Tag Archives: pixel hunting

2019 Game Review Haiku, #27 – Earthling Priorities

Late for work, mean door
Sneak past mob, Big Bro watching
You win, you cretin

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.

Cyberpunk romp Technobabylon shines with futuristic style

I desperately want to play Unavowed, but I have other point-and-click games from Wadjet Eye Games in my collection to get through first, along with nearly a  bajillion indie downloads from itch.io that all look super neat, such as Robin Morningwood Adventure and The Librarian. However, for this post, I’m talking about Technobabylon, which came out in 2015 and is a substantial reworking and expansion of James Dearden’s trilogy of freeware games that debuted back in 2010. I never tried them then, so this is all new information to me, but clearly Wadjet Eye Games saw something special in them initially.

Technobabylon is set in the city of Newton in the grand ol’ futuristic year of 2087. In this world, genetic engineering is the norm, the addictive Trance has replaced almost any need for human interaction, and an omnipresent AI named Central powers the city. CEL agents Charlie Regis and Max Lao are investigating a serial killer calling himself the Mindjacker who is tapping into the neural wiring of seemingly ordinary citizens, stealing their knowledge, and leaving them dead. Yikes. On the flip-side of this, an agoraphobic net addict named Latha Sesame might be the next target. However, Charlie’s past comes back to haunt him, and he and his partner find themselves on opposite sides of the law, with Latha’s fate stuck right dab in the middle.

Gameplay is your traditional, old-school point-and-click affair, and that’s perfectly fine. I know what I came here for, loving just about everything about previous works from Wadget Eye Games, namely the Blackwell series, Gemini Rue, A Golden Wake, The Shivah, and, heck, even Two of a Kind. You’ll acquire items into your inventory, combine them in strange ways, or simply exhaust dialogue options until you start making things happen. Technobabylon features multiple protagonists, and each one also has access to different bits of technology, such as the Trance or logging into Central. This helps open up options for puzzles while still keeping everything within the same system…though I fear it could become overwhelming down the line.

Speaking of that, there’s a ton of world-building going on here in Technobabylon. It’s seemingly a mix of things like Blade Runner, Black Mirror, and Ghost in the Shell…though I’m not sure how successful it is everywhere. For instance, I don’t fully understand how the Trance works, nor do I grok what “wetware” ultimately is or does, but maybe the point isn’t to fully explain everything happening in this dark, somewhat desolate future. You believe it works as they say it does and go with it. I also may not have paid as close attention to some bits of dialogue, so perhaps the fault rests on my shoulders.

I’m currently somewhere in chapter three of Technobabylon and am enjoying it greatly. I’ve only used an online walkthrough now and then after I felt like I had truly exhausted all my options, and the solution often makes me feel slightly stupid for not figuring it out on my own first. Oh well. That’s how some of these point-and-click adventure games go, I guess. If you miss picking up one single item, you are doomed, like I was for not finding the mag coil before entering Mr. Van der Waal’s apartment, which left me flustered on how to get the dang pistol out of the bloody Jacuzzi. And I do mean bloody.

I’ll keep plugging away at Technobabylon, though it seems like a longer game to get through. At least once I’m done I can move on to other point-and-click adventure games in my collection, many of which have been waiting patiently, for years, for me to…well, point and click on them. We’ll get there, I promise.

2019 Game Review Haiku, #2 – 10 Gnomes in Paris

Search around Paris
For the ten tiniest gnomes
They are well-hidden

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.

Return home to familial strangeness with Azurael’s Circle: Chapter 1

I am one of those people that grew up in the ’90s reading those various More Scary Stories to Tell in the Dark books by Alvin Schwartz, and, yes, I was extremely disappointed when they got reissued with all new art, illustrations that did not immediately make your blood run cold and stay with you for years on end. One of my favorite short stories from these horror collections–favorite is actually a weird choice here, but I think you get what I mean–was “Harold,” which is mostly about two farmers mistreating their scarecrow and then getting their just desserts. Both the story and Stephen Gammell’s intro art for it have never left me, and I mention all this only because Azurael’s Circle: Chapter 1 features a scarecrow up to no good. Alas, it’s not as terrifying.

Azurael’s Circle: Chapter 1 is a horror-mystery, point-and-click adventure game where you must find the truth about your mother’s death. It’s free on Steam…well, this first chapter is, and it should only take you about a half hour to get through it. The police came to the conclusion that Helen Lancaster’s suicide, where she gutted herself with a kitchen knife, was due to the grief of losing her husband. However, her son, Clint Lancaster, doesn’t believe a woman as deeply religious as her mother would do such a thing and plans to investigate. As you further explore your childhood farmhouse, you’ll discover that nothing is as it seems; in fact, things are getting stranger by the minute.

Gameplay is fairly simple. You can use a mouse to click everything or use a controller…though I stuck with the keyboard mostly. Like, the up, down, left, right arrows and the enter key; I’m a relic. Item use and item combination is all automatic, which some people may like, but it results in a lot less thinking when it comes to solving puzzles. Oh, this cabinet door is stuck? I’ll just immediately use this cane from my dead grandfather to prop it open. No, no, don’t worry, I got this for you. I really didn’t want you to have to try out all the other items on it first. Again, it’s fine, if a little dumbed down. Also, a couple of items are tricky to spot, so there is a small amount of pixel hunting to deal with. Other than that, you are mostly exploring different rooms in the farmhouse and watching them change as you go, with your true goal being getting into the cellar.

