Tag Archives: point and click

2013 Game Review Haiku, #58 – Journey of a Roach

2013 games completed journey_of_a_roach

There is this flower
Above these two roaches want
Climb walls, solve puzzles

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.

2013 Game Review Haiku, #57 – Isaac’s Odyssey

2013 games completed isaac's odyssey 33940

Comic Con party
Must make it, stuck inside dorm
Text needs editing

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.

A pirate’s life for me and the sassy Nelly Cootalot

nelly cootalot final impressions

So far, just clicking around on the number of downloaded-but-not-yet-extracted zip files in my laptop’s videogames folder has proved pretty good. As of late, in there, I found Tower of Heaven, Ballads of Reemus: When the Beds Bite, and a number of wee little adventure games from Ben Chandler. Well, let’s add another to the list, with Nelly Cootalot: Spoonbeaks Ahoy!, an artistically impressive point-and-click game starring a female pirate hot on the case of missing spoonbeaks, which are punny versions of spoonbills. You know, the large, long-legged wading birds in the family Threskiornithidae. Yeah, them.

Again, I like weird names, and that’s what drew me to unzip and play Spoonbeaks Ahoy! over a number of other puppy-eyed indie games yipping for my attention. I knew nothing about it before double-clicking its executable; in fact, I don’t even remember downloading it or from where. Maybe a ghost did it. Going forward, for anything that can’t be explained, let’s just blame ghosts. Anyways, it’s an olden day point-and-click game obviously taking many cues from Guybrush Threepwood’s previous exploits, with a focus on puns, smarmy and sarcastic dialogue, silly-looking folk, beards, birds, and cute, colorful visuals done in a labor of love hand-drawn style. I kind of fell for the game from its very first screen. It was a combo of the visuals, the confidence brimming in Nelly, and the music (by Mark Lovegrove); right there and then, I knew this was going to be a fun, light-hearted adventure worth a few hours of my time. Evidently, designer Alasdair Beckett-King made it for–and about–his girlfriend, which is just the cutest.

Let me give you a few more details on the story, since this is an adventure game, and story is the legs keeping the gameplay table standing. The ghost of Captain Bloodbeard awakens Nelly Cootalot, the sleeping, red-headed greenhorn pirate, with grave news. Dun dun dunnn. The nearby Barony of Meeth is in trouble, with the region’s trademark species of bird spoonbeaks vanishing. Nelly’s always been a bird lover and immediately decides to unearth what’s going on there. Once she’s on the island, she can explore, talk to the locals, pick up items, solve puzzles, and open up new places via her fast-travel map before eventually putting an end to the missing spoonbeaks mystery. It does not stray far from the adventure game formula, and that’s just fine.

Puzzles generally follow the “use this item on that item” path, though a couple of inventive minigames appear now and again. One has Nelly deciphering a coded message scrawled on the bar’s wall and another is a carnival game where your goal is to hook a duck. I got through those using elbow grease and diligence, same as the final puzzle of the game, though that last one confused me for a bit until I figured out how the levers worked. I knew what I had to do, just couldn’t do it. There’s also some dialogue-based puzzles where you have to select the right response to progress, which basically leads to me trying every single dialogue option/combination I see. Thankfully, it’s not annoying, as the silly writing and one-liners are pretty enjoyable, sometimes even endearing. I found myself only looking up one or two solutions, mostly because I was on the right track, but still missing a key item or step, which left me stymied. I’m pretty much talking about the part where Nelly has to impersonate a charming Italian man booked for a flight around the world.

Alas, I missed out on the chance to participate in helping fund Beckett-King’s next game Nelly Cootalot: The Fowl Fleet!, but I’m eagerly awaiting it all the same. Kinda bummed to see the change in art direction, as I found more to appreciate there and let my imagination take over for the parts less detailed, and the new art is pretty, but looks maybe a little unidentifiable. Curious how the voice acting will turn out as I kind of already know what these fictional characters sound like in my head, and any diversion from that course will be met with punishment, walk-the-plank style. We’ll see though. I’ll keep my eyes on the horizon.

2013 Game Review Haiku, #55 – Samsara Room

2013 games completed Samsara Room

Stuck in escape game
See yourself change, find the tube
That takes you, changes

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.

2013 Game Review Haiku, #54 – Nelly Cootalot: Spoonbeaks Ahoy!

2013 games completed nelly cootalot spoonbeaks ahoy copy

A nasty baron
Using spoonbeaks for labor
Nelly, on the case

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.

2013 Game Review Haiku, #52 – Annie Android: Automated Affection

2013 games completed annie android automated affection

Annie loves Mailbot
RoboHQ assigns her
Another bot, bleep

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.

Not eliminating the memories of loss in Eternally Us

eternally us final thoughts 3

Grief is natural; we’ve all experienced the emotional suffering one feels when something or someone truly cherished is taken away, and if for some reason you haven’t, bless your lucky, cold-as-steel soul. No, really. I hope you never have to feel the lingering twist of a broken heart, but I kind of doubt you’ll avoid it in one form or another. It’s dark subject matter, sure, but worth exploring just as much as any other adventure game plot based around escapism, making a name for yourself, and standing up against persecution.

Eternally Us is about grieving. I didn’t know this immediately going into it, but by the end, all is made explicitly clear. It’s self-described as a tale of love, life, and friendship. Created for the April 2010 MAGS competition by Infinite Grace Games, this somber story from Steven Poulton (writer, programmer, scorer) and Ben Chandler (designer, artist) starts innocently enough, with two young girls sitting on a park bench. Amber and Fio, short for Fionna, are feeding the pigeons, enjoying the nice weather as friends are wont to do. Alas, just as Fio is about to hit her childhood best friend with some very bad news, a magical door appears and opens, revealing some monstrous zombie-like being. And then, just like that…Fio is gone.

