Tag Archives: point and click

2016 Game Review Haiku, #33 – A Postcard from Afthonia

postcard untitled

Best time for baby
During war, revolution
Find the Oracle

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.

Telltale’s take on Game of Thrones is not sunshine and rainbows or even a game

Game of Thrones_20141203084312

Well, I almost significantly spoiled my girlfriend Melanie on Game of Thrones over the weekend, which is something so bad that not even Ramsay Snow would consider doing it on the worst day of his wretched life. I am sorry, and may the Mother and the Father forgive me. See, sometime back, Telltale Games was offering the first episodes of its Game of Thrones, Tales from the Borderlands, and The Wolf Among Us series for free, so naturally I nabbed them all, figuring I’d get to them when I’d get to them. After the stinging disappointment that was season two of Clementine’s return to The Walking Dead, I was in no rush for more.

In my mind, I figured the Game of Thrones series was set during the early parts of the show/books. Mel has read the first two books–and a page or two into A Storm of Swords–and seen all of HBO’s season one. To my surprise, the game takes place smack dab in the middle of the third book, at the Twins. Seems like Lord Walder Frey is throwing quite the celebration for whoever is getting married that night. Yikes. Naturally, the game even uses the phrase “The Red Wedding” when setting the opening scene to hammer home the where and when. I immediately closed out to the Xbox One dashboard and then proceeded to turn on the PlayStation 3 for some more progress into Puppeteer, getting as far away from the Crossing as possible.

Later, I burned through the first episode “Iron from Ice” by myself, and I found it, much like with that other Game of Thrones game, beyond dissatisfying. For different reasons, of course, but I do have to wonder if this well of potential will ever get the right kind of treatment in the industry. Probably not. Personally, of the two that I have played, I figured this would be the better style suited to a world of poignant choices and larger-than-life characters. While that aspect is covered and pretty good in the moment-to-moment decisions, I was also hoping for more things to do around picking who lives, who dies, who you let live because you are weak and you know they’ll come back to kill you, and so on.

The story revolves around the northern House Forrester, rulers of Ironrath, whose members attempt to save their family and themselves after ending up on the losing side of the War of the Five Kings. House Forrester has not yet been introduced in the television series, but is mentioned briefly in A Dance with Dragons, so at least they aren’t just ::cough cough Riverspring cough:: making things up. Still, with the events post-TRW, House Forrester must make smart choices to keep themselves in the fight, and that’s where you, the player, come in, eventually controlling a number of characters in the family. There’s Ethan Forrester, who finds himself learning how to rule at a much earlier age than expected; there’s Mira Forrester, all the way in King’s Landing, who serves as a handmaiden to Margaery Tyrell; there’s Gared Tuttle, a squire who is off to the Wall to hide. I think later episodes give you others to play as, too.

Here’s my biggest problem with Game of Thrones, and it is the same problem I had with season two of The Walking Dead–it’s barely a game. It’s a choose your own adventure story, with a high emphasis on choose. Interaction is kept to a bare minimum, and you’re mostly left with dialogue choices. Basically, press this button or that button (or say nothing at all). I also found it difficult to roleplay these characters since I kept switching between them for different scenes; before, you had Lee, and every choice you made was reflective of the Lee you wanted to play as. Same for Clementine later on. Here, you get a short scene with Gared, then Mira, then Ethan, then Mira, etc, which makes it difficult to really grow them in my mind, learn who they are. I naturally tried to play each character the same, as an honest, hopeful soul in this grim world of brutality and betrayal. For many, it’s not going to work out well.

In “Iron from Ice,” I ran into zero puzzles. There are a couple of action scenes, where you have to hover the cursor over an item to grab and use it quickly, or swipe in a direction for some purpose, but that’s all early on and over with swiftly. At one point, while controlling Gared, I got to pick up two items from the room I was in–one was paper, the other some kind of plant or healing herb–and put them in my inventory, along with a sword. That said, you can’t select the items in the inventory or try to use them on other items or even people in hope of starting a dialogue. It’s a pointless list on the left side of the screen to make you think you are playing a puzzle-driven adventure game when, in reality, you are on a linear cart ride down the King’s Road. The other characters you play as don’t even have an inventory.

