xyzzysqrl: (Sqrlish RAGE)
This morning around 4:30 AM, I got the "Thank you for creating an account" email from the Kalypso account I made.

The "Click Here to Verify" link took me to a page that told me the login token had expired and invited me to try sending another email.

I declined.
xyzzysqrl: (Rar Grr)
Before we address the game, we need to talk about the launcher. It requires a login with the studio that made the game, Kalypso. So I put my email and a password and the game key in there and it reluctantly lets me through to play the game.

Once.

Upon returning the launcher informs me that I haven't clicked the link in the verification email and so my account isn't verified. Okay cool, I only registered my CD key with you dudes, y'all could check Steam but whatever let's do this. I hit "Resend Email".

And wait, and wait, and wait wait wait. Hit resend email again. It's been about an hour and a half as of this writing and after three tries and all that waiting there's no email in my box or my spam folder. That's not even counting the game asking me to link it to Facebook when I curiously tried to set it to drop-in co-op multiplayer. This game wants in-roads to your life like it's pretending to actually be the Catholic Inquisition.

So... as far as I can tell I am actually locked out of this game forever, unless I decide to contact customer support or something. That is... kind of not really a problem? I was ENJOYING The First Templar but it was not a good game. Kind of a solid 5/10 You Tried. Your templar hero and his companion (at first another templar, soon a dagger wielding 'witch' you save from the Inquisition) walk through castles and forests slashing at things and mashing buttons and doing special moves. It's like Streets Of Rage 1307 AD.

I have to take a moment to highlight the "banter", which is such Quipping 101 stuff that even I couldn't enjoy it, and I LOVE terrible banter.

Templar: "These are SEWERS."
*long silence*
Templar: "So they must have an exit."

Templar: "It's spikes. Lots and lots of spikes."
Witch: "The designer who builds all the traps?"
Templar: "What about him?"
Witch: "I hate him."

Witch: "Look. More traps."
Templar: "Is this feminine intuition?"
Witch: "No, I noticed the skeletons."

Witch: "I enjoy eavesdropping. It's a woman thing."
Witch, fifteen minutes later: "I enjoy treasure. It's a woman thing."

So there's THAT shit too.

ughhhh I dunno it was objectively a BAD game and only my superhuman ability to enjoy bad games kept me going, but they TRIED? Like, you could get collectable costumes and weapons for cosmetic purposes, and you have a big elaborate skill tree, and the levels are big and have a lot of stuff you can just stumble on and discover...

...but really I guess I'm not gonna bother chasing this game down and jumping through hoops to get access back. I have other, better games to play. I got the gist of this one, and reading the plot summary on Wikipedia it TRIED to pull a Shocking Midgame Twist but I'm not gonna get there (I was on the level where it happens) and it really doesn't deserve that kind of emotional payoff anyway.

What a mess.
xyzzysqrl: (Play with me.)
As many of you following me here on the webbernet are aware, I consume somewhere in excess of ten games a year. In a stack that big, it's a little hard to stand out and be remembered. I can safely say however that Ori and the Blind Forest is not only going to be remembered but is a shoe-in for my Best Of list at year's end. When I turn around and look back on 2017 and wonder what was any good about it, Ori is going to be there shining bold and bright, one of the best experiences I've had gamewise in a long, long time.

Ori stands on a platform of three concepts, tripod style, and it does all of them to near perfectly.

1: Fantastic music and visuals. I realize "Every frame a painting" is a cliche but they did indeed hand-paint basically everything in this game and it shows. Meanwhile the soundtrack is good enough that it nearly demands I go back and buy it for the same price I paid for the game. I won't even be upset.

2: A demanding platformer experience. Ori is a sort of fusion between a Metroid and a Super Meat Boy, which is a comparison I resisted using until I heard the actual developers make it in the behind the scenes reel. It is difficult and demands knowledge of the controls, plus precise movement and a mastery of every little trick the game gives you. However it's also fair: You can checkpoint almost any time you're sitting on flat ground, and the game autosaves at the very start of particularly tricky sequences. I died something like 384 times by the end -- I said "something like" because I don't think that tally saved the massive number of deaths I had during the ending chase sequence.

