Tag Archives: puzzles

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.

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.

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, #43 – 400 Years

2013 games completed 400 years

A calamity
Is coming, have to stop it
E to plant chestnut

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.

2013 Game Review Haiku, #22 – Mario VS. Donkey Kong

2013 games completed mario vs donkey kong

Collect the gold key
Save mini Mario toy
Give Donkey Kong his

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.

Mario VS. Donkey Kong VS. Paul’s puzzle skills

392991-mario_vs._donkey_kong_15

Though they’ve been locked and loaded on my Nintendo 3DS for almost two years now, I’ve still not gotten around to playing all the 10 free GBA Ambassador games awarded to us early supporters of the system. For the record, I did beat both Metroid Fusion and Yoshi’s Island. I tried my luck with Kirby and The Amazing Mirror and Wario Land 4, both of which did not hold me for very long due to their lack of direction and unfair difficulty and horrible map designs. And I remember playing Fire Emblem: The Sacred Stones for like five minutes before putting it aside, but that was long before I got to experience Fire Emblem: Awakening, and I definitely plan to start FE: TSS up again now that I (kind of) get what that franchise is all about. So that just leaves us with the following pretty much untouched titles:

  • F-Zero: Maximum Velocity
  • The Legend of Zelda: The Minish Cap
  • Mario Kart: Super Circuit
  • Mario vs Donkey Kong
  • WarioWare Inc: Mega Microgame$

We can discount the F-Zero and Mario Kart titles as something to “play” as all those games really ask of you is to run a track for a few minutes and try to place higher than fourth, which is fine and good for a bathroom break, but nothing you have to actually sink your teeth into and really dig deep to understand the lore and plot. I know next to nothing about the WarioWare game, and I’ve heard many a praises about The Minish Cap, but I need to be in a Zelda mood for a Zelda game, and I’m just not there yet. No idea when I’ll be either. All of this lengthy intro setup is to basically say this: I played Mario VS. Donkey Kong yesterday.

It’s surprisingly good, and a bit weird. Evidently, there are a bunch of MiniMario toys, and banana-crazy Donkey Kong falls in love with the idea of collecting them all after seeing a commercial for ’em. Unfortunately, the local toy store is all sold out. Now, here is where I am confused. The game part has you playing as Mario, trying to collect various MiniMarios and then battling Donkey Kong as the boss of each thematic world. Does this mean that you are trying to save these MiniMarios from getting into DK’s paws? Or are these somehow already in DK’s possession and you are trying to steal them back? Not sure. Either way, you do this by…solving platforming-based puzzles, and I’ve completed the first two worlds so far, with the puzzles ramping up with each level. Basically, you need to get a key into a door, and from there you are transported to a sub-level, where you must then reach a MiniMario safely and collect it. You can also grab presents along the way for a bonus game where you can win extra lives.

One aspect in Mario VS. Donkey Kong that I’m really worried about is that, so far, every single level introduces a new mechanic or twist on an already revealed mechanic, which leads me to believe that the final levels are just going to be a mess of things to keep track of. Or maybe not. I dunno. It hasn’t been too difficult so far, and the only times I’ve died is from carelessness and not from misunderstanding how to solve the puzzle. Mario does not control like he does in his platforming counterparts; here he is much slower and only able to jump so far, often relying on an odd, handstand-to-double jump trick to get to normally unreachable places. Also, while in this handstand, he doesn’t take damage from falling object, because plumber boots are made of indestructible material.

It’s a really quirky puzzle game that I’m interested in seeing where it goes. I just hope my skills are up to the later challenges. Otherwise, Mario will be falling over and crying “Mama-mia!” more than he cares to.

2013 Game Review Haiku, #7 – Sugar Cube: Bittersweet Factory

2013 games completed Sugar Cube Bittersweet Factory

Jump, flip, be real cute
Did not collect all the gems
So Sugar Cube died

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.

More like Professor Layton and the Unceasing Daily Download Puzzles

prof layton miracle mask daily download puzzles

I think I’m nearly ready to take the cartridge for Professor Layton and the Miracle Mask out of my Nintendo 3DS. It’s been in there for…at least over a month, possibly a month and a half. I know that as soon as I finished off Disney Epic Mickey: Power of Illusion I popped that piece of gunk out and dropped in the professor’s latest adventure, and that was some time early in December 2012.  So yeah, a month and a half going by the time of writing. The kicker is that I beat the main game just before the new year hit–so why have I not taken it out of my portable gaming system? Let me tell you, dear readers: daily download puzzles.

That’s right. More puzzles.

