Tag Archives: point and click

2016 Game Review Haiku, #55 – Karambola

2016-gd-games-completed-karambola

Evil bird-thoughts here
Fruit people greatly distressed
Silly conundrums

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, #53 – Sisyphus Reborn

2016-gd-games-completed-sisyphus-reborn

Dig or do nothing
Find meaning, is meaningless
Free, never know why

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.

Sherlock Holmes: Crimes & Punishments is a crime, my punishment

sherlock holmes crimes and punishments black peter case gd post

I’ve seen one episode of the much lauded and Cumberbatch-starring Sherlock crime drama series, and even then I think I fell asleep towards the end of it. It wasn’t from total boredom, I swear. See, going into it, I wasn’t aware that every episode is basically a mini movie, clocking in at around 90 minutes. I was not prepared for this, thinking it would be much shorter, like a typical serialized drama (see Criminal Minds or Stranger Things), and starting the episode just before bed proved to be my undoing. One day, I’d like to watch more, but I haven’t reached that right one day yet.

In terms of videogames, I’ve never played one based on Sir Arthur Conan Doyle’s Sherlock Holmes detective stories, and there have been quite a few of them, especially from Frogwares. Well, I’m here to muse about Sherlock Holmes: Crimes & Punishments, the tenth entry in their series, which I and everyone else subscribing to a Gold membership on Xbox One got for free back in March 2016. Strange enough, a year earlier, I also got a free copy on my PlayStation 3 for PlayStation Plus, along with CounterSpy and Papo & Yo. Here’s an early spoiler: I’ve uninstalled both versions of the game.

Plot is actually a difficult thing to describe for this game. Mostly because there isn’t a main through-line. There’s an overarching story about group of terrorists called the Merry Men, who are attempting to overthrow the government and free the people of the United Kingdom from debt. It’s extremely minor in the grand scheme of things, showing up once early in the game and then at the very end where you are tasked to make a moral choice, one that probably seemed epic in the developers’ minds, but didn’t actually matter. Other than that, Sherlock Holmes: Crimes & Punishments is split into six separate cases, with some being direct adaptations of Sir Arthur Conan Doyle’s work, such as “The Fate of Black Peter.” Each case is self-contained, and they range from a train that mysteriously vanishes to a murdered archeologist in a bath house to the theft of exotic, poisonous plants from a botanical garden. I came away enjoying a few of these cases, but ultimately not caring too deeply about the characters involved or the actual outcome, so long as it netted me an Achievement in the end.

Gameplay is, more or less, a traditional point-and-click adventure game. Except you aren’t using a mouse to hover over items and click on them. Instead, you control Sherlock Holmes–and sometimes Watson or a dog!–and you can play in third person or first. I went with the latter, as I found it easier for examining areas and moving around with a solid camera angle. You look at items in the world, speak to witnesses and suspects, solve a mixed bag of puzzle types, and finally make enough deductions to pin the crime on someone. My favorite part was connecting clues to make deductions and see ways the crime could have happened, as well as analyzing witnesses to learn more about them and open up dialogue options. Sure, L.A. Noire did it better, but that’s okay.

My biggest problem with Sherlock Holmes: Crimes & Punishments has to do with its loading screens. I’m not against loading screens and will never be against them, as I understand their purpose, even in this day and age of modern gaming, but you have to travel to and fro a whole bunch in this game, often returning to your apartment on Baker Street multiple times during a case, and these loading screens are drab and long, probably worse than the ones in Secret Agent Clank. Backtracking is the name of great detective work. Unfortunately, each time you travel to a different place, you are treated to a loading screen in the form of Sherlock riding inside a horse-drawn carriage to the actual place you are going. Sometimes he is alone, sometimes Watson is there with their knees awkwardly close, but regardless you are just watching Sherlock read a book or look out the window the entire time. You can open your notebook during the ride to review clues and such, but I began to use this downtime as great moments to play on my phone. Honestly, I would have rather watched a generic bar fill up. I’d estimate you see this screen roughly 15 to 20 times during any given case.