3: Making me cry like a punched infant. For most games, I cry maybe once or twice if it's particularly emotional. I'm an emotional sissy, I have no qualms about crying if a game does something impactful.

With Ori I was crying basically every single cutscene and also during certain soundtrack moments. This was an emotionally-cathartic wringer of a game for me. I feel drained but oddly refreshed.

I needed a game like Ori and the Blind Forest in my life. The baseline impression for me nowadays is that Video Games Are Good, but a game like this shows what a truly EXCEPTIONAL game can be. There's going to be a sequel and I am already lined up to get punched in the feelings some more. Please, come join me.
xyzzysqrl: A moogle sqrlhead! (Default)
Got this for... free? I think? A Playstation Plus giveaway of some time past. Finally tried it out. Looked okay enough: Young hip triangle-bearded parkour-man gets turned into graffiti by an evil billboard (okay) and ends up in the "Sideway", a graffiti dimension where you move along flat surfaces.

Unfortunately the controls are just... gummy. Any game where I push the jump button and have time to glance down in confusion to make sure I did hit the jump button before my dude is in the air? That's not a good platformer.

Apparently this is four hours long or something but I just don't want it on my plate. Platforming is a genre where your basic skill is JUMPING how do you get jumping WRONG. I can only foresee frustration coming from this. Better to write it off fast.
xyzzysqrl: (WWSD?)
A brief overview: Life is Strange is about a photographic wunderkind by the name of Max Caulfield. She discovers the amazing ability to jump back in time, and in just about the same moment sees her former best friend Chloe Price shot and killed by a high-strung rich kid in the ladies room. With a quick hop back in time she saves Chloe's life... and visions show her that in just four days, a tornado of unheard-of size will destroy the town they live in.

The two of them set out to unravel some mysterious goings-on, while talking like they just rolled in from a For Better or For Worse strip.

So there's your summary.

It might be my mistake. It might have been the game's mistake. But there was a heavily flawed assumption somewhere along the chain. I'm going to see if I can trace back to it.
This will involve MASSIVE GAME-RUINING SPOILERS. I am completely serious.
Spoilerspoilerspoiler. )
...and that's why I shouldn't be allowed to have superpowers, to be honest.
xyzzysqrl: (Bubbles)
Well, all of the major companies have broadcast their E3 shows and I livetweeted all of them relentlessly. I wanted to note down the stuff I thought was cool and bad and whatnot though.

We kicked off with Electronic Arts.

EA )

Happily, the Xbox show was more engaging. I think Microsoft turned in one of the strongest showings of the entire run.

XBOX )

Once Microsoft got off stage, it was time for Bethesda.

Bethesda )

Devolver Digital did a weird surreal Adult Swim/Tim and Eric nonshow. Let's skip them. I slept.

After that, though it was time for the PC Gaming Show, aka the CURE FOR INSOMNIA. There was like... nothing much at this show I cared about. Less than EA. There was Battletech, which is cool. There was some shots of lizardmen riding dinosaurs which was hot. But this show was DEAD, and their idea of a good time was showing off a LEVEL EDITOR. At one point the host smiled out into the audience and conversationally said "So this is what it feels like when a career dies." and... yup, dude, sorry. You got a raw-ass deal.

On to Ubisoft!

Ubisoft )

Next there was Sony.

Sony )

FINALLY there was Nintendo. And Nintendo... were Nintendo.

how Nintendo was it? )

IN CONCLUSION:

It's an AMAZING time to own a PC.
It's an AMAZING time to be a fan of Mario or Metroid.
...
That's about it. See y'all next year!
xyzzysqrl: (Sqrl-Bit.)
At the start of this game it openly invites you to grab a snack and a drink, settle in, and just chill. Relax. Enjoy the large amounts of text and the experience of choosing drinks for hackers, androids, talking corgis and camgirls in a cyberdystopia.

