Tag Archives: point and click

2013 Game Review Haiku, #38 – Sepulchre

2013 games completed Sepulchre-2 copy

Cannae stop this train
For Dr. Lang is hungry
Wants answers, not worms

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.

TOOM, a clickable moment in one man’s nonsensical day

toom impressions room-crop-550x585

All right, I’ve given another Ludum Dare 26 game a go. This time, it’s TOOM by Mike Kasprzak and Derek Laufman. Overall, I’d call it pretty slow and highly nonsensical, but still worth your clicks, if only to experience the way the camera works as you move around the screen. Also, it looks fantastic, thanks to solid animation, a phantasmagoric color scheme, and pixels that shine with character, even if many of the items ultimately aren’t used.

In TOOM, you control a generic-looking working man–he’s got a tie and either a name badge or pocket protecter thing going on with his button-down shirt–on what I have to assume is his day off. His apartment consists of one long room, which sits high up in the trees on metal stilts, swaying lightly in the wind. It’s obviously future tech, and so I’m sure no one is worried about large gusts or mindless lumberjacks, but you’d never catch me relaxing way up so high. You can click around on different items in the room, and at the far right end of it is something called a Hyper Tube, which you can’t use just yet. Though not explicitly said, the goal is to use that tube. As you click around and open cabinets and trash cans in search of clues, a few items get added to your inventory. Eventually, after all your hard work–I won’t spoil the step-by-step solution though I will say that not everyone is a fan of frozen friends–you are able to use the Hyper Tube. Cue black screen with the word FIN on it. All in all, took me about ten minutes to get through.

My two biggest problems with TOOM are as follows: 1) the ambient music loops, but not endlessly, cutting back to the beginning of the song in a jarring manner after a minute or two, which even causes the game to stutter for a half-second and 2) the inventory and how to use the items within it was not easy to grok. In fact, I think I just got lucky most of the time, constantly clicking on literally everything I could. Guess I’m use to being able to click an item in the inventory and then click what to use it on. Wanted more, even if it was just a text description, mostly because I’m not sure why that thing that was in the freezer was in the freezer. Fairly small complaints, really.

Even after completing the game, I don’t fully understand its name…wait, is the joke that TOOM backwards is moot, which can mean “of little or no practical value or meaning.” Is that it? If so, I don’t think that’s entirely the case here and the developers might be a bit too hard on themselves, but when your reward for finally figuring out exactly what each item is used for and getting into that Hyper Tube is a fart and toilet flush…well, yeah, it does feel kind of unessential in the long haul.

2013 Game Review Haiku, #14 – Patchwork

2013 games completed patchwork

Lin wants a demon
David wants to get back home
Point, click, summon rain

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 scientist and studying mage join forces in Patchwork

patchwork early impressions

Right now, I’m really embracing the short, free PC games, as well as the point and click genre yet again, having recently beaten one where a magical forest critter rescues his stolen sister, one where a grumbling D.I. saves a his town from exploding, and one where a medium solves the mystery behind a murderous street psychic. Oh, and early on in January, I finished up the final two episodes of Telltale’s The Walking Dead. So yeah, points and clicks–it’s happening. I really hope I’m still embracing the genre like so by the time Double Fine’s Reds (codename only) comes out. Y’know, whenever that is.

Until then, there’s plenty of small, free point-and-click adventure games out there on the Interwebz to eat up my time, like Patchwork. Which is a fantasy adventure game from someone under the username of Ilyich. Sorry, that’s all I could really unearth about the dev. If you know more, please enlighten me. In it, you take control of both a scientist named David and a young student mage from another realm called Lin as they struggle to close the rift between their two worlds that they themselves inadvertently caused. It’s ironic and fun, with colorful screens and soft, ambient music that kind of lulls you into a daze, pulling you into another world. The animation work isn’t too bad either.

My favorite part of the game is that you get to control two characters, and just like with Rosa and Joey from Blackwell Deception, Lin and David can interact with items in strikingly different ways. Even more, Lin can see what David can’t considering he is in her magical realm, a place that is just normal in her eyes. For instance, on the screen above, David just sees a large tree, but Lin knows it truly as a dryad and can even speak with it to learn that she desperately needs her roots watered. Both characters have their own inventories, and you can also combine items to make new ones, though it’s not always clear if the item creation failed because the items didn’t gel or if I clicked wrong. Think a simple “No, that doesn’t make sense.” kind of comment would have greatly helped, especially as I tried to make a pair of glasses for a certain eyesight-impaired blacksmith using every item I had. What? Just stick ’em on a rock and go.

