xyzzysqrl: A moogle sqrlhead! (Default)
This was pretty good.

It starts off as a side-scrolling arcade space shooter, which has kind of clunky controls and doesn't feel very good to play, but that's okay because you promptly get shot down and your little bubble-headed astronaut dude has to use his teleport gun to solve puzzle screens.

Is there a name for the ... like, C64-style, ZX Spectrum-style, this-game-style, You Have To Win The Game-style, VVVVV-style "single screen platformer that connects to other single screen platformer areas and they all have pithy names at the top of the screen" genre? Because there should be something way the hell shorter than that.

Anyway you bop along finding items and solving puzzles, and then you fight the boss, and he's like "WE'LL SETTLE THIS IN SPACE!" and you go back to space and have to do more godawful space shooter until you win.

But all the parts in the MIDDLE are good, they're just sandwiched in kind of a bland wad of shooter gameplay. I had a fun time with this. Good music, good jumping. Thumbs up. It's like 99 cents, I can't complain.
xyzzysqrl: A moogle sqrlhead! (Default)
Hideo Kojima called Framed 1 his game of the year for... some year, I forget when. Apparently it really did deserve it.

The thing about the Framed games is they're puzzles you solve by moving comic book panels around. Narrative flow is important, but less important than continuity of movement. Every panel carries the movement that was happening right before it, and will flow into whatever's happening right after it, logic occasionally be damned.

This would look SO stupid in print, but works in a game. It has a few moments where I was going "Oh, that's very clever!" and "What kind of nonsense is THAT?" at the same time.

Framed 2 does everything the first game does but even harder. It's worth playing both.
xyzzysqrl: A moogle sqrlhead! (Default)
...wow uh these got bleak.
Okay, kind of. There's still a somewhat lighthearted tone 'til the end, but...

...wow.

As these are parts 3 and 4 in a series, that's all I can say without spoilers. The puzzles are a bit more obtuse, things are a little scaled up, and an entire civilization is at stake.

I wonder if there'll be a Snail Trek: The Next Generation. Or Voyager, maybe. (Deep Shell 9?)
xyzzysqrl: A moogle sqrlhead! (Default)
This game did a 180 kickflip-to-edgelord so fast my head is still spinning. Like... it was rolling along pretty good. You visit a world from the hub, you get a lot of poetry and philosophy, and you maybe bring someone with an interesting viewpoint back to the hub when you come home.

Then the ending hits and -wow man-. Very depressive stuff.

This could be taken as pretentious or artistic, depending on your bent. I'm inclined to say it's strongly artistic but very personal-feeling.
xyzzysqrl: (RUN AWAY)
I say complete, but I've finished two story modes and played a bunch of Vs PC and the gatcha campaign mode. Still, I did finish story modes, I did get a credits roll.

First off: Killer Instinct in the 90s, in the arcades or on your N64: I hated it. Young Sqrl, blessed be those bad opinions, thought it was like Nintendo totally missing the point of Mortal Kombat and making a game where you just hammer buttons as fast as you can.

After playing this update... yeah the character designs are sorta edgy, yeah the game CAN come down to "mash as fast and hard as you can" if you have assists turned on...

...but you actually can play it like a real fighter. Or you can embrace the 90s, crank the (amazing, mostly Mick Gordon) soundtrack way up and just MASH IT OUT YEAAAAAHHHHHHHH ULTRAAAA COMBOOOOOOOOOOOOO

There's a lot to KI2013 now that it's "done". There's a weird gatcha-style campaign mode where you earn currency for buffs and try to stop an extradimensional gargoyle from conquering the world. There's two different story modes, there's a "create a shadow character" mode, there's obviously online multiplayer but who cares, and it's all wrapped up in a pretty strong package.

Fighting games are good actually, I guess.
xyzzysqrl: A moogle sqrlhead! (Default)
Meanders is one of those shiny little jumping puzzle games, along the lines of Refunct which I played before. The difference is that while Refunct took about an hour, Meanders took several and actually put up a fight AND I didn't even successfully 100% it because it's too big.

In Meanders you grab a neon-colored ball and hop through levels made up of simple platforms rising out of an endless ocean. Bouncing the ball off various items either collects them or opens up new sections of the level for you to jump to. There's about 40 levels, several of which are optional on a playthrough. (There's route forks.)

