Tag Archives: puzzles

Sate your alien hunger in Tales from Space: Mutant Blobs Attack

I’ve never understood anyone more than when they say that they don’t like to eat. I mean, c’mon now. Eating is universal, providing heterotrophic organisms with energy, which allows for growth. Or maybe this is me being hypersensitive to food and nom nom nom-ing delicious things after spending more than a year working hard to lose weight and keep my calorie intake in check. For those curious, I’ve dropped almost fifty pounds by managing everything that goes into my mouth and doing my best to avoid downfalls like devouring an entire box of Cheez-Its in one sitting or having a bowl of pasta for every meal. Either way, I’m all for that eating, which is probably why I relate intimately with the green alien blob in Tales from Space: Mutant Blobs Attack.

See, the little green alien blob thing you control in Tales from Space: Mutant Blobs Attack, which is a cataclysmic science-fiction puzzle-platformer if you ever needed a crazy mouthful of varying genre labels, has an insatiable appetite. Also, mutant powers, like the ability to cling to metal walls or squeeze through tiny gaps or grow in size after consuming enough food slash junk slash people. There are also mini-games to contend with that reminded me a bit of Marble Madness, with an overhead perspective and the goal being to get the green gluttonous ball to the level’s exit without falling into any holes; they are super short, but a lot of fun. Otherwise, your mission is to reach the end of the level, bypassing puzzles or platforming sections, eating up whatever gets in your way along the way.

I’m about halfway through Tales from Space: Mutant Blobs Attack and enjoying it quite a bit. The game is broken up into a bunch of worlds, each with their own specific count of levels. Personally, I prefer the more traditional platforming sections, where the goal is to get enough substance inside your gelatinous body to move forward. There are parts where you gain the ability to rocket around in zero gravity, and I found the controls less precise–most likely on purpose–and harder to handle there. I’m currently in the fourth world, the Badlands, and I have to wonder if I’ve seen all of this game’s tricks; if so, that’s perfectly fine, as the levels are relatively short to get through and too many gimmicks would complicate things. Also, I will not be going back to rescue the missing friend collectibles, no matter how cute or sad they look. Sorry, little blobs.

It’s got a cool retro style mimicking the look and sound of the 1940s and 1950s, which, while I never personally got to experience in the flesh, is an aesthetic I find interesting nonetheless. Some other noted examples: Fallout 3, L.A. Noire, and Who Framed Roger Rabbit. Well, Tales from Space: Mutant Blobs Attack comes from Drinkbox Studios, which is a name I now associate with going all in on style, having later put out the tough yet rewarding platformer Guacamelee!, which, let the record show, I did beat. Oh, and did you know they are making a Guacamelee! 2? Anyways, like that first game, this has some nods to other indie titles, such as with the Phil’s Fish restaurant or  billboard advertisement for Awesomenuts, and these are cute to find as you push your blob hero forward towards greater consumption.

Will completing Tales from Space: Mutant Blobs Attack be the straw that breaks the camel’s back and finally gets me to try out my copy of Katamari Damacy that I’ve had for years? Will I ever stop hungering for things like Cheez-Its and bowls of noodles? Will 2018 be our true downfall wherein we are consumed wholly by large, green alien blobs bent on the destruction of mankind? Stay tuned for answers, maybe.

2017 Game Review Haiku, #128 – Grim Legends: The Forsaken Bride

Your sister’s wedding
Stopped by bear, abstruse secrets
Find objects, use cat

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

A congregation of cassette tapes transforms Small Radios Big Televisions

I grew up on the cusp of mix tapes and mix CDs, that span between the late 1980s and into the 1990s, spending my time as a young boy listening to the radio, waiting for a specific song to come on and record it with a tape deck cradled in my lap. Frustratingly, I’d often capture a snippet of commercial in there or the DJ talking over the first few seconds, permanently changing the song to my ears for years to come. Oh well. There are still several mix tapes in my possession given to me as Christmas gifts from my sister Dina that I cherish and no longer have a way to listen to anymore, and I’ll always prefer tapes over CDs despite now using a thumb-drive in my car full of MP3s.

Either way, these tapes were listened to over and over and over, taking me away from the bullies outside my window shouting mean things about me keeping to myself to musical worlds ruled by the likes of David Bowie, the Steve Miller Band, Creedence Clearwater Revival, etc., and so I really resonated with the cassette tapes you find in Small Radios Big Televisions that transport you elsewhere when you drop them into your portable player, the TD-525.