The only nitpicks I have with Patchwork so far involve, naturally, basic grammar issues. The writing itself is lively and fun and not very serious, but “it’s” is incorrectly used every single time, and there’s a love for writing “all right” as “alright,” which is a personal pet peeve of mine. Would also have loved if Lin (or David) was able to carry the spellbook with them, as it does offer clues on how to get each element, but I have to keep returning to Lin’s house to read it. Nothing terribly devastating, especially when you remember that this wee adventure comes at no cost.

If any of the above sounds like your cup of point-and-click, head on over here to download the game. I suspect I’m about midway through it, only have to get a few more items to summon a rain storm and Back to the Future (I’m using that title as a verb) David to his true world. Just need to solve the cave puzzle of humming crystals, please the fire spirit, and water the tree by somehow opening up that fire hydrant. I think. Wish me luck.

Shapik: The Quest is a magical twenty minutes elsewhere

shapik the quest overall

I was not in the mood to go out for lunch today, and so I stayed in, gobbling up my turkey-and-cheese spinach wrap in record time and washing it all down with a bottle of Arizona green tea. No, really–I ate super fast today, and so I had some free time during my lunchbreak, and what better way to fill free time with than freeware. In this scenario, I’m speaking specifically about a little point-and-click darling called Shapik: The Quest, which you can play totally for free in your browser over at NewGrounds.

Now, there are countless little adventure freeware games out there, but Shapik stood out mainly on its visuals. It’s fantastic art is like a criss-cross of Samorost 2 and Botanicula/The Tiny Bang Story (both owned, but not yet played), with colorful, kooky critters standing out in a cutesy way against detailed and other worldly backgrounds. You start out in a magical forest and end in more modern locations, like a building’s interior and roof, but those places still retain a unique look to set them apart from what one might deem traditional. All along, there’s ambient music that is evocative, but not distracting, and no voiced dialogue, just grunts and sound effects and pictures in word balloons a la Machinarium, which helps keep the magic self-contained.

But what is Shapik’s quest? Why am I playing this freeware point-and-clicker? I’m glad you asked. Allow me to copy/paste the game’s description and control scheme, bad grammar left as is, as presented on its NewGrounds site:

This is a story of Shapik, traveling through magic forest in search of his missing sister. Explore a beautiful world, full of mystery, magic and danger and find your missing sister, solving puzzles on your way.

Use your mouse.

Right. You are Shapik, a kind creature of the forest, your sister was stolen by bug-like things for unknown reasons, and you are off to rescue her. That doesn’t take very long, spanning nine individual screens, each of which has maybe two or three puzzles to solve. I ended up finishing it all in around twenty minutes, road-blocked only in two cases: once for a cryptic doorlock code, and the second for figuring out how to overload a furnace. There is no inventory; you just click on things, and either Shapik interacts with it or his bee friend will, and the puzzles themselves are very straightforward, such as using a crane to lift a hatch open.

So that was pretty enjoyable. Really, if you’ve got twenty to thirty minutes to kill, give Shapik: The Quest a go. Oh, and since it’s my blog and my gaming history, I’m counting it as one more done for 2013.

2013 Game Review Haiku, #9 – Shapik: The Quest

2013 games completed shapik the quest

Explore magical
Forest to find lost sister
Click to 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, #8 – Hector: Badge of Carnage, Episode 3

games completed 2013 hector ep 3

Save that Clappers Wreake
From a carnival of bombs
Say “avocado”

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, #6 – Blackwell Deception (with Commentary)

blackwell deception shot6

Stopping street psychic
Again, keen commentary
From dev Dave Gilbert

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, #3 – The Walking Dead, Episode 5 – “No Time Left”

the walking dead no time left games completed 2013

Get Clementine back
Escape city, keep moving
Then Lee can let go

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 highs and lows of Telltale’s The Walking Dead

telltale the walking dead thoughts so far

At this point, having completed four out of five episodes for season one of Telltale’s The Walking Dead, I know exactly what I like about it and exactly what is not working. It’s a shame there’s some good and bad here, as the good has the potential to outshine the bad, but then the bad is just so disappointing that it could bury the good. Yeah, that was totally clear writing.