Kudos to Telltale for getting HBO on board to allow them to use the likenesses and voices of many of Game of Thrones‘ prominet characters/actors, like Cersei Lannister (Lena Headey), Tyrion Lannister (Peter Dinklage), Margaery Tyrell (Natalie Dormer), and Ramsay Snow (Iwan Rheon). It does help to sell the setting and soften the blow that you’re playing as a lesser-known family in the great big mix of things. Still, even on newer consoles, the gameplay is glitchy, with it chugging along from scene to scene, textures are slow to load in, and character models occasionally vanish from scenes without warning.

Telltale has certainly changed the point-and-click genre to a more modern, easy-to-swallow sort of experience, the kind that just about anyone can play–but it’s not for me. I want more interaction, more noggin using. I hate to say it, but this is exactly the sort of game I’m okay watching someone else play and then move on. I’m glad this first episode was free, but I’m also worried about how The Wolf Among Us and Tales from the Borderlands unfold. In my heart, they are all the same, and walking away from this company’s future output is one of the harder choices thrown before me as there’s a lot of like about the franchises they handle. Thank goodness there’s no timer.

2016 Game Review Haiku, #31 – Game of Thrones, Episode 1 “Iron from Ice”

2016 gd games completed game of thrones episode 1 iron from ice

House Forrester falls
Must do everything to thrive
Ramsay Snow, the worst

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, #30 – Valiant Hearts: The Great War

2016 gd games completed valiant hearts

Enter, the Great War
Full of puzzles, trench combat
Disharmonious

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.

Valiant Hearts: The Great War can bloom even on a battlefield

valiant hearts gd early impressions

I don’t know much about war, but I suspect I’m more knowledgeable when it comes to details related to World War II than World War I. Mind you, this is not me saying I’m knowledgeable at all. Just more familiar with how things went down from 1939 to 1945. Blame it heavier on popular entertainment media than my limited history school lessons, as I probably absorbed more from things like Band of Brothers and The Saboteur than anything else. As for World War I…well, I know it was one of the deadliest conflicts, with some absolutely terrifying weapons of war used. Like severe mustard gas.

So, naturally, there’s not a plethora of games based on this happy-go-lucky time period, though I did recently puzzle my way through Covert Front‘s alternative take on World War I. Ubisoft’s Valiant Hearts: The Great War is also a puzzle adventure game, released in summer 2014 and developed by Ubisoft Montpellier, and walks the path of being both fun to play and educational. Evidently, the game was inspired by actual letters written during World War I and focuses on four different characters: the Frenchman Emile, his German son-in-law Karl, American soldier Freddie, and Belgian nurse Anna. It’s a heart-twisting story of love and survival, sacrifice and friendship. There’s also a dog you can continuously pet.

Valiant Hearts: The Great War is divided up into four chapters, and each chapter is split into several sections. Most of these sections you to clear an objective in order to progress through the story, like solving environmental puzzles or acquiring specific items related to the situation. Other sections mix the action up, such as surviving heavy gunfire, stealthing past enemies undetected, and, my personal favorite, rhythmic car chase scenarios set to classic songs where you have to avoid obstacles in the road. Also, each of the four characters is able to interact with the world based on who they are, such as Emile shoveling through soft ground, Freddie cutting barbed wires with his shears, and Anna treating patients’ injuries through a mini QTE. When available, the characters can order the dog to carry objects and push levers.

Despite the tone and horrific historical details, I’m really enjoying my time so far in Valiant Hearts: The Great War. It’s got a fantastic, cartoonish art style, and the puzzles have not gotten too complicated to the point where I’d want to throw the controller away. Even if they do, there’s an in-game, timer-based hint system, if you need an extra clue on what to do with the dog or how to sneak by that watchful sniper in the tower. Toss in some relaxing piano tunes for when you are reading up on days past, as well as a soothing narrator, and this is a strangely tranquil gaming experience amidst all the explosions and mortar shells. I’m somewhere in the middle of chapter two currently, so I don’t expect this to last that much longer, but that’s okay. It’s bite-size, but so far quite filling.