So I did that. And I got the ending where you run outta money and can't pay the rent. In fact at one point I was sitting there, rent due tomorrow, $2000 short... so I loaded up the heroine's PC98 and played a masochistic bullet hell shooter for a couple hours to take my mind off what a shitsack universe she lived in. Man, even my escapism needs escapism nowadays.

That's not to say this is a bad game. It's great. I love the writing, I love interacting with people by giving them drinks. I love the soundtrack deeply. Did I mention the writing? This game is primarily about reading the textbox and that doesn't hold up if it's BAD text. I feel emotionally invested. I cried a little. I made a deep and enduring friendship out of an ex-cop, an idol singer, and a tiny android who loves getting plowed like a farmer's field.

I played Truth or Dare with a shiba-inu and that was worth the price of admission alone.

Just, y'know. If I want a good end, I'm gonna have to replay this (and they give you a fast-forward button so okay) and keep my funds topped up so I can make the giant-ass rent payment at the end of the game.

Free advice: "Being Distracted" just means you don't get a reminder of what the customer wants/suggestions on what else to give them. Keep a notepad handy and you can save some money. At the end of the game you're gonna want like $10,000 to make rent. I think it's possible on a first run if you're careful and don't, y'know, buy a PC98 and a masochistic bullet hell shooter.

Other Free Advice: 'Hidden' under the plus sign on the title screen are two miniscenarios that take place before the start of the game. They do not include a tutorial. Start the game, play through the tutorial, save and quit when you get a chance, and play those two scenarios before you REALLY start the game.

Also now I have to buy 2064: Read Only Memories which takes place in the same universe-setting as this one. So... this game sold me a second, different game.

Damnit. This backlog is not getting any smaller.

A more coherent, less babbling writeup is available at the blog of [profile] renagadefolkhero.

[EDIT]: Went back the next day and got the Good End and the various Character Ends. Basically adds a long string of epilogues and epilogues-to-the-epilogues. Made a lot of people's lives better. Still some mysteries... but those feel good. It's cyberpunk. You're not supposed to solve it all out.

Strong recommend on this one if you like LOTS OF TEXT and don't mind playing a game twice with a guide at your side.
xyzzysqrl: A moogle sqrlhead! (Default)
This is not for me to spoil.

If you're wondering if it's worth your time: Yes, absolutely.
If you're wondering if you can 100% it... there's the ability to load your game once the credits roll. I looked at three guides and I have no idea how to manage some of this stuff. I wouldn't bet on it. I don't know if I'm even going to try.

It stays installed, just in case. High praise.
xyzzysqrl: A moogle sqrlhead! (Default)
Late in Shadow Warrior, main character Lo Wang has just said something casually insensitive. He stops for a moment and gathers himself. "Sorry." he offers. "Reflex. I used to be an asshole."

Which is true. Lo Wang spends most of the game being a sword-waving guns-blazing asshole both inside his mind and out of it. Rich enough for fancy cars, with a secret cave where he keeps his bodysuit and his comic book collection, he's a smug pile of crap who accidentally stumbles into a supernatural something way bigger than himself.

It'd be interesting for someone smarter than me to compare this nerdy loud-mouthed Lo Wang to the elderly version from the original. The way game developers perceive "a cool character" has changed a lot since the early nineties. The original Shadow Warrior's Lo Wang had a wisecrack for every situation too, but he was played largely straight in a way this Lo Wang isn't. This Lo Wang can fuck up a catchphrase and berate himself for it, he's eager to believe anything that sounds cool, he's ... well, imperfect. An asshole.

I liked him. I liked this game, a bittersweet plot revolving around the shadow realm invading Earth with only Lo Wang and his demon partner Hoji to stop it. This naturally involves a ton of bullets, explosions everywhere, and more gory 'chunky salsa' than your local supermarket has shelf space for. I have no idea how they're going to continue this plotline in Shadow Warrior 2. Maybe I'll grab it in the Steam Summer Sale.

