Tag Archives: point and click

2013 Game Review Haiku, #48 – BNKR

2013 games completed BNKR

A bunker opens
Need android fuel to survive
Where is mirror glass?

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.

Deponia’s English translation is the trickiest puzzle yet

deponia final thoughts

It’s a bummer to have to be so hard on Deponia simply for its atrocious German to English translation work, as everything else is actually quite good–if a bit too straightforward for the point-and-click genre–but text is a large, vital part of many adventure games. They say every man carries a sword, and sometimes they need to fall on them to remain honorable, and so I say “On your knees!” to all that work/worked at Daedalic, not just the one wearing the “proofreader” badge. Your shoddy QA job cannot be ignored. But let’s get some of the other stuff out of the way first, like story and gameplay and pretty, pretty pictures.

In Deponia, you play as a rude little lay-about called Rufus. He’s a bit like Guybrush Threepwood, except completely unlikeable. He’s smarmy, arrogant, cruel, and inconsiderate, and I got all that from within the first few opening scenes of the game. I guess that’s fine since we now live in an age of many anti-heroes, such as Tyrion Lannister from Game of Thrones and Walter White in Breaking Bad. But man, he’s a bother. Anyways, Rufus is tired of living life on a literal junk pile of a planet and sets his eyes to the sky, specifically a place called Elysium, which one can assume is where the rich, clean folk spend their days drinking white wine and looking down from balconies. As he makes his way sky-ward, he accidentally bumps into a young girl named Goal being bullied by some men. Inadvertently, he knocks her down to Trash Town below and is tossed overboard after her. And thus begins the epic quest to get the girl and get going.

Gameplay in Deponia is traditional inventory management stuff. You talk to people, collect things, combines items, and use those items on people and other items to solve puzzles and move the story along. What’s really nice is that, at any time, you can press the space bar to highlight all the items Rufus can interact with, so there’s no pixel-hunting roadblocks. Occasionally, just like in Machinarium, there’s some other kinds of puzzles to play with, like fitting all the broken pieces of a glass mosaic back together or highlighting which spots to bomb in the mine via a map or flipping switches to get the tracks perfectly aligned so your vehicle can drive away to safety. Acts are divided up by brightly animated cutscenes, which only ask that you watch them.

Let it be known that the greatest reason to play Deponia is to look at it and get to the next scene and look at that. It is gorgeous, through and through, with a fantastic sense of imagination. Vibrant, colorful art makes up a lot of the screen, and the design of the trashy town areas are pretty original. The characters themselves range greatly in looks, though I guess you could say Goal and Rufus’s ex-girlfriend resemble each other somewhat. The inventory menu takes up your entire screen, though I never recall filling more than two or three rows with items, so it seems like wasted space, but nevertheless you can see everything you are carrying clearly thanks to the vivid artwork. And as I mentioned, the cutscenes are well-animated, though maybe some extra frames of animation are needed when Rufus interacts with certain items or mixes stuff together.

Alas, not all is whistles and whoops. Take, for instance, the treatment of women in Deponia. First of all, there’s not many to begin with. It’s a male-inhabited realm, with men being the forefront of everything: work, science, law, freedom, the upperclass. Obviously there’s Goal, the mumbling, brain-damaged goal of the game, who Rufus wants in the same way a kid on Christmas wants a new toy, and then the whole town tries to win her over through some strange lottery system with the mayor. Then there is Toni, Rufus’s ex-girlfriend, who exists to nag and bemoan the boy, and eventually ends up getting drugged. Oh boy. Subtlety. Lastly, there’s Lotti, who works at the mayor’s office and is constantly switching from her obviously deeper male voice to a fake, over-exaggerated high-pitch voice, time after time, because, y’know, repetition is funny.

Here we are, the real stick in the mud for this adventure game, which was clearly made overseas. Localization and copyediting. They are two different things, and both were not done adequately enough to ensure that Deponia was a quality product. Some German to English translations make no sense, as if some kind of app like Google Translate was used and nothing else, because I found myself scratching my head at some descriptions or clues. Then there’s the lack of consistency across the board, with some words capped and others not, as well as improper grammar. I spotted many wrongly used apostrophes, as well as several sentences ending in commas, not periods. Some might not notice stuff like, but I like to read along as I listen to the voice acting, mostly because I read faster than I listen and can skip ahead if I’m ready. I also ran into a couple of technical problems, such as dialogue choices appearing above the text box and the game not always responding to double-clicking to hop to the next scene instantly. Small stuff, those ones, but there nonetheless.

Deponia is an undoubtably pretty point-and-click adventure game hindered by a number of localization and technical problems. I didn’t have the worst time getting through it, nor did I find myself foaming at the mouth in general excitement over it unfolding, save for the next gorgeous piece of background art to gawk at. I simply played, looked up a puzzle solution when I got stuck several times, frowned, smiled, frowned some more, and finished it off. There are two sequels already out in the series, but I’m in no rush to see what happens next to Rufus and Goal. I’m still not over all the random capitalized “if”s in the middle of sentences.

