Tag Archives: point and click

2016 Game Review Haiku, #15 – The Hunt

the hunt screenshot 002

Me and my Arrow
Go into the wilderness
For Elk King, jump scares

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.

Dakota Winchester does indeed anticlimactically find the third ruby

dakota win 3 capture

At last, the day has arrived. For a while there, I thought we’d never get the third and final act for Dakota Winchester’s Adventures, which stars an Indian Jones wannabe in search of three mystical rubies because…hold on, let me look this up. Right, these rubies are the keys to the even more mysterious Hilda’s box, which proclaims to contain the secret to eternal life. Anyways, I kept checking the Carmel Games website, but only saw that other brand new adventuring series were being started at a surprising and alarming rate. Thankfully, it is here, just in time for Valentine’s Day. Swoon. And I’m not disappointed, but only because I knew going in that I would, more likely than not, given my track record with these sorts of games, be disappointed.

I played the first two parts of Dakota Winchester’s Adventures way back in November 2014, nabbing two out of three rubies in preparation for the final victory. This third act kicks things off in the basement of some old mansion. Dakota Winchester is on the hunt for the final ruby, and he’ll have to solve puzzles involving fires, ropes, and hidden safe locks, as well as conversing with an old professor of his who does not think highly of him. See above. My favorite aspect of this character is that he himself is a wannabe, this time of Indiana Jones’ father, Henry Jones, Sr., played by the legendary Sean Connery. Look, we all can do terrible Sean Connery impressions, but that doesn’t mean we should or should have these impressions recorded and tossed into a point-and-click adventure game for many to hear. It’s potentially more cringe-worthy than when previous Carmel Games titles would obviously pitch up a man’s voice to portray a female character.

I found Dakota Winchester’s Adventures Part 3 to be a letdown from beginning to end, but maybe that’s because I built it up in my head to be a somewhat satisfying conclusion. Or at least provide closure so that I could feel like I finished a full thing. The puzzles are frustrating even though many of the solutions are obvious, and a few required brute forcing. There was also one scene that I didn’t realize provided an arrow to a second scene if you moused over to the left far enough, but I assumed that pathway didn’t exist because there was a chandelier on fire in the middle of the walkway, which looked like something our intrepid hero couldn’t get around. So that was frustrating to discover several minutes later. Also, one puzzle near the end is basically a round of rock, paper, scissors, which is strange and jarring and makes me think that the developer simply had access to this interface and decided to toss it in for kicks. I won on my first try.

Look, I’m going to spoil the last fifteen seconds of Dakota Winchester’s Adventures Part 3. If you can’t handle this, just cancel your Internet subscription and burn whatever device you are reading this on. I need to explain what a bait and switch this whole affair is. After doing all those puzzles, you finally gain hold of the special key that will open that locked treasure chest. Inside, as expected, is the third ruby. Dun dun dun. Dakota Winchester places each one into their respective sockets on Hilda’s box, which opens and is full of light, kind of like the Ark of the Covenant from Indiana Jones and the Raiders of the Lost Ark. Anyways, Dakota says he can see some gold coins, as well as a map, and then…TO BE CONTINUED? pops up. Credits roll. Take note that it’s not TO BE CONTINUED with or without a period or even ellipses, but it has a question mark at the end, as if even the people making these have no clue what they are doing.

I recently read Javier Grill0-Marxuach’s will and testament about whether or not the writers of LOST were “making it up as they went.” It’s a fantastic examination of how nothing can be so simply said, laying out as much history as possible before it either fades or becomes exaggerated in one’s mind. That sometimes things come together conveniently, and other times you have to force it more than you like. Plus, mystery boxes. Even by the end, there’s no firm conclusion. That said, despite their very own literal mystery box, the developers behind Dakota Winchester’s Adventures Part 3 are definitely making all this up as they go. I guess they would; I mean, they want people to keep playing their games, and so they need those games to truly never conclude.

Okay, that was probably far too many words about Dakota Winchester’s Adventures. If you read them all, then bless your heart. You’re a good one. I’m not going to hold my breath waiting for the fourth entry, though, knowing me and my ever-curious mind, I’ll probably check it out nonetheless and continue to be flabbergasted when the map leads you on another wild goose chase that ends with more carrots on strings. Now that I think about it, a great twist would be that Dakota Winchester spends so much time trying to find the secret to eternal youth that he passes away from old age in the sixty-fourth entry in the series.

