Tag Archives: puzzles

Jamming with Grandma immediately takes a turn with kidnapping

jamming with grandma capture 02

Look at that screenshot above. It’s a little girl tied up inside some sugar factory, with a pile of dynamite to her side and a spinning saw blade of doom heading right towards her. This scene takes place almost immediately after starting Jamming with Grandma, another point-and-click adventure game from Carmel Games that I foolishly assumed was going to a light-hearted romp where a young child helps her elder make some fancy plum jam.

In one way, I was right, and then I was also completely wrong, as a creepy dude in black quickly showed up and kidnapped little Kaitlyn with the full intention to murder her. No, that’s not entirely true. Here comes a spoiler: all the threats in that room are completely fake. That dynamite? It’s just paper towel tubes painted red. That saw blade? It actually goes behind Kaitlyn and cuts her ropes off. He only wanted to make it seem like she was going to die so that Kaitlyn would give up her grandma’s secret, award-winning jam recipe. Yup, all that for jam.

After escaping the dastardly plans of the disturbing man dressed in black, it’s business as usual in Jamming with Grandma. You’ll travel to a limited number of scenes set in a small, suburban town, interact with a small mount of people, pick up items, and then use them on people and things to progress forward in your quest to get Grandma all the ingredients she needs. I believe this is sugar, lemon, sliced pears, and something else I am forgetting. I’m no jam chef, though I do enjoy putting some apple jam jelly on lightly toasted bread in the morning.

I know this won’t be shocking, but I continue to experience the same problems I did with other titles from Carmel Games like Smells like Art and Dakota Winchester’s Adventures. These include not being able to tell when you can explore more of a scene to the left or right, obtuse puzzles, and extremely forced voice acting. The latter isn’t a deal-killer, but I did eventually get stuck for a minute or two in Jamming with Grandma until I accidentally hovered my mouse over to the right inside Grandma’s house and discovered there was an entire second room to explore. The artwork didn’t really make it seem like there was more that way.

Speaking of artwork, I actually really like the direction Jamming with Grandma took. It’s more colorful and defined than previous titles, where everything in the foreground, meaning characters and items you could pick up, felt flat when placed against the more detailed backgrounds. Here, everything gels together a little more naturally. Though Grandma’s artwork kind of reminds me of the Hobbits in Return of the King by Rankin and Bass. Also, there’s a kid dressed up as Freddy Krueger and hanging out on a sidewalk, which was weird, though he did eventually make himself useful for a puzzle.

Once again, I continue to pop into these titles because I’m just so dang curious about them and their titles and plots and how high the male voice actors will pitch their voices this time to somewhat emulate a woman speaking. Can’t wait to see which one I try next, though I did see a comment on Carmel Games’ blog mentioning that a new title that explored more of this mysterious man in black was on its way. Let’s hope there’s less kidnapping of tiny children.

Valiant Hearts: The Great War can bloom even on a battlefield

valiant hearts gd early impressions

I don’t know much about war, but I suspect I’m more knowledgeable when it comes to details related to World War II than World War I. Mind you, this is not me saying I’m knowledgeable at all. Just more familiar with how things went down from 1939 to 1945. Blame it heavier on popular entertainment media than my limited history school lessons, as I probably absorbed more from things like Band of Brothers and The Saboteur than anything else. As for World War I…well, I know it was one of the deadliest conflicts, with some absolutely terrifying weapons of war used. Like severe mustard gas.

So, naturally, there’s not a plethora of games based on this happy-go-lucky time period, though I did recently puzzle my way through Covert Front‘s alternative take on World War I. Ubisoft’s Valiant Hearts: The Great War is also a puzzle adventure game, released in summer 2014 and developed by Ubisoft Montpellier, and walks the path of being both fun to play and educational. Evidently, the game was inspired by actual letters written during World War I and focuses on four different characters: the Frenchman Emile, his German son-in-law Karl, American soldier Freddie, and Belgian nurse Anna. It’s a heart-twisting story of love and survival, sacrifice and friendship. There’s also a dog you can continuously pet.

Valiant Hearts: The Great War is divided up into four chapters, and each chapter is split into several sections. Most of these sections you to clear an objective in order to progress through the story, like solving environmental puzzles or acquiring specific items related to the situation. Other sections mix the action up, such as surviving heavy gunfire, stealthing past enemies undetected, and, my personal favorite, rhythmic car chase scenarios set to classic songs where you have to avoid obstacles in the road. Also, each of the four characters is able to interact with the world based on who they are, such as Emile shoveling through soft ground, Freddie cutting barbed wires with his shears, and Anna treating patients’ injuries through a mini QTE. When available, the characters can order the dog to carry objects and push levers.