Small Radios Big Televisions is the very title that inspired the My Laptop Hates These Games feature here on this gracefully aging blog of mine, and so I thought it only fitting that it be one of the first games I try to run on my brand new, fancy laptop. And good news–it worked perfectly. Not a single hitch or stutter or black screen of death or obtuse error message laden with computer jargon. So, that’s good. Also, the game’s pretty good, a bite-sized adventure that sees you descending into abandoned factories in search of lost cassette tapes which hold mystical, door-powering gems for you to find. Sometimes you need to manipulate the tapes first by tossing them against a magnet, distorting them. Progress is hidden within the spools of magnetic tape.

Most of the puzzles in Small Radios Big Televisions focus on fixing dormant machinery in these deserted locales, and these honestly don’t require that much effort. You’ll find doors you can’t open, which means searching for a gem in a tape. If you can’t find a tape, it’s probably behind a door or gate, which can be opened by correctly utilizing gear pieces. If you have all the tapes, then you need to search within them more for a bright green gem, which means try all versions of a tape to see what, if anything, changes. I forgot to mention that, for most of these sections, you are a distant viewer, clicking on things from afar; when you enter a tape, it’s more of a first-person perspective, with limited movement. Towards the end of the game, you’ll actually control someone with WASD and move around a limited area looking for key items.

Alas, there isn’t much story to go off here. After completing each factory section, you’re treated to a short dialogue sequence playing over a radio, with some words cutting off due to static. The conversations are between two unidentified men and tease the origins of these cassette tapes, implying their use as a means of recreation, as well as escape for those in need. Especially as the world outside these factories is crumbling away. Or something like that. Really, it wasn’t at all clear, but that’s okay. Because the Small Radios Big Televisions soundtrack, written and produced by the game’s developer Owen Deery, does an amazing and even better job than any words could depicting worlds within worlds and contemplating the manipulation of audio-visual data through its haunting, transformative synths.

Small Radios Big Television can most likely be completed in a single sitting, seeing as I put in a little more than two hours and saw credits roll, but I did that over several sittings, pausing after each completed factory session. To think, to ponder. To listen to the soundtrack on the side. Also, after you complete the game, you can go back to all the levels and find any missing tapes, and the game tracks which ones you have or don’t have, which is a feature I would kill to have in every single videogame ever going forward from this time and date.

2017 Game Review Haiku, #126 – Small Radios Big Televisions

Analog, baby
Find tapes, gems hidden inside
Unclear narrative

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Je ne comprends pas The City of Lost Children, d’accord

There were two big events in my childhood/teenhood that caused me to stay home from school for several days and recover in bed or on the living room couch with lots of tea, buttered white toast, and TV sitcom marathons. Also videogames on the television, all on my SNES or PlayStation 1 with the kewl PSM lid cover, but I did eat up nearly an entire run of Gilligan’s Island at some point too though perhaps that was just a highly visual fever dream. My favorite character is Mary Ann, by the way, and the episode most firmly cemented in my brain revolved around a method actor visiting the island and pretending to be a Tarzan-like jungle lord. Shrugs.

Right, back to the stay-at-home events. One had to do with me getting my wisdom teeth removed, and the other was related to an injury to my left knee that required surgery, pain killers crushed up in applesauce, and physical therapy. Both were not fun and had me in various states of wooziness, and I don’t remember exactly which event it was, but for one of them, my mother let me rent a bunch of games for the PlayStation to keep me entertained. Me thinks it was for the wisdom teeth removal, since I knew when that was happening and wanted some guaranteed pleasures during the downtime.

Well, I selected three PlayStation 1 games from our local store that rented games (not a Blockbuster, sorry), all on their box art alone–Destruction Derby, The City of Lost Children, and Broken Sword II: The Smoking Mirror. I mean, look at how cool these covers are:

Er, maybe not. Well, I thought they were killer then.

Of these, I remember enjoying Destruction Derby a lot, not understanding how a point-and-click adventure game worked in Broken Sword II: The Smoking Mirror, especially using a controller, and being completed dumbfounded by The City of Lost Children, which, if you didn’t already know, is an adaptation of the 1995 movie of the same name by French director Jean-Pierre Jeunet. Also, if you’re not familiar with the film, you have no chance of understanding what’s going on in this game–trust me on this. The introductory cutscene doesn’t really explain anything, not even introducing you to the character you will be playing as for the entire game. Thankfully, the manual offers a brief summary of the plot, but even that is not much to work from.

I’ll do my best here. The City of Lost Children takes place in a nameless, steampunk-inspired city by the seaside. A less-than-good scientist, most likely evil, has his henchmen kidnap children in order to steal their dreams to prevent the process of his premature aging. Y’know, normal kidnapping reasons. Anyways, the opening cutscene shows one of these children getting kidnapped, and that’s really all the information the game gives you before giving you control over 12-year-old Miette, which means “crumb” in French. You start inside a classroom, with a pair of Siamese sisters at the front telling you to go steal money from some hut because they said so.

