Tag Archives: point and click

2016 Game Review Haiku, #8 – Journey to the Center of the Sun

2016 gd games completed journey to the center of the sun

Wake, you have a dream
To reach sun’s center, for fame
Find sewer money

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 terse answer to Can You Escape is yup, but only to level 9

can you escape final gd impressions

I’ve been asked before, in real life, if I’d like to participate in one of those “escape the room” scenarios that are mega popular right around Halloween time. Or possibly other times too, but that’s when these scenarios can take the scaring to a whole new level. My gut response each and every time is to scream noooo and run away, arms flailing, never looking back. It’s not that I don’t think I have the brains to find my way out or even mind working cooperatively with friends (or strangers), but the idea of being closed in a small room with no immediate way out is enough to set me on edge…before I’m even in the room. Heck, I can barely handle waiting in that tight foyer on Disney World’s Haunted Mansion ride.

All that said, I have no problem playing digital versions of “escape the room,” and even seek these out now and then, as they often provide somewhat logical puzzles to figure out, which gets my brain muscles to flex for a bit. Can You Escape, which is one of the more lackluster attempts at a creative title about escaping a place, missing even enough energy to add a question mark at the end, is free to download from Microsoft for the PC or mobile devices. I grabbed it for my laptop, seeing as it now rocks Windows 10 and all that–plus, when it comes to pixel hunting, the bigger the screen the better.

Can You Escape takes place in a tall apartment building, which is purported to house a number of exceptional residents, with varying tastes and lifestyles. However, you won’t actually meet any of them per se, but you will get to explore their apartments and then escape them after you are done poking and prodding around. You begin in the lobby, but slowly ascend, with each room offering more and harder puzzles to solve before moving on to the next occupant’s home. I was under the assumption that you got fifteen levels to play here, which sounded like a fine enough deal for something that is free to download, but you only actually can play nine levels before you have to drop some cash. More on that in a bit.

To escape an apartment, you have to find the key that will open up the elevator–which defies logic and opens directly into each person’s place, acting as a front door anyone can step through–and to do that you’ll first have to solve a number of other puzzles that will eventually lead to the key or result in you creating a makeshift key. The number of puzzles and the difficulty level goes up every floor. There are clues all around, and you’ll do a lot of clicking, to and fro, gathering a small amount of items in your inventory to be used elsewhere or combined with another obtainable item. If you have a mediocre memory like me, you’ll also take pictures of clues with your cell phone. I do wish that some areas where you can click were made more obvious, as there was one apartment with a toy train and set of tracks on the floor that I didn’t know was clickable until I watched an online walkthrough after getting stuck. Also, a few items are difficult to decipher based on their picture only, so a description could have helped.

Can You Escape is fine. It’s not good, and it’s certainly not great. The puzzles do range from obvious to obtuse at times, but nothing will break your brain, and completing a puzzle about matching symbols do different heights still sends out satisfactory vibes through your body. Well, it does at least for my body. For a free download limned with the constant clutter of ads and that looping drum beat, it’s fine. I just wish they gave you all fifteen levels to play and locked other non-essential content behind a pay-wall. Here’s how the money breaks down for those stuck in the same boat that finished more than half of the levels and kind of actually want a little more:

  • All-in Package – $1.99
  • Bonus Levels 1 – $0.99
  • Bonus Levels 2 – $0.99
  • Remove Ads – $0.99

Yeah. It’s weird. I’m under the assumption that “Bonus Levels 1” gets you levels 10, 11, and 12, and that “Bonus Levels 2” will provide you with the remaining three–surprise, surprise, the game doesn’t really provide you many details. You could buy both those options together or simply get the “All-in Package” for seemingly the same price. Even still, I don’t think this is worth the money, especially after the developers give you nearly half the game for zero cents. A shame; plus it means that I won’t get to put Can You Escape on my completed list of games for 2016. Boo. I like finishing things.

A quick bit of research–in other words, Googling–shows that Can You Escape 2 is also available to play for free as well, but only to a point. There’s also a ton of in-app purchases for more levels and origamis (?). Hmm. I think I’ll steer clear from here onward, finding escapism elsewhere, where you get what you get, and you get out with what you got.

