find your ship exploding sooner than expected. Defeating enemies drops collectible stars, which used to upgrade your ship in the hanger between levels, with each upgrade requiring more and more stars, naturally. Despite only unlocking up to the third mission, I found myself replaying missions one and two just to earn more stars and boost my ship a bit. It’s not exactly a barrel of fun, but it gets the job done…slowly.

All in all, Sky Force Anniversary feels slightly more scaled back in terms of overwhelming action, focusing instead more on patterns and the movement of enemies. You won’t experience a thousand and one bullets flying at your ship, but rather a small handful, with other things to track as well, such as stars to collect, people to rescue, boxes to shoot open, and so on. Each level has four bonus goals to complete, such as rescuing people or killing the majority of enemies, though it seems like, at least for the first three levels, these are all the same. Evidently, if you complete all four challenges, you can play an even harder version of the mission.

See ya, Sky Force Anniversary. You were a decent amount of fun for a few levels, but you just aren’t my thing. My favorite part, overall, was the little “ya-hoos” that people screamed when you rescued them off the ground.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Do the Moonwhale’s bidding in Legend of the Skyfish

You can play a good chunk of Legend of the Skyfish for free before the walls go up and you have to drop a wee bit of cash-money to experience more. This happened to me specifically at Mamachi Swamp – Level 04, which felt like an odd place to stop players, but whatever. I feel like I grokked what this game was going for, enjoyed what I played and saw, and am totally okay moving on to something else. That’s not to say I don’t suggest you ignore this level-based puzzle adventure, just that you might get enough from its demo section. The full price on the PC is $7.99 or you can get a mobile version for half that.

Legend of the Skyfish stars a young hooded woman named Little Red Hook, as she journeys with the Moonwhale, the “warden of the seas,” to defeat the monstrous Skyfish. Not a lot of plot to go on, but it is serviceable. She’s armed with a rather unique item, a fishing pole–kind of like how Young in Anodyne wielded a broom instead of a sword. She uses her fishing pole both as a weapon and a grappling hook, and you can upgrade it as you progress through the levels. Of which, there are evidently 45 levels to see, plus giant boss fights. I already told you how far I got in the free-to-start version so I only saw one boss fight.

The levels in this The Legend of Zelda-lite romp are pretty similar from one to the next, slowly upping enemy counts and puzzles as you go further along. Little Red Hook explores screen after screen, flicking switches, and using her fishing rod to return sea horses and puffer-fish back to their ocean home. At the end of every level, she hacks a Skyfish totem to pieces, which I guess affects its plan of total domination. The fishing rod isn’t the only thing our leading lady can use. Little Red Hook’s hookshot tool can be used to snare solid objects, hurling her from island to island, grabbing stone blocks to weigh down ground switches, and yanking enemies across the screen to impale them on spikes, something that Mortal Kombat‘s Scorpion would highly approve of.

I played my little bit of Legend of the Skyfish on the PC, using mouse and keyboard for controls. It worked fine, especially because the game is quite linear, as well as friendly and pretty easy, though I generally prefer a controller for this type of adventuring. You can generally take everything slowly, and that includes engaging with enemies or moving from one island to another. It’s a gorgeous game to look at, from the way Little Red Hook moves through large patches of grass to the ripples in the water to the designs of enemies and the way they react to our leading lady’s presence. It’s quite stunning at times. Less can be said of the action, which is repetitive, with basic combat moves, but I found it relaxing and satisfying at times, and the rousing soundtrack helps keep you hooked, pun totally intended.

Perhaps Legend of the Skyfish will be included in some future Humble Bundle, where I can grab the full thing for a few dollars and see more of this beautiful world, maybe even give this supposedly dastardly Skyfish its just desserts. Time will tell, for sure.

Paul’s Preeminent PlayStation Plus Purge – BlazeRush

Hmm. At some point in May 2018, in pursuit of my purging of these numerous PlayStation Plus games I have downloaded over the years and left unplayed on my seriously neglected PlayStation 3, I did a few rounds of this thing called BlazeRush. I’m now coming back to this post months later with little memory of what I experienced, though I remember not being too impressed, much like with other car-based games from this blazing feature of mine.

Allow me to tell you what this is BlazeRush is all about. It’s an arcade racing survival game with no health, no leveling up, and no brakes, hence the rush part of its title. You can play locally or online multiplayer–though I had no luck with the latter–and you play by selecting a vehicle to your taste and chase, blow up, and cut off anyone that gets in your way. There are three planets to race on, each with their own set of tracks, along with 16 cars to pick and a variety of weapons to use.

I’ve seen a lot of others talking about BlazeRush comparing it to Death Rally and Rock n’ Roll Racing, two other vehicular combat-based racing videogames I’ve never touched in my life. My go-tos were the original Twisted Metal and Vigilante 8 and not much more since then, honestly. So this didn’t really hold my interest for too long, though I will say the controls are solid and everything moved rather fluidly. Knocking another vehicle off the track sure felt good…until an opponent knocks you off seconds before you get a powerful pick-up.

Ultimately, I don’t have much more to say about BlazeRush. It was that kind of experience, I guess. Here’s hoping the next game I purge isn’t another racing game. I know, I do it to myself.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

2018 Game Review Haiku, #39 – Frightened Beetles

Three terrified bugs
Dodge obstacles, reach an end
Short, sweet adventure

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.