Meanders starts off really relaxing, but eventually gets -pretty darn hard- in a 3D platforming sort of way, particularly if you try to collect all of the balloons and bubbles. There're also unlockable "Dry Souls" (you die if you touch water) and "One Shot, One Hit" (any ball you throw MUST pop a bubble, hit a balloon or trigger a crystal or you lose) modes and while I was amused by the toggles for those in the menu at first...

If I were trying to PLAY like that, this game would be a recipe for a salt-crusted rage-quit roast. As it is, it's fun but don't stress out too hard over what you're missing.

Still, it was fun and cheap and there's a menu toggle to turn on Dragons. Any game is better when you can open the menu and add extra dragons to it.
xyzzysqrl: (Sqrl-Bit.)
So these were more ambitious but also had some interesting issues.

Paradox Lost is a metroidvania sort of game, big on exploring somewhat boxy maps. The gimmick is that your gun can warp you to the past, present, or future if you bounce a shot off a crystal and back into the gun. This in practice means you have to navigate between three maps that sort of resemble each other, and while this was a huge pain in the ass at the start of the game it eased back a little as the game progressed.

My biggest problem is that 100%ing does nothing. My second biggest problem is that the button bound to "view map" in Assassin's Creed Origins was here bound to "kill yourself", so I would suddenly drop dead because I got the urge to look at where I was. Oops.

These are slightly ironic issues, given the next game:

End of Line is a block-pushing, vaguely Lolo-esqe puzzler where your goal is for your little Mega Man style robot to die without being brought back by a repair device. In practice this means "smash all the devices" is high on your priority list, meaning "get to them first" is the basis of the puzzle screens.

Unfortunately, there are optional objectives, and it's very easy to miss one. The only thing you can do about that is to play the game over from the beginning again, or watch the 'good' ending on Youtube. I did the second one.
xyzzysqrl: A moogle sqrlhead! (Default)
Two more games from this retro collection.

GAIA-ttack only twigged with me when I realized it was supposed to be a four-player multiplayer PvE Smash clone. Your small elemental sprite (in single player you control a different one each world, I don't know how it works in MP) appears at the bottom of an arena and enemies will stream in. You knock the hell out of those enemies with a simple moveset and you climb up as the screen scrolls vertically. Eventually you'll reach a boss, which you defeat.

It was cute and I liked the sprite designs but not hugely engaging. Air-juggling bosses was fun though.

Wub Wub Wescue however was a stone-cold butthole of a game that I oscillated rapidly between loving and hating. It's a very early 1980s-style single-screen puzzle-platformer, along the lines of something like Donkey Kong Jr. or the like. Your pug wants to rescue its owner from the clutches of evil jungle people. To do this, you navigate five acts of something like six screens each.

Your pug can awoo songs from record players scattered around the jungle, each of which negates or alters one hazard: One song puts deadly snakes to sleep, one song makes bats carry you instead of kill you, one slows time to make the timing window on vanishing platforms infuriating instead of impossible, etc.

By the later levels, with tons of hazards salted around the screen and a single sane path between them, I would glare and huff and then stop and check the timing on something and I can do it faster, better, right there if I just ... no that's another death because of the STUPID ARROWS that was my fault try again...

It was tightly designed, infurating, and I never want to play it again but that doesn't make it bad. That was the exact experience it was trying for, I suspect.

But I still never want to play it again.

This seems to be becoming a series. There's three games left I haven't played, let's see if I decide to beat one of those next, or what.
xyzzysqrl: A moogle sqrlhead! (Default)
Retro Game Crunch is a package of seven retro-y NES-y-flavored video games bundled into a single launcher sold on Steam. At first I was going to consider the entire seven-game package as one game and only post about it once, but the two I've tried easily crossed the Manos Threshold(*) and were suitably playable games in their own right, so I figured I'd split them out to pad my game count for the year give them their appropriate due.

Of the two games I finished, Brains & Hearts is absolutely the lesser. A combative card game between Einstein and a robot in which you compete to make ascending or descending runs of numbers using at least one of your opponent's placed cards. It took me a while to work out how to win it, and I still don't think I could do it reliably, but I did declare victory once so yay for me.

The other game, Super Clew Land, is an exploration-style platformer with some ideas that feel a little underbaked but a good challenge all around. You begin as a sort of gel mass and eating lets you evolve your body (in a fixed way, no EVO shenanigans here) until you're at Peak Gelsquoosh Power. Then you flap around collecting things, fight a final boss, and win.