Absent’s time travel trip is a bit rough around the edges

gd absent adventure game thoughts

Surprisingly, or maybe it’s not surprising at all because we now live in an era when you can’t look left or right without something free being dangled before your hazy, consume hungry-limned eyes, there are quite a number of free adventure games on Steam to try out. I’ve already played The Old Tree, but there’s also Emily is Away, Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist (that’s one game name, by the way, starting at the doctor part, which I ended up playing in the time it took me to finish this post, whoops), Only If, and Missing Translation to look forward to in my ever-growing pipeline of even free things I don’t have time to play right now. Le sigh.

For the moment, I’m giving Absent from FNGames a go. I saw some posts about it over at the Adventure Game Studios forums, which I like to frequent now and then to see what people are working on and what’s out in the wild, especially since many of those titles don’t get a ton of coverage from the major websites. It was originally released in 2013, but made its cost-effective debut on Steam in 2015. Other than that, I went into it fairly blind, other than obviously seeing a screenshot or two to confirm it was, in fact, a point-and-click adventure game of the traditional sense.

Absent stars the determined if somewhat aloof Murray Schull, a young man attending college and who walks as if he has a permanent wedgie that he is internally debating on picking in public. One day, his best friend Steve’s girlfriend, Crystal, disappears, an event that spirals out of control and puts Murray on a path of danger, disillusionment, and death. Also, time travel, but that really only comes into play towards the very end. Oh, and Murray is haunted by visions of both the past and future, which factor into the puzzles and his decisions on what to do next to find answers as to Crystal’s disappearance.

To say I was taken aback by Absent is being kind. This game really surprised me, for good and for bad. First, a lot of adventure games I snag from the AGS forums are short, tiny little experiences. Snippets of an idea, a few screens to explore. Like A Landlord’s Dream. Absent features plenty of unique animations, is fully voice acted from beginning to end, and took me over six hours to see its credits roll due to the amount of story, puzzles, and, this is not a plus, backtracking involved. Sure, sure. Visually, it is not going to win any awards or even get my eyes to dilate with pleasure, but the graphics take a backseat for an admittedly overambitious story and dense amount of content to poke at.

Let me get more specific here, before I bring up the parts of Absent I found extremely lackluster, as there are many. Though the story is too big for its britches, I give FNGames credit for going big or going home. Since time travel is the deus ex machina to solve everything come the end events, there had to be some careful planning into setting it for that outcome, and I can appreciate details like how the first Reaper was made and that crack behind the canteen appeared. There’s a good amount of dialogue options to go through with many of the NPCs, as well as numerous unique responses for trying items on items that clearly won’t work with it. Showing everyone Murray’s homework assignment was amusing. Lastly, I dig the look of the ghastly, otherworldly Reapers, even if I don’t fully understand their motives.

Alas, Absent is fairly rough around the edges. Also in its middle area. From a technical stance, sometimes the cursor icon would automatically change to “use” when you hovered over a door or exit to a new area, and sometimes it wouldn’t. The inconsistency varied from screen to screen. There were plenty of times I also didn’t want the icon to change, forcing me to have to left click several times back to my preferred option. A few screens, like in front of the college and the swamp, are a wee bit larger than what you can actually see, so you are constantly changing to the “walk” icon to move a foot to the right or left and find the exit. It’s annoying. More times than not, the subtitles and voice-over work do not match up, and there were a number of typos spotted along the way, which, as an editor, I simply can’t not see.

One of my biggest critiques of Absent revolves around logic. Almost immediately, characters are shown to jump to the wildest conclusions without any rationalizing. For example, within minutes of learning that his girlfriend is missing, Steve is absolutely convinced that she was murdered by so-and-so and will hear no other arguments. Missing equals murdered in this world, and then once he finds out that Crystal was cheating on him, he no longer mourns for her. Like, not even a little bit, claiming she got her just desserts. I think at this point in the timeline, it’s been one day since she vanished. Granted, once the speculative fiction elements really start taking shape, a lot of logic-based decisions can be tossed out the window, but for the early part of Absent, I was hoping to see some more believable reactions out of the cast, especially Murray, who seems to simply be a dude we use to click around on things and cause events to happen. I’m still not sure why he’s the main character we play as.

Lastly, in terms of diversity, Absent is absent. This is a world of white people and only white people. Considering the size of the cast, it is a shame to see it so one-sided, and hopefully this is something that can be addressed in the forthcoming Absent II. I mean, it takes place at a college, for goodness sake, where all shapes, sizes, and color of people from everywhere in the world come together to learn, make mistakes, and learn some more. At least the female characters are voiced by women and not men pitching their voices up.