2016 Game Review Haiku, #13 – Dakota Winchester’s Adventures Part 3

2016 games completed gd dakota win 3

Near the last ruby
Meh puzzles, naturally
To be continued

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 is full of cyborg diseases and neon adverts in Among Thorns

gd final impressions among thorns screenshot 01

I am weak to small games with big ambition. Like Limbo, which was a perfunctory action-puzzle platformer that attempted to tell a story of loss and uncertainty with next to no words. Or Superbrothers: Sword & Sworcery EP, what with its exploration based around different phases of the actual moon. I think we can add Among Thorns to this mental list of mine. It reminds me a bit of A Landlord’s Dream, which also came from the AGS community and was brimming with grand ideas, littered with the kind of far-reaching sci-fi concepts that flesh out a futuristic world to make it feel livable instantly. However, Matt Frith’s pixel art here is a whole lot less grainy, having that clean, sterile feel to it that can only be attained in an era of synthetic body upgrades, and the puzzles are not as obtuse.

Among Thorns was created specifically for MAGS, which is a monthly competition for all amateur adventure game makers, last month. January 2016 for those that can’t figure it out. I think voting is still going on, though I have high hopes for it doing well among its competitors. The theme was Black Death, and Among Thorns certainly covers that aspect with its Necronite disease, which only seems to affect the people in this world that have begun to augment their bodies.

Among Thorns‘ driving force is slight, but gets things going right away. You almost don’t have time to finish your noodle cup before the plot starts popping in. Anyways, you play as a young woman named Cora who ends up taking a shady job from her boss Lentii to investigate a dude named Cordell Jann, as he may or may not have a cure for Necronite. Yup, that sentenced contained a lot of science fiction-appropriate names. Now, getting to Jann’s apartment is no hop and skip over, and most of the game involves puzzling your way past roadblocks, like the cops. Once you’re inside Jann’s place, there’s more to do and discover, but I won’t spoil any of that here.

Gameplay doesn’t try to do anything wild and crazily unorthodox for the point-and-click adventuring genre. You have an inventory on the left side of the screen, can collect items, converse with people and things, and solve puzzles logically, using your brain and whatever is in your pockets. That’s fine. It’s a short little game, and, for me, this was all about seeing what was next. The more neon signs my eyes could eat up, the better. I mean, we all love Blade Runner, right? This is very much Blade Runner-inspired. There’s a small amount of pixel hunting to do, and this task can be hard to accomplish when there is so much already on the screen to gawk at. I’m still always looking for that balance of easier to find things to interactive with versus actually playing detective screen to screen.

Though Cora does complete her job by the time credits roll, the story ends in a cliffhanger-esque fashion, leaving me hungry for more and wondering what happens next. Clearly, time was an issue, and this is more a prologue than complete project. Among Thorns is certainly capable of carrying a full-fledged story and campaign, and I’d love to learn more about Cora herself and why she prefers to live off the grid and what struggles that entails. Until then, I’ll probably check out some of Matt Frith’s other work over at the AGS community.

2016 Game Review Haiku, #12 – Among Thorns

2016 gd games completed among thorns

Techno plague world
Cora takes a job, sort out
Her way to a cure

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.

Going too far to cure the Curse of the Mushroom King

the curse of the mushroom king capture 02

The Curse of the Mushroom King looks stellar, but inhibits every element of point-and-click adventure games that I absolutely loathe, which is a real shame as there’s a cuteness to its look and randomness. However, it never overshadows the frustration of clicking on every single thing a dozen times and brute-forcing your way ahead by trying every item with every other item in your inventory or object in the world until you want to rip the main character’s face off when he makes some snarky remark about you not even thinking about things logically. Phew. That was a long sentence. Keep it together, Abbamondi.

In Bad Viking’s The Curse of the Mushroom King, which can be downloaded for free on iOS and Android or played in one’s browser, you play as a character called…Bad Viking. Hmm. I’m not sure if “bad” is being used in the same way that my comics are or if he really is terrible at all things viking or if it’s just a nickname that stuck. Anyways, he gets on the wrong side of the Mushroom King fast by refusing to have some soup, getting cursed for his rudeness. The curse is that he’ll never again be able to enjoy the taste of PB&J sandwiches. This is upsetting to him, and I completely relate, but only if the jelly is grape and nothing else. In order to lift the curse, Bad Viking must retrieve an eclectic list of items–like a dragon’s egg and a banana–to make a special potion.