Over the years, I’ve grown to dislike a many RPGMaker-made games. They all contain a similar look and menu UI, and, at first, I thought it was really neat and awesome, but I’ve grown tired of seeing the same pixel art and character portraits and start screens. It seems like the “new releases” tab on Steam, on any given day, contains at least one or two creations like this. I don’t know if Azurael’s Circle: Chapter 1 was made with RPGMaker, but it feels like it; that said, it has a better design to it, and I do like the small circle of light around Clint, which does obfuscate parts of the room you are exploring, leaving room for scares and surprises. The writing, while a little rote in places, does a good job of leading you along, revealing enough dribs and drabs about Clint’s parents for you to fill in the rest with your imagination.

According to the Steam page description, there are three endings to discover. I’m not sure if that is meant for Chapter 1 only or the series as a whole. Not exactly sure how different of an ending I could have conceived as I felt like I found every item and solved all the puzzles, but maybe there was something I missed. Oh well. Honestly, I would have preferred not to see the [redacted] at the end, but that’s me, an animal lover. Looks like Chapter 2 is available now, with more chapters to go down the road, but this didn’t draw me in enough to have me foaming at the mouth for more. I’ll leave Azurael’s Circle forever closed.

To escape Subject 13, Franklin Fargo must defeat Minesweeper

I purchased Subject 13 recently during Xbox’s Spring Sale for a couple of reasons: 1) it was cheap, coming it at a mighty low $2.80 2) it was billed as a traditional point-and click adventure game and 3) the graphics, from the few screenshots I saw, made it look pretty and mysterious and something akin to Myst, wherein there’s an island and puzzles to solve. I finished it off the other night feeling frustrated and dissatisfied, especially as I stubbornly felt the need to see it through, and I would not recommend it to anyone if, like me, the above reasons seem initially intriguing.

Subject 13 comes to us from French video game designer Paul Cuisset, though I’ll be honest and did not immediately recognize his name or work. Shame on me, as a fellow Paul. Evidently, he was the lead designer of Delphine Software International and the creator of Flashback, which is listed in the Guinness World Records as the best-selling French game of all time. That’s cool and all, but I’ve never played it and was way more jazzed to learn that he had a hand in making 1994’s mega-hit Shaq Fu, of which one day I’ll tell a story about. Still, the man has clearly been in the business for a while, and there have been some ups and downs; one of the more recent ups was Subject 13‘s successful Kickstarter back in 2014, which helped bring the game to phones, PC, and consoles.

Right, let’s get to it. Subject 13 opens up rather dramatically with a man named Franklin Fargo–no, really, that’s his first name and last name put together–attempting to off himself by driving his car into a river. However, as he begins to drown beneath the water, something happens and he is magically transported into an abandoned research facility. Here, a strange, disembodied robotic voice encourages him to use his special noggin to solve puzzles and make his way out of the compound. All righty then. Oh, and the robotic voice also refers Franklin as Subject 13 and refuses to answer many questions so right away you know something is fishy. It’s a decent bit of science fiction storytelling though it’s both predictable and under-delivered, with most of the details tucked away in hidden audio logs.

The gameplay is pretty straightforward stuff for adventure games, with Franklin exploring a small area or number of areas, picking up commonplace items, examining them up close, and using them either individually or combining them with others to solve puzzles, the majority of which are based around logic. Don’t be surprised to find yourself dealing with combination locks and slide puzzles and doing a bit of math on the side. It’s not The Witness, but few games are. I truly didn’t mind the puzzles, even if they never felt like they were natural in the world and clearly stuck out as something to do to slow progress, but a couple were extremely obtuse and resulted in me looking up solutions online to keep my momentum going.

Oh, and let me touch upon the final section of the game. Spoilers incoming…even though I kind of dropped a big one in this blog post’s title. After all your exploring and puzzle solving and chasing after holographic women, the only way out for Franklin Fargo…is through a game of Minesweeper. Now, it doesn’t immediately look like Minesweeper because of, y’know, copyright issues, but it’s the same idea nonetheless. And honestly, I’m not too bummed about this, because I enjoy a round or two or three of Minesweeper, but it shouldn’t be used as a final, climactic showdown. Don’t think too hard about the fact that this ancient device is guarding itself via a firewall based on Minesweeper. Also, there’s an Achievement tied to beating this part in under twenty, but the clunky look and nature of the beast means you need to play it slowly or start over again, and it’s the only Achievement I didn’t get for the game…so boo-hoo to that.