Despite the tone and horrific historical details, I’m really enjoying my time so far in Valiant Hearts: The Great War. It’s got a fantastic, cartoonish art style, and the puzzles have not gotten too complicated to the point where I’d want to throw the controller away. Even if they do, there’s an in-game, timer-based hint system, if you need an extra clue on what to do with the dog or how to sneak by that watchful sniper in the tower. Toss in some relaxing piano tunes for when you are reading up on days past, as well as a soothing narrator, and this is a strangely tranquil gaming experience amidst all the explosions and mortar shells. I’m somewhere in the middle of chapter two currently, so I don’t expect this to last that much longer, but that’s okay. It’s bite-size, but so far quite filling.

Lastly, I keep thinking from its title that Valiant Hearts is somehow related to Vandal Hearts, a PlayStation 1 tactics RPG that I regret trading in back when I was young and dumb (but haven’t written about yet). Alas, the two are no more related than…well, I tried for the longest time to think of some witty war comparison here, but came up empty. Germany and Canada? Meh. If you’ve got a killer line, drop it in the comments.

Soul Brother’s puzzle platforming life is but a brief tenure

gd final impressions on soul brother

I have two copies of Jasper Byrne’s Lone Survivor in my collection, one on the PC and the other my PlayStation 3, and I’m scared to play either. Y’all should know this by now, but I’m terrible when it comes to horror games or even games with just a slight hint of horror. I don’t like walking around a corner in real life and getting scared when something jumps out at me, and I like it even less in videogames. This is why it took me years to play through Silent Hill 2. Strangely, I’m mostly okay with horror films, as I’m not in control and just along for the ride, though some, such as The Gate or The Blair Witch Project, continue to give me nightmares to this very day. Thankfully, Soul Brother, which is one of Byrne’s earlier works, is a more lighthearted adventure, despite all the forced suicide.

You play as one Mr. Soul, a spirit that can body hop from creature to creature upon death. This spectral form is on a quest for wisdom and understanding, and to find that, it’ll have to navigate a weird, maze-like landscape, using the body and skills of the bodies it inhabits to make progress. Different bodies will help in unique ways, such as the bird Birdie that can hover across long stretches or the cat Nemo who can double jump. Mr. Soul also needs to avoid enemies on screen, floating saw blades, and pits of spikes because this colorful, kaleidoscopic realm is full of danger, while also trying to collect every gem of wisdom along the way. It’s the only way to understand reincarnation, naturally.

Soul Brother is free to play in your browser over at Adult Swim’s gaming site. I’ve enjoyed other titles from there before, such as Insidia and Winnose. Just search Grinding Down if you want to know more. Anyways, this retro platformer is just as good and kooky, with enough challenge to stop you for a bit in several rooms as you noodle out a solution to make it out alive or, in some cases, kill yourself in the most strategic way possible. The arrow keys move your character left and right, and the X button is for jumping, which changes based on the body Mr. Soul is currently occupying.

Alas, I did not collect all the gems of wisdom. There’s 33 in total, and I grabbed about 8 or 9 before moving on to the end. Thankfully, you don’t need to collect all (or any) of the gems to reach a higher plane, but they are there if you’re looking for an extra challenge or goal. Evidently some gems are also tucked away in hidden rooms. At the end, you are rewarded with fruit pick-ups from a multi-limbed green entity based on a number of different attributes, like time completed and how often you had to reincarnate. I suspect getting all the gems would give you something really good here, but that’s just me speculating. I was content with my pixelated pear and orange.

I can’t end this post on Soul Brother without touching on its soundtrack. It’s so full of bounce and pep that it is in complete contradiction with the idea of killing yourself to be reborn in a better body. The soundtrack makes me want to live more in my original body, to get up and move, to nod my head as I wiggle my heads. Truthfully, I’ve been listening to it on full repeat as I wrote this post. There’s a bunch of thick drum and bass, crunchy electronica, wonky synth action, and just enough odd sound effect sampling to keep you on your toes. Warning: these great tunes may get in your way of successful platforming.

Lastly, I don’t believe in reincarnation, but I look at my cats every day and do think they have it pretty good. So, if push comes to shove, I’d like to be reborn as a furry friend for a nice human, where the biggest concern of my day isn’t avoiding swinging saw blades but rather finding the most perfect slant of sunlight and taking a nap in it. Right meow please.

