Tag Archives: itch.io

2017 Game Review Haiku, #6 – Forgotten

2017-gd-games-completed-forgotten-capture

This haunted landscape
Full of forgotten data
Meets its end, your hands

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.

2016 Game Review Haiku, #83 – Chimney Presents

2016-gd-games-completed-chimney-presents

Santa needs your help
Bring gifts, avoid ice, holly
Season’s greetings, all

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.

2016 Game Review Haiku, #56 – Umbri

2016-gd-games-completed-umbri-capture-01

King of illusions
Cleanse the infected tiles
Must move fast, flip skills

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.

The Temple of No holds a map that sees all things that ever have been or will be (but in map form)

gd final impressions the temple of no

The Temple of No is the first Twine game I’ve ever played. How do I know that, other than being me and knowing everything I do except for the hours when I’m asleep and dreaming about drowning in an ocean of spicy tuna sushi rolls? Well, for starters, I had to look up the definition of Twine before beginning the game. Evidently, when it comes to videogames, it means this: Twine is an open-source tool for telling interactive, nonlinear stories. Basically, HTML-driven code that’s perfect for choose-your-own-adventure models, so long as it is inside a browser. I think you can pick your browser.

And that’s sort of what The Temple of No is, except it is more interested in breaking the fourth wall and ensuring you know that you are not the protagonist of the game than sticking to a structured narrative. The story is based on choice, and so you can either be a man, woman, or frog in search of a “map that sees all things that ever have been or will be (but in map form).” Yeah, y’know. Like the Marauder’s Map, but turned up to eleven. This amusing little jaunt is written by The Stanley Parable’s William Pugh and features gorgeous illustration work by Dominik Johann. Crows Crows Crows, the studio behind the equally free and interesting Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist, are also behind The Temple of No.

Despite its understandably short length, I only went through The Temple of No once. Sure, sure, I’m probably missing out on a ton of jokes and maybe even more bits of delicious, storybook-esque artwork, but when a game is driven by choice–in this case, what words I click on and in what order–I can’t help but see these decisions as firm and final. I followed the man of the story as he worked his way through the jungle and into the temple in search of the map. In my mind, I can’t simply undo that history to see what would have gone differently with the frog character despite being a huge fan of Chrono Trigger‘s Frog design. Psst: if you played through as the woman or frog, tell me a bit about their stories in the comments below. Okay, thanks, bye.

The writing is good and amusingly smart in places, though I did spot a few grammatical errors. Nothing major, just a missing period or word that was lowercased that probably should be capped. Since the game is heavy on text, it is important that the writing be strong, captivating. I found the clicking of words and timing of audio cues to be enjoyable, and there’s one bit where a man begins talking to himself…for a very long time. I eventually cut him off, but I do wonder just how long it goes on for. Regardless, that’s some solid dedication for a joke, but that’s what makes The Temple of No special. There’s great care behind it.

I guess I’ll have to keep my eyes open for future Twine games, as well as whatever comes next from Crows Crows Crows. I really do dig their aesthetic and versatility.

2016 Game Review Haiku, #22 – I’ve Been Late

2016 gd games completed i've been late

Despite all the ghosts
This was a relaxing time
Under the moonlight

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.

Campfire’s scary ghost story is told by matching four

gd campfire capture

I’ve gone camping a few times, when I was younger, but never in the stereotypical manner depicted on television or in movies. You know, when everyone gathers round a roaring flame in one big circle, roasting marshmallows on sticks and whispering the beginnings of stories whose only purpose is to ensure you have even more difficulty falling asleep on the ground in a sleeping bag possibly crawling with critters. Instead, I slept in a cabin and had lights out by like nine p.m. or it was with my father, and we’d eat hot dogs and beans and then I’d play my guitar in the murky darkness of the woods before the sound of its strings–the guitar’s, not the wood’s–would quickly freak me out. Yup, I’m kind of a big scaredy-cat.

Campfire was created by Adam Hartling (XenosNS) and Chris Last-Name-Not Known (rogueNoodle) for the Halifax Game Collective back in February 2015, which sported the theme “ghost stories,” and the player weaves these spooky tales by matching four icons on a grid and increasing the meter on the bottom of the screen. Seems easy enough. If you don’t match four similar-looking monsters, the meter will deplete and those around the campfire will grow bored, even sleepy. Basically, like a multiplier, you’ll want to keep matching four after four after four to ensure all are properly frightened from start to finish.

Honestly, it’s a bare bones match four puzzle game, but I’m in love with its design and aesthetic. The crackling campfire, the sounds the monsters make when matched, and the cute, children’s book-esque illustrations are a sight to behold. They remind me of someone‘s artwork that I look at weekly, though the name refuses to hop off the tip of my tongue. Unfortunately, you don’t really get to view what is going on with the campfire and kids as you match, since your focus and eyes are looked into the grid, always searching for the next set to clear. Okay, I went back to see, and all that happens is the main bear thingy, the one with the darker fur, just speaks a speech balloon featuring the monster you matched. Be cool if the monsters changed expressions as they grew more scared or bored.

I’ve not played anything else from rogueNoodle, but looking through his games list gets me excited to try out a few others. The same can be said about Adam Hartling. Gah, too many cool-looking indie experiences to experience, and not enough time in this universe. Curse you, Warp Door, for revealing yourself to me today. Curse you, and also thank you.

Anyways, if you enjoy matching adorable vampire bats and often listen to a soothing soundtrack that is burning wood on loop, give Campfire a try–in your browser, mind you–right over this way.