Still, all that said, I’d recommend checking Absent out. You might not be impressed with the story and safe way it wraps everything up, nor the difficulty of the majority of puzzles, which mostly require item on item interaction save for one involving a sliding ladder, but there’s still something interesting going on here, especially from a small team. Plus, if you like British accents, this game has them and then some. I personally think Steve sounds like Jim Sterling, but that’s just me. Maybe every angry British man does.

2016 Game Review Haiku, #4 – Absent

2016 games completed gd absent

A girl vanishes
This mystery must be solved
Time travel will help

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.

Congratulations to me, for I found the year 2016

where is 2016 gd final thoughts capture

In hindsight, I really should have put forth a larger effort to make Where is 2016? the first game I completed this year instead of Rain. It only makes sense to ring in the new year with a game about…unearthing 2016 by flipping a bunch of hidden red switches to green, time-traveling to other countryside locations to repeat this endeavor, and then pulling a lever to release some jarring, chipper cartoon character from behind a locked door. Yeah, that only makes sense.

From independent game developer Mateusz Skutnik, Where is 2016? is a short point-and-click hidden object adventure set somewhere in France. I make that broad and dangerous assumption from the spatter of French words I saw on signage and rusty pipes. If this is set in, say, Middle-earth, please correct me in the comments below, but I’m more certain that it is not in Middle-earth than I am it is in France. Either way, it’s the countryside and small-town suburbia for your exploring. You do this by clicking areas of a static image, going deeper; in actuality, this is all you do, as well as lose yourself in the minute details of high resolution photographs of foliage and machinery.

There’s no traditional puzzle solving here. Simply find all the switches, turn them to green, return to the main switch hub thing, twist the knob–hey now, this is a family blog, people–and return to the main screen, which features a locked door, a rope to pull, and a clock with hands to manipulate. Do that a total of four times, with each scenario asking you to discover more red lights to switch, and you’ll complete the game. Easy enough. The struggle is discovering what you can click on and what you can’t, though the cursor will change when you are over a hot spot; still, there’s a bit of pixel hunting to do, and here’s a free tip–sometimes you can click in a section you’ve already zoomed in on for an even closer look at things.

I’m more than fine with Where is 2016?‘s length, as it was perfect to get through in ten to fifteen minutes and felt satisfying, in terms of finding all the gadgets to click, when I reached the end. Still don’t understand who that cartoon character was and why he was congratulating me on finding 2016. Perhaps he stars in one of Skutnik’s other games, of which there seem to be many. Sounds like the Submachine series is one worth examining. Also, he’s evidently been at this awhile, creating Where is 2015?, Where is 2014?, and so on for the respective past few years.

Where is 2016? features high resolution photographs for you to click on and dive into. You might think looking at a rusty, old farm plow is beyond tedious, but the closer you get to it, the better you see how it is put together. Then you notice the words etched into the metal, or the small scratches. The flecks of dirty, time. I don’t know if Skutnik took these photos himself for the game or if they come from some stock-based website, but they are crisp and energized, as well as perfunctory and plain. Adding gameplay mechanics on top of them definitely at first feels wrong, but eventually the two elements mesh together without much noise.

If you’d also like to start your year off right by releasing 2016 from its locked, dark chamber, begin click, click, clicking all up on Where is 2016? in your browser over here.

2016 Game Review Haiku, #3 – Where is 2016?

2016 games completed where is 2016 capture

Search sharp photographs
In France, for switches, secrets
The new year is here

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 Craig escape his house and get back to making potions

craig gd impressions demo untitled 002

First, let me clear something up: Craig is a black and white game/demo for a future game that takes place on two screens. I already used the first screen for my completed haiku review, which left me with the second screen for this final impressions post; alas, the second screen is more white than black, which throws a wrench into my Grinding Down style of using big, blocky white letters atop it. That’s why the above image is green, but please understand that’s not how Craig looks after escaping his house. I’m not here to misrepresent.

In Craig, you are Craig, a long-nosed local potion maker who wants nothing more than to get to his potion shop and start his day. Unfortunately, to his horror, some hooligan has barricaded him inside his own house overnight. Thankfully, Craig is a resourceful soul and can use the materials and items inside his house to escape, though it’ll take a bit of examining and trail and error to do so. I’ll spoil this much and say you do get outside, though the next roadblock involves getting inside your locked-up shop.