Amber now has to travel across five strikingly different locations in search of her stolen friend, solving puzzles and speaking her mind to any that will listen. The scenes are diverse, with one set in a dark, marshy swamp and another in the quiet snow and the final one in the middle of some tranquil, autumnal woods. Chandler’s colorful art makes each place highly expressive and detailed, with the supernatural mixing with the natural in a fairy tale way that had me immediately thinking of The Neverending Story. It’s amazing what adding glowing eyes can do to personalizing bark and branches, but it’s extremely effective here. There’s also a weather effect on top of the painted backgrounds in every scene, with my favorites being the rain and falling leaves. Small details, but they matter. They help you–and maybe even Amber too–forget that this place is not real, that you are traveling through portals and doorways, trapped in the otherworld, looking for someone you actually lost long ago.

Sound-wise, there’s falling rain and peaceful bird-chirping, as well as some surprisingly strong voice acting. Naturally, Amber is the one voice we hear the most, and her voice actress Miranda Gauvin does a fine job of playing someone that is unable to cope, that is begging for answers, but would also rather not hear them. The more inhuman characters dance the line between creepy and ridiculous, but again, I like them talkative trees. A soft, unobtrusive melody plays on a few of the scenes, too.

It’s a point-and-click game, and fairly limited in what you can actually do. The left mouse button lets Amber use items, and the right button examines things, which is the standard we’ve all come to know these days. Yeah, I’m looking at you, Two of a Kind. Found items immediately go to her inventory, which can be accessed by moving the mouse cursor to the top of the screen. Any items you find relate to that scene only and vanish when you move on to the next area, so if you get stuck, just keep trying every possible combination/tactic. I only ran into problems with the squirrel at the end, and that was more of technical issues than not understanding what I was supposed to do. I did not see a strong connection in some of the puzzles to what was happening in Amber’s mind, but maybe others will.

Eternally Us is ultimately a downer, but a fantastic way to fall. The puzzles are not terribly difficult and contained to a single scene to make things easier, but it’s the dialogue that you want to hear and the way Amber grows over the course of the short game. There’s also some cleverness afoot, such as how Amber “sinks” through the swamp to the depression area. Basically, you should play this short adventure game to put her and her friend at peace–and maybe find some solace yourself. It’s free and can be downloaded here.

2013 Game Review Haiku, #51 – Eternally Us

2013 games completed eternally us

A best friend is gone
We all grieve differently
Amber points and clicks

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.

2013 Game Review Haiku, #49 – Two of a Kind

2013 games completed two of a kind

A priceless crystal
Gone, new case for Tim and Tiff
Dachshund bonus points

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.

A mysterious hatch leads to trouble in BNKR

bnkr game final thoughts

I’m attracted to games with strange names or, at the very least, strangely written names. For instance, ^_^XIII, Viewtiful Joe, and Big Mutha Truckers 2: Truck Me Harder. Some quick complete transparency though: I’ve never played that last title, but just the sound of it alone, the way it rolls off your tongue and hangs in the air like some glowing, ethereal angel, has me curious. But yeah, if your game’s title is non-traditional and a bit bizarre, then you already have my attention, which is really helpful when sorting through game jam lists, too. And all that is just to slip into talking about BNKR, a point-and-click game by Piter Games not from Philip K. Dick and not from some recent jam, but just out there, waiting for you to devour.

Here’s the deal: the world was once populated by humans, but now only androids roam the bereft towns and buildings, constantly searching for fuel vital for survival. One day, a hatch opens, demanding whatever lies beneath it to be explored. You play as an unnamed–yet numbered–android with a digitalized male voice who goes down the ladder to see if there is anything worth salvaging.

Not counting the first hub area, which is a small, closed off town in the form of an overhead map with a few buildings to explore, most of BNKR is played from first person perspective. Er, I mean…first android perspective. Thank you, thank you. No, please, I’m happy to sign autographs. Anyways, you can click to move from scene to scene or interact with your surroundings and items in the inventory. A changing cursor alerts you if there’s something worth investigating. And that’s it gameplay-wise, which is fine, as it’s very short, though I’ll admit it took me much longer than probably others to complete it as I got stuck on two less-than-clear puzzles. Spoiler: you can find the third piece of mirror glass hidden between a desk’s drawers, as well as the other half of the broken key in a vent near the ceiling out in the main hallway. There, that should help greatly.

BNKR is a beautiful, desolate world. Also: very gray. You wouldn’t be wrong to immediately think of Machinarium or Primordia immediately, to compare in looks. There’s some light narration atop some striking artwork, and the voice of the robot you control is both human and not, which only helped draw me in more. It’s a strange combination of familiar and foreign, with the robot’s comments on things like levers and desks and photos of once-living humans little puzzles themselves. You can tell that the robot is a little sad, a little unsure. You can mildly interact with another android at the beginning of the game, but other than that, you’re searching solo; I think more droid-on-droid interaction would have been nice–hey now–as well as some dialogue trees to help fill in story gaps. Other than a couple of really well hidden items, the puzzles are pretty easy to figure out if you keep on clicking, and you can probably breeze through the game in about ten or fifteen minutes.

Alas, BNKR ends right as it just starts getting good plot-wise, and so I’ll have to keep looking for whatever comes from the people at Piter Games, as finding out what’s actually inside that opened hatch is just the tip of the post-apocalyptic iceberg.