Eventually. That final boss is a toothsome heap of spikes and purple that slaughtered my goo-poo a few dozen times before I nailed him by dint of him just not using the moves that killed me so often. Took a little over an hour, so it was a well-invested bit of time.

I'll probably return to Retro Game Crunch a few more times. The games in here are good and fun.

* The Manos Threshold, strongly implied but not explicitly defined by a cute reader/blogger Celine, is the point in a game blogger's play when they reflect upon a topic, realize "I've written more about less than this, so I might as well..." and resign themselves to knocking out a couple paragraphs.
xyzzysqrl: A moogle sqrlhead! (Default)
I've been playing the Assassin's Creed series since the beginning and I genuinely feel it's one of the best-made AAA-title series on the market. Not to say that it's a flawless series (the modern-day metaplot is now a wheel-spinning afterthought, some of the individual episodes are redundant) but I almost always really enjoy my time with them.

Assassin's Creed Origins is ... not like the rest of the series. The result of a year or so off for everyone involved, it ditches most of the stealth and assassinations in favor of straight-up being an open-world RPG with loot, lots of map icons to boop, and a very free and open zone structure. It was... jarring, at first. That said, stealth was still usually an option so I did okay with it.

I've got the DLC for this but haven't even started it yet. The two DLC I'll probably treat as their own game, because past experience has shown me they'll be about the size of a full game put together.

As ever I now want to buy the next game as soon as it comes out.
xyzzysqrl: A moogle sqrlhead! (Default)
There is a split between what this game Is and what this game is About.

What this game Is, is a walking simulator in a very literal sense. Your character, transformed by a talking wolf into a ragged skeleton hobo (please just go with this), spends his days walking the hills and plains and streets of the United States of America. You can hitchhike or whistle to move faster.

Scattered all over the country are your resources: Stories and People. You collect the stories in the form of mini text-adventure vignettes which are limitedly interactive. Often you can affect the tone of these via choices, shifting a horror story into a comedy by noticing some detail, or vice versa. Once you have the Stories, you take them to the People. "Tell me a hopeful one." they say, and you dig through your notes to try to remember which tale has an uplifting ending.

If you use the stories enough, they grow in the telling to become stronger. Hit the people with enough Strong Stories and they'll open up to you, showing their true selves. You win by making all the people open up to you with their full tales.

So that's what the game Is.
What the game is About is America. Not our actual America right now, but an America that's timeless and eternal. Where events from the 1880s co-exist with the hippies of the 1970s and everything between, and where you can walk the cities and towns and find every wonderful, horrible, tragic and beautiful thing the people of this country can do and have done to, with, and because of each other.

Every story you collect has some roots, and you can watch them grow and become twisted and strange and unfamiliar in the telling. Every person you meet has a kernel of truth at their center, and you can follow their joys and their losses. Also there's a fricking ton of ghost stories, but if you read some old folklore you will realize that America has always been haunted as fuck, so that doesn't really scan as unauthentic to me.

The amount you enjoy this game, thus, is equal to the amount you can stand to sit and play an experimental text-heavy game that sometimes feels like infotainment but often just stares directly at what America does to people and has always done to them. Sometimes it's uplifting. Sometimes it's crushing. Sometimes it's just how life works out there.

Also the frame rate gets really choppy sometimes when you're walking around. That's sort of irritating.

[EDIT]: Also, if you're the anal-about-achievements type, please note that this game has an unobtainable achievement. One of the achievements is for finding the ACTUAL place, in-game, where the water tastes like wine and people have no problems and life is good and sweet all the time.

I suspect the intent of that achievement is the slow dawning realization that that place doesn't actually exist.

I have chosen to read it as that place instead being in Canada or Mexico, where you're not allowed to walk because of map boundaries.
xyzzysqrl: (Bubbles)
Okay so this... I mean, this is a GOOD game, and I can't even amend "for a rhythm game" to that. If you want to collect little blips and tap the button on specific beats, if you want to swim along collecting things, if you want to occasionally swim uphill against the difficulty curve, this is pretty strong.

It's not just that this is a good game though. It's a good controllable action cartoon, too. What you're here for is the soundtrack, which is astounding. Every level has music to itself, every music track piles atop the last in a kind of mountain of Fantastic Music that acts like a ladder which you climb to get MORE fantastic music.