Every day since the game’s release, you can connect to WiFi and download a new puzzle. Simple as that. I believe the plan is to do this for one whole year, ending on October 28, 2013. There are twenty puzzle categories, and it seems like you’ll get multiple puzzles within each to ultimately hit a year’s worth. Here’s a list of all the puzzle types and my thoughts for each:

  • The Alchemist’s Lair – Connect different colored flasks a specific number of times without overloading the system. Pretty fun, and the later variants get pretty tricky.
  • Tile – Match four distinctly different tiles to clear the board. Gravity factors in, with tiles falling into place if you clear ones below them. Not terribly difficult.
  • Ghouls and Guards – Similar to The Alchemist’s Lair puzzles, you have to connect light with guards to kill ghosts. Use mirrors to bounce the light around the area. Gets really overwhelming in later difficulty levels.
  • Big Block Box – Have to fit a bunch of Tetris-like blocks into a single area, with special rules and limitations in place. A lot of fun though pretty easy to figure out.
  • Pen Pals – Have to pen in a bunch of giraffes in a non-breaking fence by moving blocks around in different directions. Can easily solve these through constant trial and error.
  • Food Chain – Guide a rabbit to collect all the carrots without getting eaten by the wolf behind it. These are pretty tricky. I used the “undo” button a whole bunch.
  • Bewitching Night – Turn on the correct number of lights to guide the witch’s way. With the memo feature, this one is fairly easy to get through.
  • Kingdoms – Section of a castle and its grounds from other neighboring castles. Simple and easy, but still enjoyable to solve.
  • Vault of the Ancients – Connect one rune to another with a single line, as well as other runes to their respective matches. The larger puzzles are trickier to manage with so many lines everywhere, but one will eventually solve them.
  • Perilous Voyage – Guide a boat from start to finish in one single path. Absolutely hate these puzzles, as the inclusion of “invisible” rocks means a lot of guesswork for guiding the boat around obstacles. Have not solved the last four yet.
  • Whose Tile Is It Anyway – Place tiles on a board in a specific way to reveal the answer. A bit like Big Block Box, but with new rules to abide by.
  • Sweet Truth – Rows and columns of candy must contain only one of each candy type, but no empty spaces next to each other. Nothing terribly mind-breaking to solve.
  • A Dish Too Far – Unstack dishes with touching other stacks you’ve cleared out. Just managing space in the end.
  • Little Lost Ducklings – Strangely, this puzzle type is nearly exactly like A Dish Too Far, only with ducks and obstacles added on the board.
  • St Bronto’s – Lead baby dinosaurs back to mommy dinosaurs. Pretty easy so far, but I suspect later versions will become cluttered and harder to manage.
  • Aerial View – Create a runway for the plane to use for takeoff by rotating tiles. Kind of like Pen Pals, but with a few new rules to mix things up.
  • Trains and Train Spotters – Direct a train as well as a photographer around a map. Really dislike this as it is not explained very well, and I never much liked that train minigame from The Last Specter to begin with.
  • Sun, Sand and Turtles – This one is weird. You have to place water between facing turtles and then also fill in the gaps so the entire board is covered. Not sure if I’m into it or not despite adorable turtles.
  • The Barking Beat – Guide a cop along a single path to arrest…animals. It’s okay, but at this point I’ve only gotten to play one puzzle from this category.
  • Pipework Patch-up – Connect pipe sections with the exact number of pipes to get the fountain working properly. It’s like The Alchemist’s Lair and Vault of the Ancients, but with water and numbers. Not bad.

Whew. I hope you can see why I’ve struggled with taking Professor Layton and the Miracle Mask out. The content–it just never ends. I don’t remember if there were additional downloadable puzzles in Professor Layton and the Last Specter, but the bonus mini-game London Life kept me more than busy. However, I remember there being additional puzzles for Layton’s first adventure in Professor Layton and the Curious Village, as well as some huff-and-puff over the fact that these puzzles were technically already on the cart and were only being “unlocked” by connecting to the Internet. Also, these were not daily puzzles, but rather one a week, and I got through a few of them, but they were not very exciting. Remember several matchsticks puzzles in there, and nothing more.

Alas, I don’t love every puzzle category, and the second set of categories from Whose Tile Is It Anyway to  Pipework Patch-up feel strangely similar. Most use a small nine-by-nine square grid as their play place, which is a bit boring one after the other. Really, the duck and plate puzzles are nearly identical, and maybe that’s showing that the developers have stretched themselves a little too thin and overshot with promises. And since these categories are the ones to get subsequent puzzles for the next few months, I think I can do without my daily fix and just download them all later on when we return to more enjoyable ones, like Kingdoms.

Now, a choice: what to put into my 3DS after Professor Layton and the Miracle Mask has been removed. I have a few candidates. Such as Pokemon White 2, which I’m pretty far along in, but haven’t played since I bought like three 3DS games all at once back in November 2012. Think I’m on my way to the sixth or seventh gym. Also, there’s Paper Mario: Sticker Star still to eat up, especially since I glanced at a walkthrough guide last time I was in GameStop and kind of have a better idea how to knock down those bowling pins. Lastly, there’s Radiant Historia, one of my five games I want to beat in 2013. Decisions, decisions, so stick around and see what game I’m blogging about next for my answer.