One of the more troubling parts of Sherlock Holmes: Crimes & Punishments appears in every single case chapter. Well, I guess one could not see it, but when I’m roleplaying the titular Sherlock Holmes I’m being as observant and scrutinizing as possible, which means checking every corner and shelf and thing for clues. That includes the telescope his keeps in the main room on Baker Street. If you look through it, you’re treated to the fixed sight of this busty woman:

Sherlock Holmes: Crimes and Punishments_20140928125417

Now, nothing happens. Sherlock makes no comment, the woman simply stands there and stares back, and about five seconds of silence passes before you are booted out of the telescope’s point-of-view. I examined the telescope at the start of every case, just as I did with Toby, to see if anything would happen or change. Nope, same sight, same seediness. I figured she would come into play at some point in the game, for some case or another, but that never happened, and I think all we got in terms of reference was a quickly dismissed line from Watson at the end of the game, implying that Holmes should stop doing that creepy thing with the telescope. Evidently, after doing some research outside the game, it turns out this character is from a previous entry in the series. Hmm.

Sherlock Holmes: Crimes & Punishments was a game I didn’t expect to frustrate and bore me as much as it did, but I’m the kind of person that not only likes to finish what I start, but sometimes needs to. So I persevered and finished, only to realize I missed two Achievements and had to go back and replay a couple cases. Thankfully, you can mash your way through most of the dialogue and cutscenes, as well as skip every puzzle if you wait a minute or two. Still couldn’t do anything about those cutscenes. If there’s one deduction I reached, it’s that this was not iceberg-like pacing and lackluster detective work equals enjoyable, and I don’t expect to try any more future–or previous–mystery adventures starring the eclectic Sherlock Holmes in 19th century London.

The MAGS August 2016 competition is not monkeying around

MAGS August 2016 gd roundup post

I really need to check in more at Adventure Game Studio and its forums, as there is always something interesting-looking to play or at the very least read about, despite that fact that I barely have time to dig into my videogames folder of, currently, 137 items. Many of those probably originated from these forums and have been patiently waiting for my attention ever since. Well, keep waiting, I say. Anyways, this week, there’s the finalists for its MAGS August 2016 competition, which are as follows and in no particular order:

  • Banana Racer
  • Rango
  • Dr. Muttonchop
  • No Monkey’s Banana
  • Monkeys to the Moon

Oh, and for those that don’t know, MAGS is a competition for amateur adventure game-makers that started all the way back in 2001. The idea is to create a game in under a month, following the rules set by the previous winner. It aims to help you work to a deadline, improve your skills, and provide a kick-start into making adventure games. The theme for August 2016’s jam was “Distance No Object”–whatever that means–and there were some additional rules tossed in for good measure, such as the games must include monkeys, a poor means of transport, a giant banana, and so on. Initially, that might all sound restricting, but one has to remember that the power of imagination has no barriers.

And now, some thoughts on each of the final five, which are in the same no particular order as before.

Banana Racer

Unfortunately, there’s just not much to Banana Racer. It’s a simple endless runner where three monkeys ride a giant banana boat and try not to run into other ships/debris. It plays like a side-scrolling bullet-hell game like R-Type, only a bajillion times less intense. You move up and down via the arrow keys to avoid hitting things in your way, and every now and then a helicopter swoops in to drop bananas in the water for…points? Health? Actually, I couldn’t tell how much health I had left after running into a few boats and once you got good enough at it the whole thing seemingly went on for forever. Eventually, I crashed the banana boat on purpose and was treated to a nice animation of a shark eating them up.

Rango

When I think of the types of games commonly found over at Adventure Game Studio, I think of things like Rango. It’s a traditional point-and-click adventure title, with an inventory, dialogue options, and colorful graphics, all at low resolution. Story-wise, Rango’s father is ill, and all he wants to do is help the old geezer. His mother sends him out to bring back the biggest banana in the jungle. Along the way, he runs into a paranoid bear and learns the true perils of his environment. The puzzles are simple, but logical, and there’s even a neat mini-game for when you are balancing or trying to do a powerful toss. More surprising is the moral choice you have to deal with at the end involving the “friendly” bear. Rango has a shockingly dark tone, but the cute graphics and music–and overdramatic voicework–help this from being a bummer to play.

Dr. Muttonchop

Dr. Muttonchop turned out to be another mini traditional point and click game, but more old-school than Rango. It features the “look/use/speak” icon interface, and thankfully that’s the total number of verbs in it. Any more than that usually scares me aware. The artwork and writing was crude, with the story revolving around a James Bond-esque plot of being kidnapped by the titular Dr. Muttonchop and left in a room to meet your ultimate demise. Naturally, you will have to use your wits and ability to gather a number of items up to escape. To be honest, I almost quit the game after immediately leaving the first room, seeing that three more rooms existed, but the puzzles weren’t too tough to figure out save for the part where every item’s “hit box” is smaller than an ant’s pinky finger.