Anyway... Yeah, I liked it. I need an unabashedly cheeseball first-person shooter now and again. Clears debris out of the mind.
xyzzysqrl: (Sqrl Barbarian)
For the last while, we've had two CDs in our car, both by a metal band called Gloryhammer who have a really impressive and goofy and impressively goofy mythos built up around the band and in the songs. Since we've listened to them on loop for hours at this point, we often discuss said mythos. As such, this post will be intelligible to like five people I know.

In the car this most recent outing, we discussed the end of "Rise of the Chaos Wizards", the great Apocalypse of 1992.

SQRL: "I can't help but feel like this is the big shift after you've bought the expansion pack. Like you've played a campaign and a half as the Forces of Fife and now it's time to pick up Zargothrax's Army of Chaos and just lay waste to all those NPCs you were just playing as."

WOOF: "I see it more like... you had this RPG campaign with the heroes, and you did an RTS game with the big epic battle clash... and then Zargothrax is like a Wizard from Diablo 3, he's just flying around doing damage in the billions and waiting for his portal to open."

SQRL: "All the balance of a Peter Molyneux game. 'Do you ever have to STOP casting fireball?' 'No.' 'I mean like to recharge mana or...' 'No.'"

WOOF: "And then the Hootsman..."

SQRL: "Like a platformer level to get there in time."

WOOF: "All 8-bit, he's just like a big square with wolf-armor ears poking up."

SQRL: "Of course Angus McFife the 13th power-leveled fighting goblins on the Moon and he has all this twinked equipment from his previous character. Including a dragon that AT SOME POINT gained the ability to turn into a spaceship I guess."

WOOF: "In my headcanon..."

SQRL: "Oh boy."

WOOF: "...it could ALWAYS turn into a spaceship because it was always this giant robotic dragon with like... metal scales and claws, and all. It's just that in the old days they didn't really... notice, y'know? It was magic..."

SQRL: "I love this. So the scroll Angus reads in 'Magic Dragon' to bind the dragon, you translate it and it's just "I ACCEPT THE TERMS AND CONDITIONS OF THE LICENSE AGREEMENT" and the dragon's like beep boop software registered to McFife, Angus."

WOOF: "Yeah like that."

*silence*

WOOF: "Anyway now you have me thinking of the bonus level which is Zargothrax being chased by this hammer-wielding lunatic who just won't leave him alone."

Gloryhammer are great by the way. Check them out sometime.

(And if y'all have any suggestions for OTHER bands with a Strong Metaplot, let me know.)
xyzzysqrl: A moogle sqrlhead! (Default)
Dream of last night: Wonderland themed. Was walking in a circle around a huge table, trying to have tea with a number of other girls. There was a hole in the bottom of every teacup, and we had to keep circling the table, so it would drain out between stops. We'd been promised... uh, something? ...at the next course. Possibly jam. But we couldn't get there because nobody was able to actually drink the tea.

The solution I came up with was to stop and pour for the girl behind me, and they would put their thumb in the hole and drink while on the move and then stop and pour for the girl behind THEM, etc. Plenty of milk/cream was used because otherwise it would've burned.

I think this eventually rippled around enough that everyone had some tea and then I woke up. Presumably it's jam tomorrow.
xyzzysqrl: A moogle sqrlhead! (Default)
Well this sure wasn't what I was expecting. Presented with a game made in RPGMaker, tagged "RPG" by presumably well-meaning folk... I instead get basically a heavily-linear character-driven adventure game. Not just an adventure game, but a functional point-and-click interface'd adventure game.

I didn't even know you COULD build a goddamn point-and-click adventure game in RPGMaker. How do you even DO that? There are some occasional pathing issues as your character tries to walk where you clicked and it's WAY too easy to accidentally get people into a loop of telling you about themselves because you keep clicking one time too many and selecting a dialogue option over and over... but the magic of the talking dog is not what it says, but that it speaks at all.

So. Space Pilgrim is a four-episode game about Gail Pilgrim, SPACE ADVENTURER... well, she'd kinda like to be. Instead she runs a service ferrying cargo and people back and forth between planets. Still, there's an oppressive government with jackbooted thugs, there's a secret android project, and there's a lot of trouble for Gail to fall into.