2013 Game Review Haiku, #45 – Habla Kadabla

2013 games completed habla kadabla copy

An enchanted cash
Register is stolen, but
Habla still smiles

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.

Everybody loves Raymus, not Reemus

ballads of reemus when bed bites final thoughts

In The Ballads of Reemus: When the Bed Bites, one simple bug job leads to many bugs and bigger problems, and Reemus and his companion Liam, a purple bear that plays the lute, are all to blame. Naturally, it’s now up to them to save the town and do mundane tasks for people to get key items that will help them move forward with their exterminating business, as well as put them in the limelight, the perfect spot for the stars of a ballad or two. Unfortunately, everybody in Fredricus loves Raymus, Reemus’s more successful brother, and so the unlikely duo have a lot to prove.

When the Bed Bites has a certain familiarity to it, and I think I’m just digging deep into my point-and-click gaming history and recalling the fond time I had solving puzzles in Blazing Dragons, though the humor found there was ten times more British. Still, both games are extremely colorful and filled with zany, wacky characters and fun, Xanth-like ideas, such as the noserpillar, ice cream cactus, and the condiments forest, which shows that the people behind it aren’t afraid to open up their imagination for all to see. It definitely made getting to a new scene all that more exciting because, truly, anything could show up.

The game is divided into a number of scenes–maybe eight to twelve in total, and if I was a better game journalist I’d work harder to confirm the actual number, but meh, it’s almost time to take a holiday break–and each is its own contained mini-adventure, which I appreciate greatly. You’ll find all the items and puzzles that need those items for solving in one scene only, so you don’t find yourself still holding an unusable flyswatter by the end of the game. These tiny story arcs play a continuous part of the whole story–which is Reemus and Liam trying to right their wrongs and get people to listen to their ballads–but make for convenient gaming, as I played When the Bed Bites in three separate sittings, never feeling exhausted or lost.

Puzzles range from unbelievably easy to fairly difficult, though sometimes the fault was mine, and I just didn’t try clicking on every combination possible. In certain scenes, you can switch between Reemus and Liam to have each handle their own slice of puzzles before reuniting. Occasionally, I found it difficult to call out the interactive objects from the backgrounds, and I ended up stuck in the condiments forest for a good while until I realized that to get the metallic bark for cooking that sweet, savory bacon, you have to click near the bottom of it, as clicking towards the top only gets you an item description. Also, due to the developers doing a bang-up job of really hiding their hidden item: was unable to make the seagull’s headstone or finish the moth’s poster, both missing two pieces before I moved on. Thankfully, you can pause the game at any time and bring up a walkthrough from the options menu that doesn’t spoil story stuff, but guides you in the right direction for puzzle solutions to keep things moving. I will admit to using the walkthrough several times, though I kind of wish it didn’t open to a separate browser window and was contained within the game itself somewhere. Immersion must be kept.

Audio-wise, I found the game’s soundtrack to be pretty pleasing, save for one song near the end that was repetitive and slow to build, and even after it went somewhere, it was still the same notes over and over and over. It’s the kind of light, fantasy tunes you’d expect to hear at your local Renaissance fair. Liam and another bard early on sings some silly songs, and they are short and enjoyable. However, the voice acting throughout didn’t sit well with me on a constant rate. I found the leading man Reemus sounding a bit too Steve Blum, which did not match the art, and there are some Irish-sounding lovebirds that seem really out of place. And a lot of the female voices are overdramatic and absurd, almost as if men are trying to do a woman’s voice. Surprisingly, Liam the purple bear’s voice was perfectly acceptable and easy to listen to. Sound effects are minimal overall, though the squish sound for finding the hidden bug collectibles is pretty satisfying, even in a gross way.

For those that don’t like reading, you can watch me play some When the Bed Bites in this “Paul Plays…” vid, but be aware that you can’t really hear me too well when I foolishly attempt to talk over some of the game’s dialogue, which is very loud. Balance, balance, balance–it’s tough to get. Again, I’m still learning. But please take a look/listen nonetheless:

2013 Game Review Haiku, #44 – Ballads of Reemus: When the Beds Bite

2013 games completed ballads of reemus 1

One large housefly brings
Puzzle probs to Fredricus
A ballad of bugs

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.

The Price for falling in love with the baron’s daughter

the price thoughts capture

The Price is not a happy story, which is more than clear from the opening scene, but it is beyond gorgeous to behold. Set in the American South during the time of slavery, a nameless field laborer has fallen in love hard with the baron’s daughter. Naturally, the baron and his men are none too pleased to learn of this and come after him, shooting first, not asking questions later. The baron’s daughter ends up taking a bullet for her secret lover, who must run off to stay safe. He then ends up meeting a shaman who promises he can save her life, but only if our overalls-wearing protagonist, who I’ll call Overalls, can reap three wicked souls, for everything comes at a price. Killing evil characters is surprisingly not difficult for Overalls, but controlling the bloodthirsty anger deep within is.

