Tag Archives: point and click

Studying human memory and emotions in Fragment

fragment rara copy

Fragment, one of the fourteen point-and-click adventure games found stuffed inside the AGS Bake Sale bundle, is the final product of a team effort from Ben Chandler and Sebastian Pfaller. It’s a much more serious story than I’m used to with Chandler’s games, like picking up a Roald Dahl novel only to discover it’s really some new shadowy tome by William Gibson. Still, it’s an enjoyable hour and change of puzzle-solving, but maybe not the happiest. Definitely unnerving from the moment you collect your first fragment, that’s for sure.

It’s the future, and no, I don’t know what year. You play as Timothy Jenkins, a young, blonde-as-a-lemon scientist conducting a range of experiments around the exploration of human memory and emotions, aided by a female AI called Arkady. Lately, Tim has been losing himself in his work, as he recently broke up with his girlfriend Marylee, and he’ll take any distraction he can get. This work involves exploring different virtual plateaus for fragments of data, and Arkady has begun creating these landscapes from Tim’s memories, an act he’s slowly finding a bit disturbing. And rightly so. Naturally, as human-crafted AI are wont to do, ulterior plans are brewing in the background, and Tim eventually finds himself trapped in these digital dimensions.

Fragment has a great gameplay setup that constantly keeps things fresh and had me looking forward to jumping back into the Animus virtual realms that Arkady put together. Each plateau you visit is strikingly different in tone, look, and puzzles, and that made hoping back in all the more exciting. There’s also some great, moody sci-fi tunes that are heavy on the bass to provide a unique soundtrack while you are scouring the screen for important pixels to click on. At first, when Tim commented on the music, I was taken aback, but it all eventually makes sense. After you’ve collected a fragment, you have to do a small puzzle on the computer of finishing a broken circular design (or sometimes very non-circular), but all this equates to is just clicking around enough until everything lines up. It’s something else to do, but I’d rather have more things to look at/interact with on the plateaus. Everything else is pretty standard for the adventure game genre, with one mouse button to look and the other for using, and you are never found carrying useless or red herring items, which I always appreciate.

So, there’s two possible endings based on a key decision you make near the very end of Tim’s sojourn. For those curious, I went with quarantine, but I’ll probably see if I can find a different choice played out on YouTube or something, because I’m curious, though not enough to play through it again, as nothing else seems like it would change. The plateaus ramp up in difficulty fairly slowly, but the few ending stages, despite how sparse they actually are, end up being the most interesting parts of Fragment. They had me re-thinking my literal steps, and the puzzles there are quite inventive and unlike anything else in the game.

Other than the fact that Tim looks nothing like a scientist in my stereotypical mind, I really enjoyed Fragment. Again, it’s very dark, very dreamy, very futuristic in an uncertain sort of way, but there’s a lot of beautiful visuals and interesting topics discussed, like what it means to be human, what it means to be artificial, and what it means to be social, all aspects I struggle with daily. Plus, a groovy soundtrack. I’m not sure if Chandler & Co. have released it for free or not since the AGS Bake Sale ended though.

2014 Game Completed Comics, #10 – 9 Months In

2014 games completed 10 - 9 months in facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Finally got around to that bundle of AGS Bake Sale games

Bake Sale games roundup

Hmm. I can’t believe this, but I’ve searched and searched Grinding Down‘s archives, and it seems like I never made a single dedicated post about the AGS Bake Sale, which was a pay-what-you-want gathering of 14 adventure games made with the Adventure Game Studio program by members of its community, with all proceeds going to Child’s Play. Really now, shame on me.

At the time of purchase, I snatched the bundle up eagerly and excitedly, but quickly ran into problems running many of the games on my Windows-based laptop. Alas, I didn’t really try many other methods or even understand the way you could change compatibility and run in windowed frames via the winsetup executable, so I mostly forgot about the slew of games, left to collect digital dust in my videogames folder for…well, nearly two years on the dot (bought the bundle in late January 2012).

The good news is that, lately, I’ve made some great strides in going through my backlog of downloaded games, especially those from the AGS Bake Sale bundle, which, if you didn’t know, are all of the following:

  • 9 Months In
  • Abner the Amazing
  • Barn Runner: The Rich Dame Who Cut the Cheese
  • Ben Chandler, Paranormal Investigator – In Search of the Sweets Tin
  • Entrapment
  • Escape the Barn
  • Falling Skywards
  • Fragment
  • Indiana Rodent and the Raiders of the Lost Cheese
  • The Rail
  • RAM Ghost
  • Red Volition
  • Retina
  • Zombie Attack

Let’s get the lame stuff out of the way, and here’s all the games that I couldn’t get running on my machine, no matter all the different tactics that I tried: Barn Runner: The Rich Dame Who Cut the Cheese, Entrapment, Indiana Rodent and the Raiders of the Lost Cheese, and The Rail. So that’s extremely unfortunate. There’s probably nothing more irritating than buying a game and not being able to play it, which is why I am very selective with my Steam purchases and mostly play everything I can on my consoles. I’ve tried looking up alternate solutions on the forums, but I’m really not tech savvy at all, and so I can only accomplish so much.

Two games that did work just fine on my flip-floppy ASUS laptop unfortunately didn’t hold my attention for very long: Abner the Amazing and Red Volition. The former has a strange look to it, with some tedious pacing, and the latter is too much red. No, I kid about that. There’s some maroon and pink in there to boot. I just didn’t know what to do in the thing and eventually wandered away.