I feel like... hrm, how do I put this... the game was better at storytelling than it was at having a plot. The plot itself is fairly straightforward, cliche, and a bit whatever, but the character writing amused me enough that I was willing to forgive the characters occasionally dipping into Sociopathic Adventure Game Character Mode.

If I have a complaint here it's that Episode 3 is the longest and most difficult largely because it consists of sprinting around a city tripping event flags and solving puzzles in a much, much larger area than the other three episodes. Also, there's not a lot of point to playing just one episode. Really there's not much point to selling them piecemeal.

Unfortunately, while I don't have any complaints, man the rest of the Steam population does. From "THIS ISN'T AN RPG, I DEMAND A REFUND" to "This was made in RPGMAKER! LOLOLOL THAT'S HILARIOUS you can't charge money for games made in RPGmaker you frauds, RPG Maker games aren't REAL games", I saw next-to-nobody happy on my glance into the forums. Sometimes I really think we should just strip the ability to comment on things out of services like Steam.

Well. I liked it and was impressed with it, so that's what I'm putting down here. Maybe that'll matter to somebody.
xyzzysqrl: A moogle sqrlhead! (Default)
For a while there I was like "Hey does anyone remember that one game where you're an alien kid and in the end you fall into a snake and get eaten?"

And nobody did. But then I found this in the 3D Realms/Apogee collection and oh hey it's that game! The first episode of this was shareware back in the day and I never had the full version. Damn good thing, too.

There's a lot that's positive to say about Cosmo's. The graphics were at the time incredible, particularly given the 16-color limitations. The music is by Doom composer Bobby Prince. Cosmo himself is a cute fellow with a lot of personality. As mentioned, the first episode is pretty okay.

... that's about it for the positive things. I do not want to be That Gamer, but the framerate of this is atrocious (and I KNOW it was designed in 1992, for the 386, trust me it didn't play much better THEN, I was THERE) and that kinda holds the game down. Jumping, which is the major thing you really want to be doing in a platformer, never quite feels precise or accurate. Neither does air control. Your only defense aside from jumping on things is bombs, which have a delay and are only useful on the ground. Also the programmers know your weaknesses and plan around them when designing levels.

Also the tone of the game briefly shifts WILDLY as you go from Cute Cosmo Adventures to being eaten by a snake at the end of episode 1 and having to platform through its stomach. I feel like "The cute platformer started showing me artwork of photorealstic internal organs" is step 3 on a checklist that leads to this journal being a final log of my death at the hands of a haunted video game. (If I mysteriously drown, burn my apartment building and everything in it.)

Let me put it like this: I beat Episode 1 pretty easily. Around a third of the way into episode 2 I gave up and turned on God Mode to see what the rest of the episode was like.

Episode 3 was consistantly killing my ass WITH GOD MODE ON, because God Mode does not protect you from plunging off-screen to your death.

So how do I score this? Technically each "Episode" is a standalone game file with a launcher that runs ep 1, 2, or 3. Technically I finished episode 1. But that would make this a 1 win, 2 loss split unless I count winning ep 2 with God Mode as a victory, which I am loathe to do.

I'd rather just write the entire thing off as a single unit and move on with my life. At least now I know what game this is.

[EDIT] David N. offers a second opinion except his is also that this is unfun.
xyzzysqrl: A moogle sqrlhead! (Default)
Yeah, the N64 game, kinda. It's on Steam now and I was feeling like doing a first person shooter, so I went ahead and installed this one. It's interesting how a port can affect the feel of a game. Instead of nearly-blind and in stuttery slow motion, Turok has become the Native American god of Pointing At Things From A Great Distance Away. None of the enemy AI really seemed to know how to react to being pistol-sniped from somewhere in the Everglades, so that made the first bit of the game much easier.

Then it got mean. Turok's level design is INSANE, giant massive tangled mazes designed by evil architect Ivo Shandor to bring about the coming of Gozer. Levels started taking me like three or four hours each. I mean, sure I suck. That's part of it. They were HUGE though. Oddly, the lives system didn't matter as much, but I was being pretty aggressive about playing through as thoroughly as possible because I know I will almost certainly never replay it.