Lastly, I keep thinking from its title that Valiant Hearts is somehow related to Vandal Hearts, a PlayStation 1 tactics RPG that I regret trading in back when I was young and dumb (but haven’t written about yet). Alas, the two are no more related than…well, I tried for the longest time to think of some witty war comparison here, but came up empty. Germany and Canada? Meh. If you’ve got a killer line, drop it in the comments.

2016 Game Review Haiku, #29 – The Book of Living Magic

2016 gd games completed the book of living magic

Raven Locks Smith makes
Her way to Oddness Standing
Find book, eyeball plants

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, #27 – The Sea Will Claim Everything

2016 gd games completed tswce steam

Everyone needs help
In the Lands of Dream, just read
Click all clicky things

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.

So many mushrooms to click on in The Sea Will Claim Everything

the sea will claim everything island

Sometimes I just want to read. Other times, I want to play, or, more to the point, interact. With people and animals and things. Cause and reaction is what I’m looking for, but the safe, casual kind. Don’t shoot me in the stomach and force me to find medicine to stop the bleeding. Instead, let me find some fish food for a hungry fishie that will make it smile. Well, after a panic-inducing, unpredictable weekend, I wanted to do both: read and interact harmlessly. Thankfully, there’s The Sea Will Claim Everything, a game which I’ve danced around revisiting lately. Well, the straw that finally broke the camel’s back is that it has now been released on Steam, and Jonas Kyratzes was kind enough to provide me with a free key since I already purchased the game back in 2012 from the Bundle in a Box promotion.

Allow me to quickly summarize what’s going on in The Sea Will Claim Everything. If I can, that is. You visit the Lands of Dream through a special window which allows you, the person reading this and playing the game, to see, travel, and interact with the various strange and fantastical elements of the Fortunate Isles. You begin in the Underhome, a biotechnological house unlike anything you’ve ever experienced before. Unfortunately, Underhome has been badly damaged by goons threatening to foreclose on it; they are so rude that they even cut up a nice rug. Your job is to help The Mysterious-Druid, who likes to simply be called The, get Underhome back to its healthy former self. However, along the way, you’ll end up on a larger quest to free the citizens of the Fortunate Isles from Lord Urizen’s political and economic oppression.

Strangely, when it comes to me and point-and-click adventure games, it’s always about getting to the next scene to see where things go. Brute-forcing through the puzzles to see what new characters pop up and grab more items for my ever-growing inventory. However, with The Sea Will Claim Everything and other works in the Lands of Dream, I prefer to linger, to absorb. Every screen is packed with flavor and things to click on, with my personal favorite being all the little mushrooms sprouting up in the Underhome. Verena Kyratzes’ artwork is colorful and pleasant, perfect for a storybook-like tale, and you should not take anything for granted–each individual flower has its own flavor text, as does every book and drawer and item at a merchant’s stall. Also, there’s evidently 700 collectibles to gather, so click, click, click.

Gameplay is mostly clicking and reading, and it doesn’t take long to realize that The Sea Will Claim Everything is roughly just fetch quest after fetch quest after fetch quest. Occasionally, you’ll have to find a recipe and create the item someone needs instead of simply finding it elsewhere in the world and bringing it back. I’m okay with fetch quests, as sometimes it is all I want, but I do wish that the quest log, represented as a single-page scroll, did a better job of showing your progress. For example, I need to make a special soup that will help heal the Underhome, and this requires gathering a number of items, but the quest log doesn’t show what I have and don’t have; instead, I need to pop back into my inventory, scan the list, and then figure out what is missing. Also, with so many people and strange names, it’d be helpful to list where the person is in the quest so that I can turn it in without having to scan every single screen in Port Darragh over and over again.