The Price tells its depressing story at a deliberately slow pace despite its short length, mostly through the use of expository intertitles of the silent film era, somber piano-heavy music, and gorgeously painted scenes. No, really. Look up at this post’s leading image; that’s some serious beauty, as well as the main driver for me to keep playing. As previously mentioned, this is not a story full of smiles and warm emotions, and it’s easy to see what Overalls’ ultimate fate will be–along with the baron’s daughter’s–once you solve the first puzzle area, so I wasn’t playing for any kind of startling revelations, but rather to see more of the art in motion. I kind of felt the same way about Machinarium as of late.

Puzzles mostly involve pulling levers or clicking on spinning circles, and everything is relatively straightforward, which is good because there’s no hint system, as well as no inventory management. However, as Overalls explores the American South, you can pick up white flowers, which I guess unlock something, but I never found all of them. The only two tricky areas involve a spinning clock that is separated into three sections that you need to align to make an image and then grok a door code from and a hungry alligator. Everything else is simple clicking–and sometimes you aren’t supposed to make all the clicks that the game is asking you to make. The puzzles and locations vary based on the three souls Overalls need to reap, and once you have them for the shaman, you can return to the baron and his daughter to see this woeful story to a close.

So, this look at two lovers destined to struggle comes from…Flip N Tale, a developer that does not seem to be active any more. Think they made something called Loondon, too. Well, from what I can tell by Googling, at least. Its webpage is dead in the water, and the dev’s official Twitter account has only two tweets to date, both back in March 2013. Strange. I really wanted to find out more about who made The Price and such, but there’s not much info out there, and with such a generic title, it’s nigh impossible to find anything with a simple search term. And dang it, this game deserves being credited.

If you like beautifully sad stories, then give The Price a click. It’s roughly 15 to 20 minutes long, depending on how stuck you get with the clock or alligator puzzle. But be warned, it takes a bit to load at first. If you find out what the flowers ultimately end up doing, please let me know. I can’t imagine it leads to much, but maybe there’s an alternate ending hidden behind those pristine petals.

2013 Game Review Haiku, #40 – The Price

2013 games completed the price capture

The baron’s daughter
A slave’s love, his rage, red with
Passion, pays the price

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.

Josef the robot’s journey to stop the Black Cap Brotherhood

machinarium final ps3 impressions

In a perfect world, I would’ve continued playing Machinarium on the PC and without a walkthrough minimized on my laptop, hidden but always there at the ready. However, the deed is done, and I finally played through Amanita Design’s gorgeous automaton-themed point-and-click adventure game on the PS3, using a visual (and sometimes video) guide at nearly every step. This makes me hesitate to say that I “beat” it, but I guess I did, as I saw all there was to see, including the credits, and managed to solve a puzzle or two all on my own though I know in my heart of hearts that I never would have escaped the titular city without outside assistance.

Machinarium starts with our little robot Josef disassembled and tossed aside outside the city. As he puts himself together and makes his way back to mechanical civilization, a plot appears: the Black Cap Brotherhood is up to no good, bullying many and keeping Josef’s girl kidnapped in a small kitchen, as well as planting a bomb somewhere else in the city. At least that’s what I’ve put together based on playing the whole game all the way through, as well as some secondary sources to fill in the gaps. Since the game lacks any kind of straightforward narration, both in text and voice, it’s a lot of guessing what’s going on, though the single screen plot problems are generally very obvious.

To progress, you point and click. Except I’m playing Machinarium on the PlayStation 3, so instead you move a cursor with the analog stick and press a button. However, the end results are still the same. Unlike many other adventure games, you can’t just swoop the cursor across a screen to see where all the interactive items are and click until all have been grabbed; everything is relative to Josef, and items only light up if he is next to it and the right height. See, Josef can stretch up to be taller or squat down to be smaller, and finding certain items or solutions is often dependent on his size. I really like this, as it adds a certain realism to a game stark with sci-fi and steampunk, but it also makes for very challenging, sometimes frustrating gameplay. To learn that you were on the right track with a puzzle solution, but because Josef was standing a foot to the left was unable to see your idea come to fruition is a big bummer.

I appreciate the commitment by Amanita Design to a voiceless world, which shows in the hint and in-game walkthrough systems. If you select “hint,” Josef will use a think-bubble animation to show a clue for one of the puzzles on the screen, though the clue itself is not always clear and direct. For the “in-game walkthrough,” you have to play a mini-game wherein you control a key and shoot spiders in your way towards a keyhole; once beaten, you open up a book to an illustrated walkthrough that, again, is not always clear and direct, and because I’m playing on the PS3 and not sitting directly in front of my monitor, it can be hard to see what is what and what is where. The zoom function is nice, but it doesn’t zoom in far enough, if you ask me and my bad eyes.