No Monkey’s Banana

It’s stretching to call No Money’s Banana a game, as all I saw was a random story generator. One that you don’t even provide any input on. It’s like a bunch of finished Mad Libs, with a unique monkey’s life story and adventures being randomly generated by a series of different words and phrases. Unfortunately, by the third example, I had already spotted two spots of repetition, such as the rocket being powered by children’s tears and contracting an alien STD. I clicked through a few more before losing interest and exiting. Obviously from the title, this product is meant to ape–pun intended!–the promise of an uncountable amount of stories and planets in No Man’s Sky, but I think this could at least allow for some player interactivity.

Monkeys to the Moon

This is a resource simulator, sort of like A World of Keflings, except you are ordering a group of monkeys around instead of wee people to do your bidding, such as harvest wood or build an archery range. These monkeys are ambitious and want to build a rocket-ship to reach the moon, which, in their primate eyes, is really one large banana. It’s a fun idea, and the introduction scene is neat and nicely done, but then you get into the real game and the graphics just immediately push you away. I struggled to tell the difference between the tiles and see exactly where the monkeys were as they just don’t pop against where they are standing. I stayed with Monkeys to the Moon for a good long while, eventually building the platform base for the rocket-ship, but the hungry snakes proved too ferocious for my resources. One can only hope they all made it to the moon without me.

If you are a forum member for Adventure Game Studio, you can add your two cents, with voting ending on September 15. I’m looking forward to seeing what takes the cake and then what zany rules are put forth for the new MAGS.

2016 Game Review Haiku, #50 – Sherlock Holmes: Crimes & Punishments

2016 gd games completed Sherlock Holmes Crimes and Punishments loading

Six cases to solve
Here comes detective Sherlock
Can’t clear up loading

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, #45 – Read Only Memories

2016 gd games completed read only memories rom

Join Turing on quest
To find maker, stop Big Blue
Sick, killer mesh tunes

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, #40 – The Empty Kingdom

2016 gd games completed the empty kingdom capture 01

Who will you fight when
Everyone is gone, who will
You rule by yourself

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 future rewards those who press on in Read Only Memories

gd early impressions for read only memories rom

Well, the newest videogame bundle to make your eyes pop out of their sockets is the Humble Narrative Bundle, which, at its “pay whatever you want” tier, is handing out copies of Her Story, Cibele, and Read Only Memories. Yowza. I already have Broken Age, but the next tier contains that, plus 80 Days and Sorcery! Parts 1 and 2. I don’t really know what those last two ones are. Oh, and if you drop $10 or more, you’ll get Shadowrun: Hong Kong – Extended Edition. Sorry, I don’t mean to sound like a hypnotized ad man here, but this bundle is phenomenal, especially if you like games built more around stories than crazy upgrade mechanics. Y’know, like me.

Despite Her Story being on my list of games I just didn’t get to in 2015 yet really wanted to, I dove into Read Only Memories first. It seemed…well, to be honest, a smaller adventure, and perhaps something a little easier to digest in small chunks, as I wasn’t intending to play through anything on one single sitting last night despite there being a Steam Achievement called “Iron ROM” to do exactly that.

I’m going to do my best to describe the story or at least the setup, but like all things cyberpunk, there’s a lot of jargon and acronyms to wade through. Read Only Memories takes place in 2064, where most people have their very own personal robot, commonly known as a relationship organizational manager (ROM). These AI-driven bots act as interactive personal computers, but are limited to their programming. All that changes with Turing, a ROM made by the protagonist’s old friend Hayden, which is much more advanced. to the point of being sapient. Turing breaks into your apartment in the middle of the night after Hayden is kidnapped, requesting your help. Not because you are some superhero, but rather, according to Turing, the most statistically supported in getting the job done. Trust me, it did the math.