(I know he's a day old but if Sonata doesn't show up in a particular end of year award field, I am deceased.)

I have the feeling doing all the "challenges" in this game would be extremely difficult and perhaps even tedious, so it's a good thing I don't do those. Tadpole Treble is a miracle because it Really Genuinely Works on just about every level it's trying for.

That said, the instant kills are a little, uh.... FREQUENT towards the end there.

Sword seemed to have most of the same opinions as me. That's not a surprise, I bought it after reading that writeup.
xyzzysqrl: A moogle sqrlhead! (Moogle)
The various games that come out of Aether Interactive have a couple of common threads. They like to explore digital personhood and what it means to exist in a nostalgic space long after it goes defunct. They like to pretend to be a thing, a BBS or an old Mac or a strange OS. They offer dense wads of philosophy side by side with heavy fictional worldbuilding and further worldbuilding INSIDE that worldbuilding, so you may find yourself reading the history of a fictional TV show and then dip further into reading fanfiction of the episodes of that TV show.

In my opinion, they also all have very loose inconclusive endings, but I find I don't care so much.

So this came with the month's Humble Bundle offerings, and because it offered me dense texty wads of chewy future-fiction I dove into it first. It was... strong? Good. I love anything that gives me a mixed media feel, from websites to PDFs to mocked-up chat programs to a nice little MP3 player going in the background.

Storywise... you're playing as yourself playing as an agent seeking to hunt down the leader of a synthetic modification movement. Artificial humans are installing serial ports to modify themselves away from humanity and link in a more machinelike way. Naturally this must be stopped because it's unnatural.

I think it won't surprise anyone to know that I was firmly on the synth side here.

So it turned into a strong tangle of metafiction with -- surprise -- a loose inconclusive ending. I'm glad I played it anyway. I would normally drop to spoilerspace but I don't know HOW I would even discuss this, even when it's spoilerspaced. Uh... welp.

The music was good too.
xyzzysqrl: A moogle sqrlhead! (Default)
Complete as in "I saw credits" and god that was a fricking STRUGGLE right there. There is so much GAME here. I played the original version back in 2015 and commented that seeing the credits felt like 20% of the game.

Well, now it's maybe 10%.

I never went back to HW vanilla, but I really plan to keep playing Definitive. The addition of things like character-swapping and MORE CHARACTERS and more costumes and more more of more feels good. It's a firehose and I love firehoses of content.

Lana is still great, too. I adore her.
xyzzysqrl: A moogle sqrlhead! (Default)
Well this is the most fucking esoteric thing I'm gonna play this year, I bet.

So over on Celine's blog, she suddenly pulled out a suite of ZZT games from 2003 that were part of a contest that was never formally judged. ... SURE WHY NOT, LET'S BE JUDGES ON THE INTERNET IN 2003.

I haven't played a ZZT game in over a decade so this oughta be fun. I don't even know what the community standards are.

OUTSIDER LOOSE IN THE VOTING BOOTH Y'ALL.

So my scale is like... 1/10 would be "you actually fell asleep on the keyboard and submitted an empty project file titled "AFGNDERP.ZZT" and 10/10 would be "This is almost like an actual game with the quality my teenage self remembers and you did it in a single day you badass."

Let's get judgmental.

Here goes. )

I have no idea how I submit these scores. Presumably I just wait until someone comes by and checks my card. ... uh, Celine?

...anybody?

...well I'm gonna play some Code Red while I wait.
xyzzysqrl: (Bubbles)
This is primarily a game (well, series of games) of style over substance, and how much the style charms you will mitigate how much the substance frustrates you. The style really is quite charming, a silly little cartoon-y journey through gorgeous alien-esqe landscapes.

The substance really is quite frustrating, as the puzzle design is Flash-game mid-2000s "click on all the things and hope you can intuit the author's train of thought via your latent powers of puzzlemancy". Whether you connect with it or run screaming for a walkthrough relies entirely on whether you can identify all the hotspots on the screen and/or what the timing for them ought to be.

My limit was hit on the very last puzzle of Samorost 2, which is a puzzle tied to animation that demands you walk up a very large hill and re-collect enough resources to do the puzzle a second (third fourth fifth) time once you've failed your one shot at it.

I don't like that design.
It sucks.

