Tag Archives: point and click

2018 Game Review Haiku, #31 – Quidget the Wonderwiener

Quidget, dog genius
Must solve a bunch of problems
Booby assistant

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.

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2018 Game Review Haiku, #30 – How to Cope with Boredom and Loneliness

Harold is grounded
For thirty years, find out why
Free hint–ask his mom

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.

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.

2018 Game Review Haiku, #19 – ERROR: Human Not Found

Death of a robot
Sparks an investigation
But first, logic gates

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.

I’m not smart enough for ERROR: Human Not Found’s computer-science puzzles

I’d like to think I’m not afraid to admit when I’m not good at something, but that’s probably not the case one hundred percent of the time. So, in that honor, here is a short list of activities and skills I can confidently say I absolutely stink at and you can silently judge me all you want from your side of the computer screen because that’s the Internet for you, all stares and snippy comments:

  • Cooking
  • Running
  • Confronting people
  • Arm wrestling a bear
  • Sports
  • Walking on snow
  • Mathematics

Now, it’s that last listed item there that plays a part in today’s blog post, which is all about ERROR: Human Not Found, a free point-and-click/visual novel adventure on Steam that examines that differences between humans and artificial intelligences. Certainly not breaking any new ground, and yet I continue to be unable to stay away from this subject matter, fascinated by the themes and characters in things like Battlestar Galactica, Ghost in the Shell, and Robert A. Heinlein’s The Moon Is a Harsh Mistress, to provide a few examples. I mean, as Black Mirror has rightfully and accurately predicted, we’re moving ever closer towards a technology-driven future, and it is going to be both sleek and shiny and bleak as hell. It’s best to start prepping for it now.

In ERROR: Human Not Found, you play as sassy Grace Fortran, a computer scientist stationed on the Noah Sphere, a space-based research station. There’s celebration to be had, what with the first artificial intelligence being successfully uploaded into the physical body of an android. Yahoo and wahoo. Alas, no time for cake and cheers just yet, as Grace must quickly move to clear her name in the mysterious death of this very AI who is murdered not twenty-four hours after the upload. She’ll have to work together with Ada, another AI body-bound, to search the station for clues, question suspects, and solve various computer-science related puzzles to get the job done. Grace will ultimately need to determine the fate of AIs while exploring their relationships with humans and the world at large, and it’s all pretty standard stuff, save for the hints that they might be better at running the government than the flesh-and-blood models.

This is interactive fiction, with a stronger emphasis on fiction than interactive. CelleC Games’ ERROR: Human Not Found is broken up into different chapters, and each one contains the same style of gameplay. You’ll have conversations with Ada and other members on the station, make a couple of dialogue choices, explore a limited environment (usually consisting of a couple of screens) for clues, and then take on a puzzle or two. Rinse and repeat until the story concludes, so long as you can get past the puzzles, which are, more or less, logic gates. I mean that both literally and figuratively. Now I was able to fudge my way through the bulk of them, guessing here and there, but the last one, which is based around binary code, stumped me for a bit, forcing me to walk away from the game for several nights. Then, because I can’t stand starting something and not seeing it through, I went back for one more hard, stubborn-drive swing, to finish this off.

Would you like to know how I solved the final computer science-themed puzzle? Well, for starters, I had The Descent: Part 2 on in the background, and let me tell you something…it’s a terrible sequel to a strong adventure horror film about a group of young women getting lost inside an unexplored cave and discovering a race of flesh-eating subterranean humanoids. It’s fine to listen to, but don’t waste your eyeballs on it. Instead, I had the game open in a window, as well as the notepad application, and I jotted down each successful attempt to match a number with the what-I’m-assuming is its respective binary code, because you only get so many tries. For instance, 8 is 1000 or 14 is 1110. Again, if you are currently salivating and ready to jump down my throat and call me stupid because this is so obvious to you, please remember that I started this post by being honest about the things I’m no good at, and this is one of them. The more I knew ahead of re-starting the puzzle, the further I got, and it took me ultimately six attempts to finish.

Evidently, there are three different endings to see in ERROR: Human Not Found. I’m fine with the one I got, though I can barely remember it now, some days later when typing up this post. I appreciated the game’s love for all things scientific and mathematics, with a number of nods at popular players in these fields, like Grace Hopper and Isaac Asimov. There’s even an exhaustive database full of profiles on these characters if you want to read more. However, I can neither recommend it to those looking for a story-driven game or something puzzle-y, as it doesn’t truly succeed in either of those departments.