Little to my teenage knowledge, this was an adventure game. Not exactly a point and click one, but still one where you walked around, gathered items, and made progress by using those items on people or other items to make things happen. Like a Metroidvania, but with less action involved. Considering it would still be many, many years before I would fall in love with the genre, I probably went into The City of Lost Children thinking it was in the same vein as things like Resident Evil or Blood Omen: Legacy of Kain. Boy was I not at all right. Not one teeny tiny bit. I’d later come to have fun with Blazing Dragons and Discworld II: Mortality Bytes!, so this being an adventure game alone had nothing to do with my terrible time with it. That is a result of it being exceedingly obtuse and poorly designed.

A strong memory that stands out: Miette, saying “I can’t do anything” or “I can’t manage it,” every time you interact on something she can’t do anything with. Which was on a lot of items in that early portion of the game I banged my head against. Compound this with the sluggish, tank-like controls and sometimes odd camera angles that made it hard to see where something lead to another screen, and my rented time with the game was spent wandering around the first few areas aimlessly until I decided enough was enough and at least knew what to do with my vehicle in Destruction Derby–crash it. Which is a shame, because I thought The City of Lost Children looked stunning at the time, and, while the polygons are not as sharp as today’s standards, there’s still a strong, off-kilter aesthetic here from Psygnosis, the British developer that gave us gems like Colony Wars, G-Police, and, uh, Hexx: Heresy of the Wizard, that makes this one of the more unique-looking games from the generation.

Anyways, I’m sure someone has paid it forward and done a recorded playthrough of The City of Lost Children and put it up for free on the Internet for everyone to watch. Maybe one day I’ll even search it out. Until then, I hope you enjoyed this random trip down my memory lane.

Tick Tock Isle needs a backtracking timeout

I’ve tried a few games now from indie developer Squiddershins, namely Excuse Me!, Cat Poke, and Jables’s Adventure. Much like the developer’s name, these are cute, silly, and not run-of-the-mill experiences, heavy on the pixel art and charm.

For instance, in Excuse Me!, you are trying to find the best place to fart, generally away from as many diners as possible, but time is ticking down, so hurry it up. Cat Poke is a slightly more traditional affair, seeing you solve puzzles revolving around making cats happy while stuck inside on a rainy day. Lastly, Jables’s Adventure is a weird platform adventure–the developer’s very own words–starring a young boy named Jables who is told he is a hero by a visiting hat-squid and goes off to do hero-like things, such as beating up lumberjacks. There are more I want to try, but let’s get on with the show, which is Tick Tock Isle.

In Tick Tock Isle, which came out at the end of November 2015, you control a young horologist named Strike who is accidentally sent back in time when he tries to restore a clock in an abandoned monolith in the present day. Y’know, the usual Monday on the job. Finding himself in the past, with the ability to jump between 2009 and 2010, Strike stops worrying so much about fixing the clock and rather fixing all these damaged people around him. Like the troubled girl, who needs musical inspiration to finish her song writing. Or that grumpy married couple, with the husband that continuously says he’ll mow the lawn, but never does. The game is a spiritual successor to Cat Poke, which means there’s a heavy reliance on story, character interaction, creative thinking, and poking around until something eventually happens.‬

Sure, I will describe Tick Tock Isle as a point-and-click adventure game, but truthfully, there’s no pointing, no clicking. You use the arrow keys on your keyboard to wander around the mansion, talk to people, collect items, and use those collected items on other things and/or people to advance the story. Instead of clicking on hotspots and people, you press the up arrow key whenever Strike is near something interactive, which means there’s no pixel hunting, but rather up arrow hunting. Pressing the Enter key brings up a status screen showing your inventory, a map, and a list of objectives, all three of which are sub-par in actually doing their job. The map is crude, tiny, and hard to follow. The list of objectives are so vague that they might have all just said “Play the game more” five times in a row. Lastly, the inventory…it’s ultimately a collection of the items you’ve found along the way, each with a short description, and they become grayed out after serving their use.

To mix up the to-ing and fro-ing action, Strike will occasionally stumble across two kids playing make believe with cardboard swords and castles. See the pic at the top of this blog post for further proof. Anyways, entering their hobbled-together fortress drops you into a platforming mini-game, where, if you make it to the end, you’ll get a specific item that certainly will help you solve a puzzle. These are short, basic platforming sections, where you can also use a sword to swat enemies away, but mostly rely on timing your jumps and avoiding getting hit. They are a quick, enjoyable break from trying to figure out what to do next, but they also feel out of place, like leftovers from a game jam tossed in for good measure.

