Tag Archives: point and click

The Sea Will Claim Everything in its first hour of clicking

My dream goal would be to cover all the games that came grouped in Bundle in a Box‘s first package for The First Hour, but my time and sanity are running lower and lower with each new day in June that comes to pass. It really is amazing that I’m typing these words here at Grinding Down at all. If anything, I’m happy to report I played an hour (and then some more) of The Sea Will Claim Everything, a unique-looking point-and-click adventure game set in the fantastical realm known as the Lands of Dreams. Click that previously linked sentence to see how the sixty minutes went.

The sad news is that I dragged my feet with this review and the bundle is now over; The Sea Will Claim Everything will not be available for a little bit until Jonas Kyratzes can set up a webshop. So, if you are interested in it and didn’t purchase a bundle, you’ll have to now wait. Sorry, little dreamers.

But stay tuned, as I am going to continue to play The Sea Will Claim Everything and will let you know how it all turns out.

2012 Game Review Haiku, #16 – Hector: Badge of Carnage, Episode 2

With some help, Hector
Discovers who the sniper
Is, by Merlin’s beard

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Today’s the day you can open that Bundle in a Box

A few weeks ago, I swore off indie game bundles. Not entirely, but certainly for that bubble of time, as a bunch of game-touting bundles had come out all at once, as if some madman in his madman fortresses, after drinking way too much madman juice, decided to release every rabid hound he had on the poor villagers down below and laugh wildly as he reaped the benefits. Yeah, I’m sure that doesn’t really convey what I want to convey, but basically it felt like too much in too little of a time.

That said, I knew in my heart of hearts that I’d come back, and that would basically happen with the mysteriously Bundle in a Box, a package steeped in slow-revealing secrecy, but sounding of supreme promise, as it did announce that its first package was going to be themed, and that theme, ladies and gents, was to be point-and-click adventure games. Yes, the revolution is in full kick.

Anyways, Bundle in a Box‘s first bundle includes the following: The Sea Will Claim EverythingGemini RueMetal DeadThe ShivahBen There, Dan That!, Time Gentlemen, Please! and–for the first time ever–the downloadable version of 1893: A World’s Fair Mystery text-adventure, which was previously only available as a physical product. That’s some good stuff there, and I’m particularly stoked to see two products from Wadget Eye Games, as I absolutely loved the Blackwell titles to death, pun totally intended. I’ve actually had access to a few of these above titles, but never through Steam, and if there’s something I can appreciate, it’s having all my games in one tidy list, ready for launching.

Bundle in a Box is also doing things a little different than what consumers might have already experienced through events from Humble Indie Bundle and Indie Royal. There’s a constantly decreasing minimal price and bonuses like soundtracks and “making of” ebooks are unlocked after a specific amount of bundles are sold. Money goes towards two fantastic charities: The Hellenic Centre for Mental Health and Treatment of Child and Family and The Indie Dev Grant.

So go forth, adventurers: http://bundle-in-a-box.com/

It’s the first click of many great clicks to come.

2012 Game Review Haiku, #9 – Hector: Badge of Carnage, Episode 1

Disgruntled Hector
Full of brill commentary
Stop that sniper arse

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Not your typical hero in Hector: Badge of Carnage

I don’t remember when exactly, but there was a sale on Steam recently, and for the low, low price of $4.99, one could get all three episodes of Hector: Badge of Carnage, a smarmy point-and-click adventure game from Telltale Games. That price seemed absolutely right, and my curiosity had already been flicked upwards after watching Giant Bomb do a Quick Look. Unfortunately, at that point, the wife and I were knee-deep in helping ghosts move on to the afterlife with the Blackwell games–and I just couldn’t sneak away to anything else until all four of those mysteries were solved. So I bought the package, downloaded all three episodes, and promptly ignored them for the time being.