I found most of the item-based puzzles to be relatively straightforward, if a bit tricky if you didn’t spot that one item you needed hidden in the corner of the room. However, the logic puzzles to open doors, locks, elevators, projectors, etc were beyond stumping. Took me back to my high school math class days, where I’d sit staring at a piece of graph paper, no idea how to even begin. Many broke my brain and detracted from the experience because as soon as I saw a panel of switches or knobs or lights and wires, I went right to the Internet to watch somebody else do it for me.

That grudgingly said, this game is worth seeing. Yes, yes, yes it is. Whether you have to pound your head against a wall until the solutions ooze out your ears, “cheat” and play the key mini-game to unlock the illustrated walkthrough provided by Amanita Design, or simply use an outside walkthrough that clearly says “use object A with object F to see the robot do a Hadoken.” However you need to go about it–go about it. Machinarium‘s visuals are a pure delight to take in; hand-drawn visuals mixed with fun, Pixar-like robot designs, and a soft, rusty color scheme really help sell the world as a cohesive state. There’s always stuff in the foreground and background to observe, and I love how rooms would just appear if you poked Josef’s head through a window or hole, materializing right before your eyes. If you can, let Josef go idle, and you’ll get to take a glimpse into some of his happier memories.

I guess now I just have to wait for Samorost 3 to come out. Hopefully the puzzle-solving areas of my brain have recovered by then…

2013 Game Review Haiku, #39 – Machinarium

2013 games completed machinarium

Josef the robot
Out to stop a bomb, only
If it’s in his reach

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 slow, torturous train ride to nowhere in Sepulchre

sepulchre final thoughts copy

If you know the definition of sepulchre, then you know how Sepulchre will play out after its first few opening moments. Regardless of that, it’s still an effective and enjoyable slice of old-fashioned horror, a playable short story that is all about tension and creating an unsettling atmosphere rather than having you run from some ghoulish monster, your heavy breathing the only soundtrack to carry you to some kind of momentary safety. It’s a slow, torturous ride, and  greater for it.

The story is as follows: you play as Dr. Harold Lang, a short-tempered museum curator low on primary memory aboard a moving train on its way to Augur Peak Island. He’d like some food and a drink before reaching his destination, and so he leaves his book and room, off on a mighty quest, only to discover that things–and people–are not exactly right on this train. It’s very hard to say much more without spoiling what unfolds, but let’s just say that you’ll talk to some characters, specifically a bartender and an attendant named Don, solve a few straightforward puzzles, and grow worrisome as the truth becomes clearer with each click of your mouse.

I’ve read elsewhere that the amateurish voice acting lessened the experience in Sepulchre; for me, it was just the opposite. Plus, I’m a sucker for anyone–or anything–with a Scottish accent. Sure, the bartender’s audio was noticeably lower than Lang’s, and there’s an airiness to everything spoken, but I felt that helped build immersion. When you learn the game-ending twist, the tinny voice recordings and distant feeling throughout maybe makes more sense. I also liked how naturally everyone spoke; it never came across as actors reading lines from a script, especially Don and Lang who, occasionally, had to talk to himself, to work things out. Yes, even Ben Chandler’s performance as the mumbling Grub is worth appreciating.

However, I will admit that Sepulchre does have some problems. Due to the limited number of screens making up the train Lang is stuck on, there’s a lot of walking from one side back to the other. It can feel a little tedious. The sound effect that plays when going to your inventory is a very loud thunk and was jarring each and every time I popped in there to see what Lang was holding. Some elements are maybe a bit too vague, such as the main painting and the name Lang says at the very end. Also: didn’t get whatever joke was hiding behind the “huge bags” though they were effectively creepy.

For awhile there, I thought there was going to be some strong revelation based around… dogs. The theme is pretty prominent–the bartender, after Dr. Lang gets verbally upset, tells him to let it out like “a good little puppy”; you find origami dogs in one passenger cart and give it to Grub, admitting it is not exactly man’s best friend, but should do just fine; there’s also a non-interactive painting on the wall of what looks like a small dog. Alas, nothing came of all this, but it was something I noticed nonetheless.

Sepulchre comes from Owl Cave and is written by Ashton Raze (Richard & Alice), with artwork by point-and-click connoisseur Ben Chandler (upcoming The Blackwell Epiphany and ^_^). You can play for totally zero dollars by downloading it from Owl Cave’s website, but you can also pick up a special edition for $2.99, which includes the soundtrack and some other extras. If you have a half hour to kill and want to lose yourself on an unnerving train ride, I highly recommend taking this short, but puzzling trip.