Lots of human and ... robot?? Cyborg?? enemies for a game called Dinosaur Hunter. I assume there's a backstory to it but I honestly don't really care.

Sqrl: "...but it's not like, y'know, when you shoot them and blood goes pssssh they're actually DEAD. They just fall over and PRETEND."
Woof: "Uh. How do you reach that conclusion?"
Sqrl: "Because no matter how many times you shoot explosives at the 'corpse', they always fly way up in the air and scream. If they died, they'd stop screaming. So they're faking it."
Woof: "...spoken with the deeply alarming tone of much experience."

Anyway Turok was good. Since I played the latter half of the game offline, it didn't trigger any of the achievements on Steam. But I did totally win this one.
xyzzysqrl: A moogle sqrlhead! (Default)
Princess Remedy is a Princess from Saturn, who wields great healing powers. She gets dispatched down to Hurtland, a sad and depressed place where the people are suffering. Over the course of about an hour she runs around solving their problems by shooting the manifestations of their pain with her Healing. Eventually she works her way up to the Prince, who is suffering from basically everything and has an absolutely breathtakingly ridiculous boss fight I don't want to spoil.

She then gains the ability to marry any of the 64 NPCs or two inanimate objects in the game, each of whom has a unique line in the ending. I first chose to marry my mother, and finally settled on marrying Moonbunny, who is a bunny from the moon.

As you can see, the graphics are VERY ZX Spectrum (although they didn't go so far as to animate attribute clash or anything) but it really worked for the simple straightforward style they were presenting.

Like I said, this took about an hour and part of that was hunting for the last chest, as I was at 79/80. There's a few little extras (the Jealous Chest, for example, who can give you 101% completion if you don't open any other chests before you reach him) but for the most part this is done and over.

I bought the sequel pretty much instantly. It was like $3 and I would've paid that for this. So it's really like getting two games for $1.50 each.
xyzzysqrl: A moogle sqrlhead! (Default)
1/4th puzzle game, 1/4th abandoned factory exploration simulator, and 9/4th GLITCHWAVE AESTHETIC, this is basically a game about wandering some deserted buildings, finding cool VR tapes and watching them. And then you rub them against a magnet to screw with them and watch them again. The music gets choppy and the visuals become all cool and glitchy. I loved this effect.

So I mean, I was satisfied. I'm happy to watch freaked-out neo-retro whatevers all dang day long.

But...

A: The controls are kinda wonky. It does this sort of diorama thing where the screen tilts to follow where you're moving the mouse. That's a little disorienting, but okay. And then you're expected to click-drag to rotate certain areas, except they would often rotate the OPPOSITE direction from the way I click-dragged and... I don't know. I didn't feel like I had good control over things.

B: You also click-drag to turn wheels. THIS IS TERRIBLE. Remember the thing where I couldn't tell which way a thing would go? I could always tell which way a wheel would go, as long as I was moving the mouse in a perfectly straight line left-to-right or right-to-left. But I kept trying to SPIN the wheels, like every other game of this type has conditioned me to, and AAAAUGH.

C: Game highlights interactable objects but the secret ending is gated behind interacting with things that aren't highlighted. (Always the same kind of thing. And they have a distinctive visual quirk. But still... it's a good thing I'm damn inquisitive.)

D: Finding collectables will yank you instantly out of whatever tape you're in. Sometimes I just wanted to relax and enjoy the experience, so I would go in, find a collectable, get yanked out, open the inventory, go BACK in, and sit. It was bothersome.

E: Plot was kind of a handwave. It was there. It was bleak. It ends with a kind of narrative coughsneeze. You're here for the visuals anyway.

F: A couple times where I was like "aaaa I cannot figure out this fricking puzzle wait oh this isn't a puzzle it's just aesthetic".

So there's no... like, major crippling issues, just a lot of irritations. It was a small game. I had a good time. But I notice these things.