2016 Game Review Haiku, #24 – Soul Brother

2015 gd games completed soul brother

See those spikes, do it
Embrace reincarnation
Your reward is fruit

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Natural ability and magnetism only get you so far in Teslagrad

teslagrad_screenshots_0008

I’m not officially committing to anything here, as committing to tasks in the past has not worked out phenomenally, but 2016 is hopefully going to be the year that I actually make a dent in my PlayStation Plus backlog instead of simply day-dreaming about doing so. That said, my digital collections on the PC and Xbox 360/One also continue to expand daily, proving to be strong competition for my attention. Regardless of that, I’d like to think we’re off to a decent start so far, with Rain and The Unfinished Swan already getting played and put away for good. I suspect I’ll be going after the smaller indie titles first than, say, that copy of Batman: Arkham City that scares me to even start.

Y’know, like these little critters:

  • Quantum Conundrum
  • Closure
  • Lone Survivor: The Director’s Cut
  • Stealth Inc: A Clone in the Dark
  • Stealth Inc 2: Clone of Thrones
  • Puppeteer
  • Vessel
  • Unmechanical: Extended
  • Chariot
  • …and even more that I’m forgetting to list!

Also, looking at that list of names all together really hits home that many of these smaller titles blend together in my brain. I don’t know the difference between Vessel and Closure at this point. So we’re not starting with either of them.

Well, this is probably only amusingly strange to me, but check this out. At the beginning of 2016, as mentioned before, I played a game called Rain, which is about these little children being chased by monsters through some nameless Eastern European town as it rains like crazy. Flash-forward a month or so, and I’m giving Teslagrad a chance, which is a game from the funnily enough named studio Rain Games. It also opens in a similar fashion, with a young boy running from the king’s angry-looking guards in the Kingdom of Elektropia as the weather takes a turn for wetter pastures. Eventually, the boy ends up inside a maze-like tower, where he’ll discover special powers, as well as the rich history behind the kingdom’s many conflicts.

Let’s see. Teslagrad is a colorful, 2D puzzle-platformer. Magnetism and electromagnetic powers are the key to solving many of the game’s puzzles and finding new paths to take through the mystical tower. So far, the game features minimal combat segments, though I did fight a massively mechanical owl with a cage for a body in a boss-like fashion. Instead, it’s mostly about electric-based puzzle sections and precise platforming and teleporting. Yes, teleporting…though you can only dash forward a small distance and not through every substance in front of you. The tower can be explored in a non-linear way  though I wish there was more direction or sign-posting to confirm you are making progress and not simply wandering or revisiting areas in uncertainty.

Here’s what I’m totally into when it comes to Teslagrad. The art style betrays you, because the colorful characters and environments quickly become menacing and frustrating, all without changing their look. Honestly, I went into this game fairly blind and assumed it was an adventure game of sorts, not one that relied heavily on quick reflexes and using your noggin to move platforms to and fro. This is a good thing, as it is fun, once in a while, to be deceived. Solving a tough puzzle is satisfying, but figuring things out occasionally requires simply trial and error tactics. Ultimately, it requires timing and patience. Every now and then you’ll stumble into a cinematic cutscene, which is presented within a mini theater using cute cutouts and minimal animation.

Now for the stuff that is both driving me mad and further away from the game, to the point that I suspect I might walk away from this if things don’t improve in my next session. It’s a little too open, with next to no hints pointing you in the right direction, other than up the tower. The map is mostly useless, represented as simply large colored squares and rectangles that do not tell you much about the space or if there are any collectibles left in there to grab.

I actually think I’m nearing the end of Teslagrad, having just taken down the third boss of five total. Oleg took many, many tries, probably somewhere in the thirties. Alas, there is nothing too puzzle-tricky about the boss fights. There’s a pattern to each that’s easy to see, but it must be carried out hair-width precision three times. The repetition does not result in excitement, but rather frustration, as one tiny mistake will cost you the entire encounter. I don’t plan on getting all the scroll collectibles, despite each one being tied to a Trophy unlock, so perhaps I’ll just grit and bear it and head down as straight a path as possible to the last two bosses. If I’m successful, you’ll know it by the birth of a new haiku.