2018 Game Review Haiku, #10 – Back to the Future: The Game

Doc’s life needs saving
Back to prior Hill Valley
Fun story, a cinch

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.

A new time-altering adventure for Marty McFly and Doc Brown

Funny enough, the day after I finished the last episode of Telltale’s Back to the Future: The GameBack to the Future Part III was on TV. I haven’t seen it or the other parts in several years now, probably not since reading Justin Peterson’s Very Near Mint and realizing there’s a bunch of Easter eggs in there related to Marty McFly’s journey through time. And if I’m cutting to the heart of the matter, the third film in the trilogy is the one that I like the least, with Part I and Part II being my favorites, in that order, because that’s generally how I like my trilogies, including Star Wars and The Lord of the Rings. I figured I’d get that out there in the open at the start of this post because…

Back to the Future: The Game is better than Back to the Future Part III. Don’t immediately call me a butthead. It’s also a thousand times better than Jurassic Park: The Game could ever imagine, but that’s not the hardest goalpost to hit in comparison to that pile of dino droppings. Right. Moving on.

Allow me to set up the plot, as best as I can: it’s been about six months since Marty McFly last saw Emmett “Doc” Brown, and the bank has decided to foreclose on Doc’s home. While helping sort through Doc’s possessions, Marty is surprised when the iconic time-traveling DeLorean appears outside of the house. Inside the ride is Einstein, Doc’s dog, as well as a tape recorder with a message from Doc explaining how the time machine would return to this present should Doc ever run into problems. Mm-hhm. Anyways, Einstein helps track down Edna Strickland, the elderly sister of Marty’s school principal and a former reporter for Hill Valley’s paper. At her home, Marty reads through her newspaper collection to discover that Doc had been jailed in 1931 and killed by Irving “Kid” Tannen, Biff Tannen’s father. With that knowledge firmly in hand, Marty and Einstein zip back to 1931 to prevent Doc’s death.

This new time-altering adventure spans five episodes–namely “It’s About Time”, “Get Tannen!”, “Citizen Brown”, “Double Visions”, and “Outatime”–multiple decades, and even copies of characters. Good guys become bad guys, bad guys become good guys, and even Marty ends up a little square (well, in Jennifer’s eyes). Bob Gale, who worked on the films, assisted Telltale Games by writing the game’s story, and it shows, feeling like a natural fit in terms of plot, pacing, humor, direction, and so on. Michael J. Fox and Christopher Lloyd also lend their likenesses, which helps greatly with immersion and feeling like you are really them wandering around Hill Valley, and Lloyd voices Doc. Alas, Fox was unable to voice Marty, but A.J. Locascio does a phenomenal job imitating him and his sarcastic quirks.

Gameplay is pretty straightforward and same-y across all the episodes. You play as Marty and explore a limited number of screens, examining objects, talking to people, and solving somewhat easy, mostly logic-based puzzles to progress the plot forward. Occasionally, there are some things you’ll need to do, such as choose a specific line of dialogue or visit an area first, in order to trigger an event that’s required to complete the puzzle, but it’s not always clear what that action is, which resulted in me brute-forcing my way through sections of the game, trying out everything. There’s an in-game hint system, and the more complex a puzzle, the more hints you can view, but I only used it once or twice by the end, and I never felt like I used my inventory as often as one generally does in an adventure game, with a lot of things just being carried around with no purpose, like that photo of Arther McFly. The whole affair is relatively simple, focusing more on nostalgia than challenge, and for some, that will be a deterrent.

In a critique certainly only related to my experience, I found going back to get some missed Achievements in Back to the Future: The Game extremely frustrating. You often had to replay the bulk of an entire episode for some of them, and you could only skip specific bits of dialogue, but not all, definitely no cutscenes. It also crashed a few times on me for seemingly no reason, and I spotted a few glitches here and there, which is fairly common with these adventure games, where animations are wonky and jittery.

In the end, I enjoyed Back to the Future: The Game, so long as I didn’t think too hard about all its time-twisting, paradox-defying derring-do. The puzzles never got too complex and there was sometimes too much reliance on lengthy cutscenes or conversations, as well as revisiting the same locations with minor changes, but the magic we all felt watching those original films pops up now and then, and that’s more than enough for me to push past some mediocre gameplay and eat up a story full of twists, turns, and treachery. If you are at all a fan of Marty McFly’s time travels, you’ll probably have a good time here, but point-and-click adventure gamers might not find enough challenge to keep their brain occupied. Still, if my calculations are correct, when this baby hits 88 miles per hour… you’re gonna see some serious shit.