Spoilerspace please.
I discuss the ending a little. )
xyzzysqrl: A moogle sqrlhead! (Default)
After finishing up Deception Island, the BF and I went out for a nice breakfast. Over my salsa-topped scrambled egg and corn muffin, we discussed future plans.

SQRL: "So maybe I'll pick up another game in a month or so just to defy expectations. Y'know, there's several of these I don't yet have. There's at least one I have to play before a second one because of reoccurring villains, and did you know there's a DS Hardy Boys game? I just discovered that today."

(I love this, by the way.
European cover: HERE
American cover: HERE
Spot the difference?)

WOOF: "You are pretty set for Nancy Drew then."
SQRL: "Well sure. I mean, if I needed to I could Let's Read one of the books, or cover an episode of the 70s TV series where Ned looks like a visibly slumming Bill Gates. But I am pretty set. If not for my screenshot habit I could just make a game up out of whole cloth and nobody would notice I bet."
WOOF: "You should. Like, claim for an entire playthrough that Nancy has to keep checking her increasingly improbable Tamagotchi clone or it dies and you have to start over."
SQRL: "Ahaha. Maybe for April Fool's."
WOOF: "Or you could Totally Spies it. Nancy, Bess and George get hypnotized and discover a shrink ray and get eaten by a housepet--"
SQRL, rapidly: "Okay A: NO. No no no no no. B: Weird science shit was Tom Swift, not Nancy Drew. C: That is a LEGITIMATE FANDOM GATEWAY that I want to avoid, because I have seen too many people start writing ironic fetish fanfic like ha ha look at this can you imagine and then suddenly OH NO IT'S HOT and they're into it and so are a dozen other people, and D: NO NO NO NO NO."
*long silence*
SQRL: "...and E: Shit this is going on the blog."

WOOF: "...well. I assume you're still gonna play the whole series probably, even if you're not writing copious fanfic."
SQRL: "Oh yeah. Once you get locked into a serious adventure game collection the temptation is to push it as far as you possibly can."
WOOF: "Mmh."
xyzzysqrl: A moogle sqrlhead! (Default)
We've strolled the beach, we've scaled the lighthouse, and we've discovered deep dark hidden passages not meant to be tread. Now it's back to the Internet to learn what our mysterious patron desires... but we must take care, for all around are those with plans and schemes beyond knowing...

It really isn't all that ominous. )
In spite of my gibbering disbelief, my dear sassy detectives, we've cracked another case. I want to say it's always a delight going through these games with all of you, and I hope you all enjoyed the show, but the pace of posting these is pretty tiring and I need a bit of a rest.

I'll see you all next time the world calls for Nancy Drew...!
xyzzysqrl: A moogle sqrlhead! (Default)
Last time on Deception Island, where very little deception happens, we learned a plethora of Whale Facts and discovered that the true goal of this game is entertaining an old woman who is mysteriously observing us from afar.

Does that feel meta to you? That feels kinda meta to me.

I feel like the sabotaged boat thing may have been just an adventure hook to get us investigating so we could stumble on the Old Lady Island Puzzle Festival 2003. I'm not 100% sure we're still investigating that. Still, it looks like all roads lead back to Whale World...
A world ... of whales. )
Tomorrow, we'll see if we can wrap this case up or not.
xyzzysqrl: A moogle sqrlhead! (Default)
I can't believe I used up the Yippie Kayak gag already. I could've gotten some real mileage out of that one. Nice writing, past me. Way to go.

To recap the plot so far: Nancy has arrived at DECEPTION ISLAND where curiously little deception is happening. There's a federally protected orca, a broken boat, and a heap of suspects but what we really wanna do is play some whale-themed minigames and row our little boat out into Puget Sound where we will eventually be sucked into the Pacific.

Actually... walking around the whale museum for a while seems like a good idea.

Doesn't that sound delightful? Let's learn some whale facts. )
We've made a good start here. We're being tested by a mad puzzle-loving old woman who's WATCHING US from afar, and we've learned a few things about whales and the island's history. NEXT TIME: We go clamming, win a whale tour, and try to figure out just how to draw a line between the data we've got piling up...
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