Stains and the Giant does not reveal how the dog got its name

stains and the giant final impressions gd

The whole time I was playing Stains and the Giant, which, I’ll grant you, was no more than maybe fifteen minutes total, I couldn’t stop thinking about how Stains the dog got its name. When push comes to shove, there’s only so many possible scenarios for a puppy to deserve such a calling, especially when it is young and innocent and unable to do cool, heroic-like feats that could potentially get him dubbed something cool like Jumps or Digs. Nope. The dog’s name is Stains, and it is left up to your imagination as to why.

Instead, what one should be focusing on in Stains and the Giant from Esklavos is fixing the magical portal, which will help teleport Stains…um, to somewhere else. I don’t know how the dog arrived here or where Stains is off to next, but it is not too vital to getting things done. To fix this portal, the dog will need to travel from one island to another (there’s four in total) using his airship, gathering items, solving puzzles for a fisherman, a bird, and a giant, and memorizing a bunch of clue codes–or do as I did, and take a picture on your cell phone of things you might need to reference later when the time is right. Saves on the backtracking and mind-scrunching.

The point and click mechanics are of the usual sort, and you can combine a few items in your inventory to create new ones. The puzzles are more geared towards patterns and memorization. For example, on the first island, you might spot a sign of strange symbols. On the next island, you’ll find those symbols again and must click on them in the same order as previously observed. Stuff like that. In terms of audio, the few short songs are jauntily enough, almost something you’d hear at a carnival, but they don’t last very long, leaving you with just ambient noises, like birds chirping and the sound of the ocean. That’s fine, but when you are stuck on a single screen for some time, a longer song is more desirable. Strangely, there are no sound effects for items interacting with another, not even a sound to let you know that using a pick-axe on a cloud is beyond ineffective.

I really dig the cartoonish, colorful look in Stains and the Giant. Both items you can interact with and the background art live on equal ground, which makes it sometimes difficult to know what you can or can’t click on, but it also helps to keep everything meshing together realistically, even when we’re discussing fantasy elements like magic skulls and a talking bird. There’s little to no animation, which resulted in me getting stuck in one spot where I hadn’t realized I had solved a puzzle and a crystal had appeared on the screen since there was no action indicating something like that was happening. Also, Stains is really cute looking and reminds me fondly of Frasier‘s Eddie.

Also, as far as I can tell, Stains has a few more adventures in his future, with Stains and the Yeti and Stains and the Guru already up and ready to go. I’ll have to give these a try at some point, though I’ll continue to hold out hope for Stains and the Person that Named Him That.

Covert Front will test your endurance with its traps and trickery

gd covert front final thoughts

You might have noticed an influx of haikus as of late about Covert Front, an episodic point-and-click adventure series from Mateusz Skutnik and Karol Konwerski that began back in July 2007, and that’s because I’ve been playing a lot of Covert Front. See, that first puzzle was easy, almost to the point of idiotic. It’s possibly done on purpose, to ease you into things and make you believe that you can do this. That you are a super sleuth of steel. However, eventually things ramp up both in difficulty and red herrings, and you will concede to not knowing what to do next. I won’t hide the fact that I looked up a lot of answers online, but only to help put me a few steps ahead. Y’know, until I got stuck again.

Covert Front takes place in 1904, but an alternate history 1904. The sort where where a technological revolution in the previous century resulted in a premature World War I. During this conflict, a bunch of specialists from varying fields held a secretive conference in Berlin called “Knowledge for Victory,” and, shockingly, almost a hundred of these specialists vanished afterwards. You play as a spy agent code-named Kara who is investigating the disappearance of General Karl von Toten, and this adventure will see you traveling from shady location to shadier location, unearthing clues and tracking your target down.

As a point-and-click adventure series, you’ll do a lot of pointing and clicking. That’s obvious. You won’t do too much combining of items from your inventory, and using items on in-game environment items requires precision. If you want to unscrew those screws, you need to use the item directly on them, not just in the general vicinity. A lot of the puzzles require thinking and memorization, like entering passwords or knowing exactly what labeled drawer to search in the library. One might be able to brute force these puzzles, but not all of them, which is where a lot of roadblocks lay, especially for the far more obtuse sections, like that dream-esque sequence involving Toten’s magic typewriter.