I like adventure games, especially the point and click ilk. Please note that I didn’t say love, as I’ve really only fully experienced a few, such as Wadjet Eye’s The Blackwell Legacy series, Superbrothers: Sword and Sworcery EP, The Sea Will Claim Everything, and Monkey Island 2: LeChuck’s Revenge, but I had a pretty good time with those. In the past, I’ve tried playing games like Hector: Badge of Carnage, Machinarium, and Beneath a Steel Sky only to get stuck and give up in  obvious frustration. The things I often like in adventure games are the stories and the ability to click on lots of things for fun (or even bland) descriptions, and the parts I often find unwieldy are inventory management, obscure puzzles, and pixel hunting. The Walking Dead does a lot of great story work, but is hampered by none of the previous things mentioned, rather modern day quirks that really take it down a notch. Let’s start with the bad, then the good.

To begin with, the Achievements. Yes, they are meaningless things, but their inclusion in The Walking Dead is so noticeable that they have to be accounted for. Some have funny titles, often silly or referencing pop culture or even snide, especially based on the group’s current situation. The Walking Dead is not a very funny game, though there are the occasional moments or quips, but the premise itself is rather bleak, and seeing how episode four ended, it’s only gonna get darker. So earning Achievements with names like “You Fight Like a Dairy Farmer” and “Too Much Salt Will Kill You” right when emotional moments are trying to sink in is a bit like losing a loved one and then getting slammed in the face with a custard pie. Again, in the end, the Achievements are completely meaningless, it’s just that they are quite invasive when one is immersed in a world overrun by zombies.

The next problem I have might only be related to the Xbox 360, but I don’t know. It could be on other platforms, and it has to do with loading screens. They come up at the worst time, with the worst transitions to them. It’s just a simple cut away to a boring screen that says NOW LOADING… on it. For instance, near the beginning of episode four, Lee is climbing a ladder in a house to see what’s up in the attic. You actually control Lee as he climbs the steps, one by one, music swelling, the promise of something major soon to be revealed. You get to the top step and…loading screen. This is just one example, but the pacing and tone is often knocked aside on most of the loading screens as they often happen during large moments. I dunno, just like with the Achievements, they really took me out of a great gaming adventure.

Lastly, and don’t worry, I’ll get to some good stuff shortly, when you fail an action scene, more often than not, Lee dies and you reset to the start of the action. For me, this was particularly jarring. These moments where you have to shoot a zombie in a particular spot within three seconds are disappointing in that you are just thrown into it with no guidance and will most likely lose the first time. After you fail that first time, then the game tells you what you’re supposed to do. Gee, thanks. In episode two, at the motel, you used the four-pronged cursor to highlight enemies and shoot with the A button, but this time around they switched to a more traditional RT shooting convention; either way, these moments are not the greatest and seem ham-fisted for gamers that want more out of their puzzle games. I could do without, personally.

So those are the things about The Walking Dead I’m not digging. Otherwise, wow. The story is riveting, and each character comes across fully realized from the word go, making every choice a struggle, whether it’s simply a line of dialogue or a heart-breaking decision. Or, in the case of Ben, an easy one. The timer on dialogue options is a wonderful motivator, and my Lee is the kind of guy that cares deeply about Clementine and tries to keep the group happy; at first, he worked hard for Kenny’s respect, but now that matters no more. I understand that a lot of the finer plot points can’t be changed, but the small interactions between characters and the relationships you construct are where this game shines. I do play with the notifications turned on, something I’ve seen others suggest turning off, as they can potentially negatively future decisions. So far, I’m okay with them.

I will most likely be finishing up episode five tonight or this weekend, and I don’t expect any new gameplay twists to really shake up the formula. Hopefully it’s all story to the end, but I’m sure I’ll have to stumble my way through an action scene or two before the credits roll. Regardless, I’ve been pretty impressed with the effect The Walking Dead has had on me, even with a few problems. I’ll definitely be playing season two as it comes out, episode by episode, whenever that is, ready to make some choices.