Since you’ll be doing a lot of sitting on a single screen/area and reading flavor text, dialogue text, recipe text, and dialogue text, a good soundtrack is a must. The music needs to not overpower your brain and get in way of the nifty characters and stories, but at the same time ground everything together, enhance it. Make you believe that this talking spider is part of the world. That this town of anthropomorphic creatures live lives and exist beyond your window view. I’m happy to report that Chris Christodoulou’s soundtrack is nearly perfect. Inspiring and mystifying, the songs fit the adventure. I do wish some were a little longer or looped more instead of repeating after a two minutes or so, especially when you are in a room for longer than that. I think my favorite is the piano-driven, calming “Plingpling Fairydust,” but the dark, beyond unnerving “Swamp Thing” is also quite special…for reasons.

The Sea Will Claim Everything is really the most charming oddball, and I’m looking forward to helping everyone I can on the Fortunate Isles, whether it is by solving a mysterious murder or giving them a cookie. It just might take a few more sessions. That’s okay. Those mushrooms aren’t going anywhere.

The Fabulous Screech will make you click and feel emotions

gd the fabulous screech final impressions

The Sea Will Claim Everything is a game I think about now and then, a game which I haven’t really touched in about four years. That said, I think about it like this: starting over, falling into it once more, eyes wide and absorbing, my brain ready for an overload of story and characters and rich lore. The amount of detail that Jonas Kyratzes imagined up for this world, these Lands of Dream, staggers me still, as does the inviting, storybook artwork by Verena Kyratzes. Together, these two create portals, doors that open and close, but take you far away from where you started. I don’t know if I’m ready yet to give The Sea Will Claim Everything another go–I believe I walked away from it feeling somewhat overwhelmed–but I continue to build up brain space for when that day comes.

In the meantime, there’s The Fabulous Screech, which is a smaller, more contained bit of whimsical fantasy and storytelling. No, it’s not about everyone’s less-than-loved Saved by the Bell nerd-for-brains. The jaunty plot is that your partner bought you a ticket for the season’s last performance by The Fabulous Screech and His Trained Humans. You travel to the town of Oddness Standing to see this unique show and learn how The Fabulous Screech lived its life. Interestingly, this game came to fruition as a Christmas gift for someone’s boyfriend when times were tough and funds were short, and the Kyratzes duo ended up making it more personal than originally intended. This is why you’ll click and feel emotions.

Gameplay is minimal and easy, but that’s okay. This is more of an interactive story, and there’s so much to interact with, to click on and read, that dealing with solving complicated puzzles for getting you from point A to point B would have messed up with the laid-back pacing and gentleness blanketing everything here. At most, you have to find an item for a character, and there’s only so many places you can search, so you’ll eventually find it and move ahead. All this captivating reading and visuals are backed by a soothing soundtrack that works when things are bouncy and childish at the theater’s curtains to the darker moments of dread and frailty by the end. Also, and I had this problem in The Sea Will Claim Everything so I suspect I need to learn to live with it, I’m still not a fan of the common-day references everywhere, such as to the Sierra or T.S. Eliot, but I guess that’s what helps make these lands dream-like. That blurring of fantasy and the real world.

The life–and presumably death–of The Fabulous Screech in The Fabulous Screech is anything but straightforward. There’s whimsy and silliness, but also a good amount of stark reality and sadness. Look, aging is unstoppable. That’s a hard fact. Time passes by with every second, and it’s up to us to make the best of things, to find happiness and be happy. I try not to think about my furry pets dying, but I know they will some day, and that debilitating fear makes it difficult to even write about this stuff. Sure, Timmy can be a psychopath and bully, but also a lap warmer and affectionate friend. Pixie can shed like there’s no tomorrow and get her claws stuck in everything, but she also headbutts me hello whenever she can. They are special to me.

Okay, that’s all I can do. Gonna go hug both of my kitty cats now and hope that, at least in their feline eyes, I’m a well-trained human.

2016 Game Review Haiku, #23 – The Fabulous Screech

2016 gd games completed the fabulous screech

A magical show
Starring cat, its adventures
Life is beautiful

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.