It’s a point-and-click adventure game, which means you’ll be clicking…a lot. Once you click on something, a list of options appears. You can “look,” “greet,” “pull,” “use,” and do other context-specific actions, and each action results in a humorous slice of writing. Make sure you greet every single object, no matter how silly that might seem. Seriously, the writing is what makes Craig worth exploring for twenty or thirty minutes. The gameplay is fine, but you’ve done this all before, and the puzzles are fairly logical to deduce, once you figure out that you’re supposed to read the ripped up recipe in the items menu and not actually try to put it back together with some kind of adhesive. Also, if you notice a “?” attached to some item, that means you don’t have enough information yet to perform the extra command; come back later.

Craig was made in about a week by someone under the username of Pai, and though it encompasses only two screens and is more of a tech demo than anything else, the writing and characters are there. I’d love to see Craig become a full-fledged release, with a focus on creating different potions from a variety of items, as well as a personal quest to build up his manly physique. If such a thing pushes forward, I’ll be right there behind it, ready to click, more than ready to greet.

2015 Game Review Haiku, #59 – Craig

2015 gd games completed craig

Locked inside his house
Craig must look, greet, pull, and use
All clickable things

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Jane Sinclaire’s on the pixel hunt for the mysterious city of Adera

adera episode 1 gd early impressions

My mother, when she was heavily gaming on her less-than-subtly pink Nintendo DS, leaned towards titles where the main goal was to mostly find hidden objects on a single screen full of objects, with usually some cockamamie narrative wrapping to provide the player with just cause for exploring this underwater sunken ship or that ancient ruler’s treasure room. You know, mega hits like Yard Sale Hidden Treasures: Sunnyville and Nancy Drew: The Mystery of the Clue Bender Society. These quests occasionally featured other styles of puzzles too. I feel like Adera from Hit Point Studios fits the same mold, which is why I gave it a shot, though its production qualities are much more refined.

Adera is an episodic adventure about Jane Sinclaire, an auburn-haired archaeologist in search of her previously thought-dead grandfather, as well as the mysterious city of Adera, after receiving a message from him. The first episode, “The Shifting Sands,” is free to download and play and will take one roughly a couple of hours to complete, especially if you are searching for every butterfly and animal totem collectible like I did. I think it came out for Windows 8 a couple years ago, but I played it on my laptop, which got Windows 10 as a free upgrade some months back. All that said, the game is clearly designed for tablets and touch surfaces and still retains a lot of the language, such as instructing players to swipe left or right to move between locations when, in reality, I have to click a blue arrow with a mouse.

Story aside, as it is ultimately generic and only there to put you in exotic, mystical locations so you can slide tiles around and collect cog wheels, the cutscenes and transitions from room to room are actually quite nice. Better than I expected, to be honest. Adera also features some voice acting, and nothing atrocious stood out like in previous point-and-click adventure games, but Jane is mostly on her own in this adventure, as her partner Hawk–cool name, bro–works on fixing their broken helicopter. She inner monologues a bit, but also write in her diary; alas, the font used is tough to read, and so I skipped most of her passages.

My favorite puzzles are the same that my mother enjoyed, which are finding a list of hidden objects on a screen littered with junk and misdirection. I don’t know. There’s just something especially relaxing about these in the same way that I’m into word finds; my eyes take control and scan away, seeing things in front of other things or catching the sliver of a handle, which might belong to a knife, which, oh, look, there’s a knife on my list of things to find, click it, yes, that was it and…oh, sorry. I think I drifted a bit there. See what I mean? There’s maybe three or four of these in “The Shifting Sands.” Anyways, there’s a handful of other puzzle types to solve, but none of them are terribly hard to figure out, and the places you need to investigate–at least on the middle difficulty I selected–glow purple, so you won’t miss any key items. If need be, you can always hit the “hint” button for a clue, but “hint” buttons are for chumps.

While the first episode of Adera was free to play, it’s looking like $19.99 will snag you the other four slices of content. Hmm. Think I will pass. Unfortunately, I’m not fully hooked enough to invest that kind of pocket change, especially when I can find other hidden object games relatively easy online when I need a fix, and so I’ll leave the ponderous, courageous Jane Sinclaire where I last saw her, among the shifting sands, her pockets full of pointless animal totems.

2015 Game Review Haiku, #58 – Adera (Episode 1, “The Shifting Sands”)

2015 gd games completed adera episode 1

Find hidden objects
Archaeological plot
Familiar, but fun

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.