Here’s the hard truth–Subject 13 lacks polish and modern, friendly mechanics. It wasn’t designed to have them, but it needs them. I understand that this wants to call back to an era of gaming where adventuring was a little more imperceptive and up to the player to truly figure out, but some of that was left behind for a reason, to make the experience more inviting. For instance, moving the main character around is absolutely terrible, with Franklin strutting forward like a goalless gorilla, unable to make it up some steps or around a corner unless he approaches them from a very specific angle. A more traditional point-and-click interface would have worked better, especially when you often have to walk from one side of the screen to another, and it takes just long enough to have me reaching for me phone to check my email or the weather for tomorrow. Some items are extremely well hidden and, with no internal monologue from Franklin, I never even knew I was supposed to be looking for a bucket. Lastly, while the UI for your inventory is neat-looking, it never made it easy to pick up an item and compare it to another or, if you selected the wrong one, deselect it and try again; I felt like I was always fighting against the system.

I’m not all angry ogre, so here’s what I liked about Subject 13. The soundtrack is subtle and New Age-y, relies on futuristic synth-heavy tracks, but also enough soft sounds to lull you into a moody yet pleasantly relaxed atmosphere that doesn’t get in the way of exploring and solving puzzles. For testimonies, the game’s audio log collectibles, you can always see how many you have found in the chapter percentage-wise, as well as total, which I appreciated as I wanted to get them all in one go. Lastly, instead of “continue” the game uses “carry on” in its menu options, and that is so adorable I’m over here making large cat eyes and nodding enthusiastically.

I bought another game alongside Subject 13 during this sale, namely Anoxemia, and though it is not exactly the same type of game, I’m hoping I enjoy it much more than this, whenever it is that I get around to playing it. See, I’m not always good at immediately jumping into my purchases, though I did on this one and am unhappy. Or maybe I need to give Flashback a good swing–the original, not the 2013 remake version.

2017 Game Review Haiku, #110 – Madarakinoko

Trapped, four walls cage me
Tenacious clicks, steadfast bricks
I will not be vines

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.

2017 Game Review Haiku, #103 – Chook & Sosig: Hit the Club

Wanna be goblin?
Prove yourself, clear three trials
What style, what art

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.

2017 Game Review Haiku, #91 – Morphopolis

Bug transformation
Find out what each insect needs
Frustrating puzzles

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.

2017 Game Review Haiku, #89 – Haven: The Small World, “Episode 1”

Oxygen is low
Reduce the population
Survive through edits

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.

Hot spots only for Lilly Looking Through

Look, it happened. I previously mentioned Lilly Looking Through in the post about Windosill in hopes that it would stay in my mind and get me to play it sooner than later, and I ended up playing it sooner than later. Woo, go me. Alas, that trick doesn’t work every time–sorry, games like Silent Hill 3, ???, and ???. I guess it doesn’t matter how many times I type your names. Sigh. Anyways, I probably don’t have too much to say about this Kickstarted point-and-click adventure game from Geeta Games, but I want to give it its spot in the limelight regardless.

Lilly Looking Through tells a somewhat straightforward story the basically boils down to an adventurous childhood day gone tipsy-turvy. Lilly is playing in the woods with her younger brother Row when, suddenly, he gets tangled in a strange red piece of fabric and is whisked away on an extremely strong breeze. Armed only with a pair of magical goggles, Lilly must make her way past crumbling bridges, pitch-black caverns, and deep, icy lakes to rescue him. See, when Lilly puts on the goggles, she is transported backwards in time, with her surroundings revert to their former state. By affecting things in the past, she can change the layout of the future, and get to where she needs to be.

It’s a good mechanic, watching cause and reaction play out, and something that I fuzzily remember from that one time I watched a neighbor play Day of the Tentacle when I was just a kid, switching between different characters in various time periods to affect each other’s environments or help pass essential items to solve puzzles. Except one of the nice things about Lilly Looking Through is there is no inventory; you are not picking up every stick, rock, and piece of rope in hopes of using them either logically or ironically down the road. Instead, it is all about the hot spots and figuring out what order levers should be pulled in or if you need to pull that lever first in the older realm and see what it does to the current realm. Occasionally, there will be an item to pick up in an environment, like a flaming torch, but you will use it almost immediately and then be done with it, which is comforting.

Interestingly, Lilly Looking Through is able to establish a palpable sense of place, with next to no words or dialogue. For the most part, Lilly is alone and doesn’t have anyone to talk to or interact with. All you get are screams of surprise or the desperate call for her brother. However, as she explores and searches for Row, you’ll see signs of civilization are all around. Except there are no people, no leftovers lingering about, save for their creations. It’s a lonely experience, but I connected with it, as I often had a lonely childhood, wandering the woods by myself in search of cool bugs or a dirty magazine. There’s a lot to wonder about here, but the story is light on details, focusing rather on the task at hand and sprinkling story details on the sides.

Lilly Looking Through is a short, but enjoyable couple hours of clicking. There’s a limited number of areas, and each spot focuses mostly on a singular puzzle to solve, and none of them are too tricky. Even if they are, with enough clicking, you’ll power through them. I also really dug the bits of beautiful animation throughout, and the ending leaves our characters in a strange, new world, one that, maybe, some day down the road, we’ll get to explore. Until then, I’ll continue searching for hot spots, like the one that lets me make this blog post go live so I can start playing something else. I think it is…this one…right…here.