Haven’t attempted to install and run the following: RAM Ghost, Retina, and Zombie Attack. Eventually I will, but I’m not gonna hold my or your breath, as it seems like my computer only likes a really specific type of AGS game and refuses to work with anything else. Oh well..

So, that leaves us with 9 Months In, Ben Chandler, Paranormal Investigator – In Search of the Sweets Tin, Escape the Barn, Falling Skywards, and Fragment. All of which I’ve played and beaten. You may all now toss your handfuls of confetti high into the sky. It might not surprise you that three of those five games have some kind of Ben Chandler involvement, whether he helped make them or is, in fact, the main character, a lost soul searching for his sweet tins. Yeah, that was a weird one to play. But anyways, this entire post is basically to say that you can expect some kind of Grinding Down coverage of these specific games over the next week or so, though I think this comic I did for Escape the Barn sums up that relatively short and straightforward game enough. Forwards, I go.

2014 Game Completed Comics, #9 – Escape the Barn

2014 games completed 09 - escape the barn facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

2014 Game Completed Comics, #8 – Bad Dream: Graveyard

2014 games completed 08 - bad dream graveyard facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

2014 Game Completed Comics, #7 – Bad Dream: Butcher

2014 games completed 07 - bad dream butcher facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

2014 Game Completed Comics, #6 – Falling Skywards

2014 games completed 06 - falling skywards facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

2014 Game Completed Comics, #5 – ~airwave~ I Fought the Law, and the Law One

2014 games completed 05 - airwave one facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Journey of a Roach will have you climbing walls

journey of a roach final thoughts

When you think about it, Journey of a Roach is a puzzle game built entirely around a single gimmick: you play a roach, able to climb up walls and skitter across the ceiling. This change in perspective plays a key part in the majority of the puzzles. It’s not the worst way to see the world, upside-down, though it can be a bit disorienting from time to time, especially when you accidentally mean to return to the floor but hit the wall instead and the camera sharply tilts one way and then the other and all you can do is make audible gasps until you right yourself. Given that I just spent a long time playing as Scree the gargoyle in Primal, who can also climb walls, you’d think my tolerance would be higher, but I’m pretty tired of the mechanic. Thankfully, Journey of a Roach doesn’t overstay its welcome.

The insects in Journey of a Roach live in a post-apocalyptic wasteland, though how the world actually got to that point is not addressed or necessary to know. Bugs will simply outlive us all, and this is their realm now. As a young roach hurries across the ruined earth, he gets a glimpse of something in the distance: a flower. Delicate, standing tall: a sign of rare vegetation, a sign of life still to come. If you’ve seen Pixar’s WALL-E, you know this is important stuff. Unfortunately, the little roach ends up getting pinned beneath a barrel of toxic waste. We then cut to a smaller, childlike roach, being awoken by the sound of the crash. Off he goes to help his bug buddy get free and find this mightily desired flower of power.

Visually, the game has two different looks, and unfortunately they don’t mesh nicely. There’s the cutscenes, which are flat, hand-drawn images with minimal coloring, background art, and animation. They work, but they could’ve been so much more, especially since a lot of the key story beats unfold/resolve using these. Conversely, there’s the in-game graphics, which you’ll spend more time looking at, and they are rather nice, a mix of cel shading and 3D models. Think Borderlands, but from the perspective of an inch off the ground. Environments are relatively detailed, with a good number of non-interactive items to fill in all the gaps, and everything comes across as really there, with depth. If you can imagine bugs living beneath the ground, smoking cigars and lounging in bars, then you can imagine it even more with Journey of a Roach.

Just like with Machinarium, there’s no spoken language, at least not one that I, as a non-bug, can understand. Instead, all the ants and roaches and flies speak to each other via animated speech bubbles or tinny nonsensical squeaks, giving you an idea of what they want without actually spelling it out for you. Hope you’re good at charades. You’ll explore environments, speak to some other insects, and use items in your inventory to solve puzzles. Since you’re a cockroach, exploration is not just limited to the floor; climb up the walls and the ceiling to see what else you can find. Most of the time, it’s a vital item or a collectible grub, which you can click to claim. The environments themselves often hold a ton of clues, too, so paying attention to every sign or lever is important.

Annoyingly, there are several red herring items, which disappear when you move from one isolated scenario to another. Let me state here and now that I do not enjoy pointless, time-wasting items. Yes, Deponia, you had a few too. In your inventory, items are presented in silhouette form only, making it hard to tell what some items actually are. For example, later in the game, the tiny little roach picks up the sole of a shoe, which I thought was perfect for the tired caterpillar being forced to run on a wheel to produce electricity. Nope. This item was better fit to take the place of meat in a makeshift burger. Go figure.

As mentioned before, Journey of a Roach is not very long, and I think that’s just fine for a puzzle game that really has only one trick up its sleeve. In fact, there’s a Steam achievement for completing the whole game within 18 minutes, which if you know all the puzzle solutions I’m sure is possible, but you have to seriously truck it and probably not make a single mistake. I think it took me more around two to three hours to finish, but I liked playing it slower, clicking on everything and trying to noodle out the solution to the roach’s latest roadblock before ultimately glancing at a walkthrough. The ending was, naturally, predictable and unexciting, but there really wasn’t any other direction the developers could go with it. The roaches wanted the flower, the roaches got the flower. But then it goes to credits, and you’re left wondering why. What’s this one little flower going to do for their well-being? I dunno. It’s not a puzzle game to set the world on fire, but it does have some personality and a different way to view things.

2013 Game Review Haiku, #59 – Gemini Rue

2013 games completed Gemini Rue

Azriel wants bro
Delta-Six wants to escape
Boryokudan

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.