It’s a short–but not that short–point-and-click adventure game where you have a literal list of items to gather. This sort of scenario is fairly common for the genre. Unfortunately, while there may only be five items to collect in total, each item has multiple steps, with some paths crossing others before you can complete them. I’m okay with this, truly, but only if there is some in-game guidance. Don’t hold my hand, but at least give me an idea of what I’m supposed to be doing. Here, in The Curse of the Mushroom King, you barely get any nudge as to what to do next.

Let me give an example of a puzzle that I simply couldn’t understand; I was forced to look up the solution online. From the very beginning of the game, the bartender refuses to speak to Bad Viking until he has met the wizard. That’s all he says, and no other characters mention a wizard or give a hint to where he/she might be and how to summon them. Later, you find a stone plinth with a hole at the top by the tree with the bees; for some reason or another, if you place a cannonball in it, the wizard appears, ready to spit some mathematical riddles your way. Now, clicking on that stone plinth prior to placing the cannonball there gives no indication that you should do something like that or that even doing something here is how one could call forth a magical man from another realm. It’s a tortuous, convoluted puzzle, and only one of many more to crawl through.

My other problem with The Curse of the Mushroom King has to do with its art style, which I enjoy greatly from a cartoonist’s perspective. However, the colorful graphics make it hard to tell what it either an item or thing you can interact with. Nothing is highlighted differently when you hover your mouse over it, which resulted in my clicking like a mad fiend on everything I could before moving on to the next scene. You also end up having a ton of items in your inventory within a few minutes of playing, which meant I needed to try every combination of items possible, even if it didn’t make sense logically. I remember struggling with this issue in Deponia.

Sure, without a doubt, The Curse of the Mushroom King is nice to look at, but a soundtrack, dialogue tree system, and better way to distinguish interactive areas from background art would help make this a stronger recommendation. As is, there’s too much pixel hunting and guessing going on here. That said, a few other games from Bad Viking look intriguing, like The Dreamerz and Escape to Hell, so we’ll see if these problems are persistent across the developer’s other work. In due time, of course. I’m still feeling cursed from this one.

2016 Game Review Haiku, #11 – The Curse of the Mushroom King

2016 gd games completed the curse of the mushroom king

Cursed, never again
To enjoy PB&J
Tortuous puzzles

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.

Help elf people survive in Lost Lands: A Hidden Object Adventure

Lost Lands A Hidden Object Adventure early impressions

There’s a first for everything, and Lost Lands: A Hidden Object Adventure is my initial dip into a free-to-play hidden objects game. Y’know, that mega popular genre where you examine a scene and click on items to check them off a list. Back in the old days, you used to do it on paper, in magazines like Highlights, while waiting in some reception area. It’s strange to see this genre smothered by staple free-to-play elements like energy and special currencies, but it’s free on Steam and sometimes all I want to do is scour a scene for the most random of items, and this kind of fills that desire, but only kind of. Unfortunately, while clicking on crabs, knapsacks, and hidden oars, I also found a number of problems along the way.

Allow me to get the silly out of the way fast and describe the game’s story. Yes, Lost Lands: A Hidden Object Adventure has a plot, if you want to follow it. Right, here we go. A bunch of elves were forced to set sail for a new home after their kingdom ends up in ruins. A terrible storm ends up crushing their ships, forcing them to the shores of a lost island. Unfortunately, despite all the green grass and flowing rivers, this beautiful new world is filled with danger. The elves try to leave the island, but discover it is surrounded by an impenetrable magic storm. Survivors on the island recall a legend about the last of the ancient elves, who they hope will awaken sleeping for a thousand years to help them overcome hardship. Dream big, I guess.

Overly epic plotline aside, gameplay revolves around scanning a scene and finding a number of specific items hidden in the picture. Just like you’ve always done in these games, which my mother was a huge fan of on the Nintendo DS, with titles like Yard Sale Hidden Treasures: Sunnyville in her collection. Sometimes they will list the items by name, sometimes they are silhouettes, and sometimes you have to search the scene at night, which means your point of view is limited by darkness. Each scenario is timed, and if you finish finding everything fast enough, you’ll gain stars (three, two, or one), which feed into upgrading that specific level, allowing you to find more ingredients upon completion. Ingredients are used to complete other quests and help deal with different races without paying gold coins.