But we finished those ghosty chronicles up, and now I’m ready for my next set of adventure games. Trust me, I have plenty to choose from: Gemini Rue, Jolly Rover, Beneath a Steel Sky, basically everything from the recent AGS Bake Sale, and a number of miscellaneous projects from Ben Chandler (City, Airwave, Heed, and so on). Whew. That’s uh…a lot of adventure games–and counting. I am sure I missed a few. In fact, I know it for certain; I am just too lazy to name ’em all. But the glory of being played next goes to Hector: Badge of Carnage, mostly because the tone and vulgar humor is the polar opposite of everything I’ve been playing recently, not counting Saints Row: The Third. It’s a refreshing if inappropriate breath of fresh air.

Originally, I began this post as a means to get some early impressions out, but  I didn’t finish writing it until today, and I went ahead and beat Episode 1 – “We Negotiate With Terrorists” over the weekend. So, yeah. This is now kind of a mix of impressions and final thoughts, with a magical haiku review to follow soon.

Hector: Badge of Carnage (Episode 1, “We Negotiate With Terrorists”) is, besides a really long title, a point-and-click adventure game set in the seedy spot of Clapper’s Wreake. A terrorist with a sniper rifle has locked himself up in some building and taken hostages, and it’s up to Detective Inspector Hector to fulfill the crazy man’s demands. And they are as so:

  • Fix the clock tower
  • Help tourism flourish
  • Close down the local porn shop

Actually, those aren’t terrible things to want from a place one might call home. I think we were all expecting something more akin to a boatload of money, a helicopter to escape on, and the promise of being set free. This terrorist is trying to make the world a better place; shame he keeps shooting cops in the face whenever they creep near. But anyways, off Hector goes to solve these many mysteries, and the answers aren’t too difficult to unravel so long as you remain open-minded and try everything. And I mean everything–giving a blind guy a doped-up homeless man as a sexual bribe is not as far-fetched as it sounds. At least, not in this game.

If you do get stuck, Hector: Badge of Carnage features two hint systems, both of which are fantastic. One is Lambert, a fellow T.W.A.T. member, who you can ask questions at; the other is an actual hint menu, which can literally tell you what to do or be as vague as you’d like, with nudges in the right direction. I used both of these, and they really help to keep the player immersed in the game without feeling like one is cheating using a blatant walkthrough guide. I had particular trouble figuring out how to demolish the porn shop until the hint system showed me that I had missed doing something specific with an item I had picked up earlier on. Thanks, hint system. You saved me from getting frustrated and never coming back.

Besides the crude and sometimes confusing humor, the other aspect of Hector: Badge of Carnage that really appealed to me is its look. There’s a sharpness to the animation and art style, and the cutscenes are nicely put together. Reminds me of Penny Arcade, with bold lines and quirky character designs. As is always the case with point-and-click games, discovering a new screen or place to click around on is always a treat, and here it is no different. Upon finding the porn shop, I literally stared at the screen for a few minutes, soaking it all in, all the nasty visuals.

The only negative I can really throw at Episode 1 – “We Negotiate With Terrorists” is that it ends on the worst of worst cliffhangers. There is literally no conflict resolution after meeting the terrorist’s demands, which works for the episodic format, but bugs the bleep out of me. But I’m in for the long haul, and have already begun Episode 2 – “Senseless Acts of Justice”, which is going well so far and keeping up the tradition of toilet humor and toilets as plot devices. I’ll let you know how it all turns out.

2012 Game Review Haiku, #6 – The Blackwell Convergence

Many mysteries
Behind blooms of great success
Blame Joe Gould fan club

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

2012 Game Review Haiku, #4 – Blackwell Unbound

Poor Auntie Lauren
Stressed over sad saxophones
A medium smokes

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

2012 Game Review Haiku, #3 – The Blackwell Legacy

Rosa gets a guide
Too bad it’s a pushy ghost
The start of it all

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Ghosts, grueling headaches, and retro graphics in The Blackwell Legacy

Another day, another little game discussed over at The First Hour for its new Indie Impression series. Just kidding. They have been nicely spaced out, though I’m sad I missed my chance to write about Cave Story+, but I was in crazy con-prepping mode and didn’t have an ounce of brainpower to spare elsewhere. Oh well. I do have thoughts on that game, especially considering I ended up buying it for my Nintendo 3DS despite having a working copy on Steam–I guess Skyrim is no longer the only game I now have doubles of–just to have gamepad controls, but I’ll write something up later on it, whether here or there or in your underwear. Wait, what? Nevermind.