There’s definitely a lot of pixel hunting too at work here, not just for items, but for additional scenes, as sometimes clicking in just the right spot will reveal a whole new area to explore. Yeah, I’m looking at you, pipe along the side of the house by the airplane. I do wish these weren’t as difficult to discover as it feels a little too unfair, something I also ran into in Skutnik’s Where is 2016? game. Also, red herrings galore. You’ll walk into a scene and immediately see a handful of common day items that are typically picked up in other adventure games and used to open doors and such, but they aren’t interactive here, no matter how many times you click or concoct some reason X item in your inventory should work with it. By the fourth episode, I got used to this and simply ignored a lot of stuff, but it was difficult to do so in the beginning.

One of the nicer aspects of playing a game series that took several years to complete back to back is that I can really see how it improved, both technically and visually, from episode to episode, of which there are four. Covert Front‘s graphics don’t really change all that much, but do become more detailed and stylish, and the cutscenes ramp up the camera angles and action. On occasion, Kara’s model looks strangely odd, with lengthy arms and a neck that stretches a little too far to the sky, and this changes from game to game. Voice acting gets added to give Kara more depth, but never to the point that I actually knew her or felt anything for her. She’s just a vehicle to get things done, and yes, she gets things done, but I’d have been okay with her failing too.

Still, I came away from the Covert Front series enjoying the ride, but feeling pretty dumb. Maybe the brain-teasers in it are just not for me and my simpler solving skills…or maybe the games themselves are unnecessarily difficult. I did find Episode 4 “The Spark of Life” to be the easiest of the bunch, with me resorting to looking nothing up online, so maybe Skutnik took some similar criticism to heart by then and tweaked the puzzles accordingly. There are a couple of series from him that I want to try out, like Submachine and Mr. Mothball, but not just yet. My mind needs a nap.

Samorost has always been and always will be pleasantly weird

samorost 1 final impressions gd

The surprising news the other day was that Samorost 3 is on its way, launching on PC and Mac on March 24, 2016. That’s awesome. I mean, to be honest, I haven’t really thought about the Samorost series in a good long while. I played Samorost 2 way back in the day (circa 2010, when I was moving out of my studio apartment), and only just realized with the latest news that I never touched the first in the series, though I did bang my head against a wall for hours in Machinarium, less in Botanicula. Suffice to say, I like Amanita Design’s games, as weird as they are, and I want to eventually play them all.

That’s why I headed over to the developer’s website, where you can play the first Samorost for free in your browser. It’s fairly short, depending on how good of a clicker and puzzle solver you are, and it’s more about interacting with the environment than controlling the space gnome directly. The story for the premiere entry in the series is that an asteroid is on a direct course to crash into the gnome’s home planet, and he will do whatever it takes to not let that happen. And so you’ll travel to this asteroid, which is full of life and machinery and isn’t just some hunk of rock hurling its way towards death and destruction, and try to change its path. You do it by clicking, deducing.

Almost instantly, you’ll find yourself in a strange, surreal world with Samorost, where common combines with odd, solving somewhat leisurely puzzles that occasionally require a bit of extra thinking and clicking. Paying attention to everything happening on screen is vital to making progress, even if it is as minor as bugs making noises or the way a signpost is facing. Sometimes it is difficult to take everything in when you are presented with this gorgeous, stunning mix of reality and artwork. At times, it can be jarring, like the screenshot above, but for the most part it becomes the norm, and you begin to believe in this strange planet and wonder how these critters and beings survive and whether or not they also know they are on a bad path to their own demise. Well, I did.

Thankfully, the day was saved, as well as the space gnome’s home. I just skimmed my review of Samorost 2 to remind me what happened next, and it involved a dog getting kidnapped by aliens. I wonder what the plot to Samorost 3 will be; truthfully, it doesn’t matter, because this is the sort of point-and-click adventure game where what’s on the screen and getting to the next one to see more wild imagination come to life is the reward. I’m sure something will drive the space gnome forward, but it’s not essential for me to care about. It’s the journey that matters, and the locations so far are absolutely stunning in their strangeness, their ability to be unnatural and yet familiar, a place one could live in if that was their role in life.

Between this and Night in the Woods, 2016 is shaping up to be stellar for adventure games. I also need to get around to Oxenfree and Firewatch at some point as well. Too many amazing titles to try, not enough time. Such is life, when you are not a space gnome.

2016 Game Review Haiku, #19 – Samorost

2016 gd games completed samorost 1

Divert asteroid
Change its path, make things happen
Avoid anteater

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

2016 Game Review Haiku, #18 – Covert Front, Episode 3 “Night in Zürich”

2016 gd games completed covert episode 3 capture

From train station to
Safehouse to jail, Kara fights
With her brain, walkthrough

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.