Shockingly, I’m barely paying attention to the plot, only interested in which locations I’m supposed to analyze for the right items. Since you have to deal with a limited amount of attempts, I’m finding myself min-maxing every choice to ensure I’m spending those energy points wisely. Occasionally you’ll unlock a treasure chest, but to open it you need to do a Professor Layton-esque mini-game, like hitting all beams of light in a certain order or connecting colored lines without crossing over each other. I am curious to know if there are boss-like battles down the road, and if they are anything more than gathering a bunch of items to clear the path.

Besides the fact that you can’t simply play this to your heart’s content due to a stupid energy meter, there’s a few other issues in Lost Lands: A Hidden Object Adventure that bring the fun down several notches. First, no matter how many times I select “Click to continue,” the game still wants to force its intro movie upon me, which features an old elf speaking like you might suspect an old elf would speak; thankfully, it’s skippable, but the game should remember that I’ve already seen it. I think having a time limit, and a short one at that, negatively affects my enjoyment, forcing me to often click like a madman in hope of nabbing that last item that can’t possibly be found unless I had all the hours in the world to scan every pixel from left to right. Lastly, I’ve popped a bunch of in-game Achievements, but after nearly two hours with the game, not a single one on Steam has unlocked. Sure, that’s a small quibble, but I need my digital rewards, and I’m not sure if the whole thing is borked.

Similar to Taptiles and Microsoft Jackpot, Lost Lands: A Hidden Object Adventure is a game I will probably check in on daily for another week or two, especially to get those daily rewards, and then walk away from entirely once I feel sated. I don’t care whether the elves make it off this island and are safe and happy and making future elf babies to rule the kingdom. I only care about finding the paw print, butterfly net, and shoe quick enough to get three stars and unlock more loot to finish that quest for what’s-his-name faster. Call me a monster, or call me casual. This is the way it is.

2016 Game Review Haiku, #9 – Longest Night

2016 gd games completed longest night

Stargazing to learn
The constellations of lore
Night in the Woods soon

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.

Journey to the Center of the Sun dreams up your new purpose

journey to the center of the sun screenshot 02

I questioned whether I should consider Journey to the Center of the Sun as a game I completed in 2016, seeing as it took no more than ten minutes to get through, ends abruptly, and doesn’t actually deliver on the promise of journeying to the center of the sun. That said, there’s definitely something here. A seed of an idea, an ocean of style, and it has the potential to be something grander, so I’m giving it its due in hope of pushing it forward to evolve into a more fulfilling experience.

Here’s the plot, which is far-fetched, but fun in a Pixar-like fashion: you wake from a vivid dream with a new purpose in life, which is to be the first human ever to fly a rocket into the sun. Your first goal is to get hold of a rocketship. Unfortunately, after finding one on your apartment building’s rooftop, you discover that it’s going to cost you $8 zillion to purchase. That’s quite an expensive rocketship, as well as an indeterminately large amount of money in reality. Might as well said it costs $567.9 million billion trillion jillion zillion.

Obviously, what really sold me to give Journey to the Center of the Sun a shot are its visuals, which are childish, but dripping with style. They are both vibrant and gloomy all at once, and they help distract you from the silly nature of the plot whereas if these were highly detailed people and environments you might just walk away from it entirely for being too goofy of a game. Some scenes look nicer than others, especially the sewer and inside the coffee shop, but there’s a foundation here to grow from. Evidently, this game from Chad Lare was inspired by onegameamonth.com and its “solar” theme from July 2015; you can read more about his thoughts postmortem its release over at his blog.

A couple of critiques, because now’s the time. I found transitioning between scenes involving doors to be jarring, as you’re stuck inside the doorway when in the next area and have to move out of it first before exploring, instead of simply appearing outside of the doorway. A bit hard to explain, but if you give the game a go–I’ll link to it in the last paragraph–you’ll see what I mean. The UI for the dialogue trees is a bit strange, though not a deal-breaker. Lastly, and I don’t know if this had something more to do with my browser since I didn’t download the Windows version, there’s no audio, which could really help give the ultra atmospheric visuals an extra punch.

I’m curious to see either this style or Journey to the Center of the Sun develop. Really, I’d be happy with either outcome. Until then, give this a shot, especially if you aren’t a big fan of Teenage Mutant Ninja Turtles II: The Secret of the Ooze. Trust me on that last bit.