Anyways, the game up for discussion this week is The Blackwell Legacy. It’s a point-and-click adventure game, no doubt. You point, you click, you observe. The mechanics are by-the-book, so it’s the story that really shines here, and from what I can gather, it’s a good mystery to unravel. Like a mix of The Sixth Sense and The Ghost Whisperer and maybe, uh, The Truth About Cats and Dogs. Rosa really reminds me of Janeane Garofalo. Plus, just like in L.A. Noire, you have a notebook of clues to try out on everyone; I love elements like that. You can read my quick thoughts on it, as well as Greg’s and Steve’s by clicking that link in the first sentence. Seems like Steve completed the whole adventure, while Greg and I only dipped our toes into the puzzle-limned water. I’ll be going back to Rosa this weekend as it’s a relaxing time, and I’ll need some relaxing after stressful car stuff is (hopefully) taken care of.

Double Fine uses Kickstarter to fund a new point-and-click adventure game

When I went to bed last night, I had no idea that Double Fine’s Tim Schafer had announced a new Kickstarter project, one asking for donations totaling $400,000 to fund and film the process of making a new “old school” graphic adventure game. When I got to work this morning and started clicking around the Interwebz while my emails downloaded I saw that this lofty goal–well, $400,000 is a lot of money in my mind–had already been met. Geez. Take that, rollercoasters that go from zero to sixty mph in three seconds. Without warning, two conflicting feelings hit me at once: rejoice and disappointment. Let me explain.

First, the rejoice. Good for them! Way to go, Double Fine! Way to go, adventure game fans everywhere! It’s always exhilarating to see a Kickstarter goal met so quickly, with passion and desire fueling every contribution. In his Kickstarter commercial, Schafer points out that if he were to go to a traditional publisher with the idea of putting out a new adventure game, he’d just get laughed at. And that’s probably true. The genre is certainly not dead, but it’s not as mainstream as first-person shooters or big budget epic RPG romps. By using Kickstarter, Double Fine can create a game for fans, funded by fans. That sounds pretty fantastic.

Second, the disappointment. I kind of feel like I went to bed and, unknowingly, in the next room over, a great ol’ happening party was happening. There was cake and spiked punch and board games and laughter and Queen’s greatest hits were playing in a constant loop and everyone was excited and so happy to be there. It was the type of party that would be talked about for days after. I missed all the action though. The party was a success, and I played no part in it. I could have and would have, but I was sleeping. I guess I’m just bummed that I didn’t get to be a part of making it happen, and am rather left to simply contribute a little more to the pile. I’m sure that sounds really stupid, but it’s how I feel.

There’s 33 days left to go for the Kickstarter, with extra funds being put towards making the game and documentary as strong as possible, as well as for porting it to other platforms, such as Mac and iOS. I might still donate for the $15 amount, likening it as a pre-order now that it’s clear that it will all come to fruition–or I might not. The game will get made, and Double Fine is tentatively shooting for an October 2012 release, wherein I could just wait and pick it up on Steam then if it looks like a grand time. Which it probably will, seeing who is behind it. I mean, I think people liked Day of the Tentacle, Full Throttle, and Grim Fandango, and I know for certain that I enjoyed Costume Quest, as well as the core game ideas behind Brutal Legend and Stacking.

A lot of Kickstarters that I’m aware of are more for indie projects, so it was a little odd to see a known company like Double Fine using it to help get a game made. But to each their own, I guess. We are living in the future, after all. 2012 and flying cars and meals in pills. That said, where are the Kickstarters for Suikoden VI? Or Primal II? Or Jak 4? Well?