Tick Tock Isle is not a super long game, of which I’m thankful, but I have to imagine that it would have been even shorter if you cut out all the necessary backtracking to the top of the tower to use the time traveling device when you want to move from one year to the other. It’s tedious and confusing until you learn how to speedrun all the doors and staircases, and I wish it could have just been a button press on some handheld device that Strike carried with him always. I also will just come out and say that I didn’t really understand what was happening by the game’s end or its implications or the plot altogether, and there were a couple of tasks in my objectives list that I hadn’t crossed off by the time credits dropped. Oh well. I’m not going back to 2010 or 2009 ever again.

2017 Game Review Haiku, #114 – Mythic Wonders: The Philosopher’s Stone

Uncle is missing
Mystical portals show way
To hidden objects

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Psychological horror Layers of Fear is surprisingly one note

Well, here it is, my requisite playthrough of a single super scary game for 2017–Layers of Fear. Actually, that’s not true. Earlier this year, I ran at full speed through the darkness with a video camera quickly losing battery life in Outlast. I also played a less effective thing called Blameless. Still, I can usually only do one of these every year because they stress me out like nothing else. Actually, this is all a lie, as I can’t seem to find any proof I played something similar last year, though 2015 saw me tackling the Cordyceps fungus in The Last of Us, which I totally consider a horror game, thank you very much, and 2014 was all about the Deep Sleep point-and-click series and The Swapper. Whatever, man. It’s not like I’m on trial here.

Let’s see. Layers of Fear is about art, specifically a painter who has returned to his studio to complete his masterpiece. It’s up to you to figure out how this task should be accomplished. Gameplay involves exploring an old, spooky house, searching for visual clues and memory-jarring items, while solving a puzzle or two to keep things moving forward. Or backwards. Inwards and outwards and downwards–it’s messy. At first, the house appears to be pretty normal, Victorian-esque, but you’ll quickly learn that there are no rules here, and anything and everything can change in an instance. For example, you open a door, walk down a hallway, spin around to find the door behind you gone, and spin around again once more to find a wall now where the hallway was–this is what Layers of Fear revels in, pulling the rug out from under your feet, and it does it quietly, effectively. It reminded me a lot of the way Oxenfree played with its scenarios, remixing them on the fly.

The prominent challenge comes from environmental puzzles which require the player to search the immediate area for visual clues or things to interact with, such as paintings to stare at or candles to light. There are a few locks too that require a specific code to open, but the answers are generally in the immediate area. Layers of Fear is divided into six chapters and extremely dark–not just in tone, but in lighting. At one point, I got stuck in an area of dense in blacks and charcoals that I had to turn the brightness up to figure out where I was looking. Along the way, you’ll find articles or scraps of paper to read, as well as notes from…rats to collect. As you gather up these items, the origins of your masterpiece and methods will slowly be revealed. 

As a horror game though, Layers of Fear is jump scare after jump scare after jump scare. It is exhausting, and maybe for some players, this is what they want from an experience, but I prefer milder scare tactics and more emphasis on emotional distress and haunting images. We don’t get that here, except for a painting of a man-baby with fur on his face. Due to its nonlinear storytelling, it is difficult to be truly horrified before knowing what was at stake other than this mad artist’s goal to finish the job, and I found myself bracing for each jump after figuring out, kind of, where and when they might happen. There’s also a reliance on age-old tropes, such as baby dolls and rocking chairs and a bathtub full of blood. The variety of paintings hung throughout the house at least made each room and hallway stand out, and the effect when they’d melt was eerily pleasing.

Perhaps the aspect I liked most about Layers of Fear is how the player opens doors, cabinets, and drawers. I know, weird, but after dealing with angry ghosts, distorted hallways, and rotten fruit, this is what I’m taking away as a highlight. See, when an item is interactive, a hand icon appears, and you press the right trigger down and hold it; then you use the analog stick to perform the necessary action for the desired results. For instance, if you want to open a drawer towards you, hold down RT and pull the analog stick down. Some doors swing away from you, which means pushing up on the stick. It’s an effective way of making you feel like you are there, performing the action, because you open the door at your own speed.

Well, that might be the last horror game I touch in 2017. Oh well. Sorry, Silent Hill 3, I will continue to ignore you. I’m sure I can find others in my Steam library too to also not play. I’m really good at not playing horror games, and yet the curiosity about them remains within me, bubbling just below the surface. So long as they are not jump scare marathons, I can probably enjoy a few. But for now, it’s back to less spooky things, such as Middle-earth: Shadow of Mordor, Slime Rancher, and the ultra bubbly, goofy Miitopia.

2017 Game Review Haiku, #112 – Layers of Fear

A disturbed painter
Striving for his masterpiece
Will do anything

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #111 – Boo!

Color these pumpkins
Just right, find the best order
Fun, free–now want pie

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.