And that’s all I really know, having completed the prologue and am somewhat into chapter one. You’re tracking down clues as to the how and why Hayden disappeared, all while learning about Neo-San Francisco and its colorful cast of characters. It’s very much a retro point-and-click adventure title, with lots of things to interact with in a given scene, as well as plenty of throwaway text written for silly combinations, like using spoiled milk on a parked car. Normally, in a game like The Blackwell Legacy or A Golden Wake, you’d probably get a “I don’t think so” or “That’s not going to work” kind of comment, nothing else. Here, in Read Only Memories, you get a response, which only encourages me more to try everything on everything. I guess this previously thought smaller adventure is going to take me that much longer to finish. Sorry, I can’t not click on stuff that potentially holds fun flavor text.

Writing is key for Read Only Memories, much more prevalent than puzzle solving so far. Be prepared to read. Thankfully, the writing is strong and fun, if a little long in parts. Turing is a cute robot that can also be frightening when you realize it knows next to everything about you. Well, me. I made Turing address me as “Pauly” and use the pronouns of “him/his.” Also, I have an omnivore diet. It’s nice to see a game include such options and openness, as well as a future were LGBT characters face less discrimination, but then again…this is San Francisco. In actuality, this is a queer-inclusive videogame, and its developers are also involved with the GaymerX series of LGBT video gaming conventions.

I’m definitely interested in seeing this mystery unfold, as well as trying more drinks at the Stardust bar. Then I’ll move on to Her Story. Or maybe Cibele. Regardless, more story-driven adventures are in my future. Also, Read Only Memories has reminded me that I need to check back in on Matt Frith’s work and see if he’s done anything else to Among Thorns, which certainly shares some similarities with the darker side of technology.

Jamming with Grandma immediately takes a turn with kidnapping

jamming with grandma capture 02

Look at that screenshot above. It’s a little girl tied up inside some sugar factory, with a pile of dynamite to her side and a spinning saw blade of doom heading right towards her. This scene takes place almost immediately after starting Jamming with Grandma, another point-and-click adventure game from Carmel Games that I foolishly assumed was going to a light-hearted romp where a young child helps her elder make some fancy plum jam.

In one way, I was right, and then I was also completely wrong, as a creepy dude in black quickly showed up and kidnapped little Kaitlyn with the full intention to murder her. No, that’s not entirely true. Here comes a spoiler: all the threats in that room are completely fake. That dynamite? It’s just paper towel tubes painted red. That saw blade? It actually goes behind Kaitlyn and cuts her ropes off. He only wanted to make it seem like she was going to die so that Kaitlyn would give up her grandma’s secret, award-winning jam recipe. Yup, all that for jam.

After escaping the dastardly plans of the disturbing man dressed in black, it’s business as usual in Jamming with Grandma. You’ll travel to a limited number of scenes set in a small, suburban town, interact with a small mount of people, pick up items, and then use them on people and things to progress forward in your quest to get Grandma all the ingredients she needs. I believe this is sugar, lemon, sliced pears, and something else I am forgetting. I’m no jam chef, though I do enjoy putting some apple jam jelly on lightly toasted bread in the morning.

I know this won’t be shocking, but I continue to experience the same problems I did with other titles from Carmel Games like Smells like Art and Dakota Winchester’s Adventures. These include not being able to tell when you can explore more of a scene to the left or right, obtuse puzzles, and extremely forced voice acting. The latter isn’t a deal-killer, but I did eventually get stuck for a minute or two in Jamming with Grandma until I accidentally hovered my mouse over to the right inside Grandma’s house and discovered there was an entire second room to explore. The artwork didn’t really make it seem like there was more that way.

Speaking of artwork, I actually really like the direction Jamming with Grandma took. It’s more colorful and defined than previous titles, where everything in the foreground, meaning characters and items you could pick up, felt flat when placed against the more detailed backgrounds. Here, everything gels together a little more naturally. Though Grandma’s artwork kind of reminds me of the Hobbits in Return of the King by Rankin and Bass. Also, there’s a kid dressed up as Freddy Krueger and hanging out on a sidewalk, which was weird, though he did eventually make himself useful for a puzzle.

Once again, I continue to pop into these titles because I’m just so dang curious about them and their titles and plots and how high the male voice actors will pitch their voices this time to somewhat emulate a woman speaking. Can’t wait to see which one I try next, though I did see a comment on Carmel Games’ blog mentioning that a new title that explored more of this mysterious man in black was on its way. Let’s hope there’s less kidnapping of tiny children.

2016 Game Review Haiku, #35 – Jamming with Grandma

2016 gd games completed jamming with grandma

At one point, some twit
Kidnaps Kaitlyn, ties her up
To sweep jam contest

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.