Very stylish though.
xyzzysqrl: A moogle sqrlhead! (Default)
Okay this is...

This is a Flash/HTML5 game that's still in active development and I beat it with two classes out of three. (Thieves are hard.) So it's really dumb to put it up here, BUT given that both of the games I'm playing right now are like SUPER LONG...

Anyway uh. This is an in-progress roguelike where you wander around a small dungeon fighting things with your dice and your inventory. Your inventory is all stuff like "does damage based on the number of the dice" or "must use an odd-numbered dice, will poison the enemy for that number" or whatever.

Each class has a gimmick: The warrior leans hard on attack/defense items and little else, the thief is maybe the most "Technical" in that they can gather a billion fiddly little dinguses that let them add or subtract dice dots and convert damage to poison over time or whatever, and the inventor is a big ol' pain in the ass that HAS to convert an inventory item into a gadget at the end of every fight, so it's like a war of attrition between you and your inventory. Can you finish the dungeon before you get inspired by bullshit and convert your only weapon into a fucking paperweight?

I didn't enjoy the inventor much.

This is a pretty good game and it's getting better as more versions come out. I probably won't mention it again, but I really wanted to talk about it a little and point people over at the website while it's being worked on.

Next update adds a Mage class, so that should be neat.
xyzzysqrl: (Play with me.)
After spending a bunch of time with a AAA Sega game I figured I'd get back to my roots and play a slightly cheeseball FMV point and click adventure.

Because honestly that's something I WANT out of gaming. And Contradiction delivered... most of what I wanted. Detective Inspector Jenks, a man who does enough acting with his eyebrows to overwhelm four equally-sized actors of lesser value, has a time limit of one day to determine if a suicide was REALLY a suicide or perhaps ... MURDER??? and so he sets about terrorizing a small town with relentless Columbo-esqe questioning.

The mystery ... is not satisfactorily wrapped up, really. Or should I say, you spend most of your time investigating one thing and suddenly another element pops up and that's what solves the case, and then Jenks goes "Wow that other shit was WILD huh, what about that stuff? I guess we'll have to check it out some other time!" and the game hits you up for crowdfunding to make a second one.

I make it sound like a letdown, but I wasn't let down. They very clearly TRIED with this one but ran out of funds a mile from the marathon finish, so they quickly reclassified the race as a sprint and jogged over the new finish line. If there's ever a sequel, I hope they can get everybody back.
xyzzysqrl: (Message for you!)
After 76 hours (and one continue, curse you QTEs) I can put this one to bed. Yakuza 5 is BRAIN-EVAPORATINGLY huge as a game, with sections I never touched. Accordingly, I got about a 33% completion rate.

The Yakuza series continues to fascinate me, though. Stacks of plot upon plot upon plot, as people emerge from the shadows holding guns and IT'S YOU!! and then they get shot by other people who emerge from the shadows holding guns, and everyone grabs their left shoulder and tears their clothing off in a single mass so they can fist-fight shirtless.

This one had Haruka, adopted daughter of the long-suffering Kiryu Kazama, as a playable character who fought with dance battles. This was easily my absolute favorite thing in the entire game and I spent way too long building her up as an idol starlette. Kinda figures really.

Aside from that... just SO MUCH GAME in this, man. Hours and hours and hours...

One day I have to go back and replay the series from 0 to 6, except I feel like that may take the entire rest of my life to do, particularly if I want to 100% it.

Which ... I DUNNO. 76 hours feels like enough of a game to me.
xyzzysqrl: (Challenger)
Catching up with the hottest hits of 2001, I am.

Ico's a game about a kid with horns stuck in a castle with a very passive girl and all of the lighting effects a first-party Sony design team could program. He jumps, runs, explores and drags the girl along behind him with one hand while fighting off monster shadows with the other. There's a bit of plot, which only overexplains itself into tedium once through the entire game -- a very strong showing.

For the most part I beat this because I hadn't before. It's... mmh. I enjoyed the physical puzzles and jumping around, but not so much anything else?

...that said, there were strong MOMENTS in this game. Really strong visual moments. The endgame 'boss fight'/movement puzzle was particularly strong, even if it did come after the worst moment in the game. Highs and lows, I guess.

The save music was good, and this had enough positive points to make me glad I played it, but I'm a little relieved to have it out of the backlog, honestly.
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