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Review – The Graveyard (PC)

Tale of Tales | March 21, 2008

I’m going to be up front here.  This isn’t much of a “review”.  It is more of a commentary on a “game”.  The graveyard is not a game in any real traditional sense.  Even Universe Sandbox, which is more of a simulator, still has some gamey aspects to it.  The only real gamey aspects here are the fact that it runs on a PC and is a 3D rendering with basic controls.

There is no real plot, there is only one character, unless you count the birds in the background.  You play as an Old Woman.  Your goal is go guide her through a Graveyard to a park bench, then guide her out of the Graveyard after a little cut scene song.  You can experience all of this yourself for free fortunately, the demo is free, though there is a paid version available.  The only difference is that in the paid version, each time you play the game, there is a chance that the old woman may die while sitting on the bench.

There doesn’t seem to be any way to quit the game once the woman has died, pressing escape only brings up the menu describing how to play the game.

It’s hard to push judgment on something like this.  It delivers everything it promises to be, the real issue is it doesn’t promise to BE anything.  The presentation is fairly nice.  It’s a really interesting tech demo.  I also plan to play through Tale of Tale’s title The Path, which seems to be a bit more involved, so there’s some promise that The Path will at least have a decent presentation.

Maybe I just don’t “get it”.  Even if it were meant to be some sort of statement about dying to help you reflect on life or whatever, there isn’t much to go on to feel sympathetic towards the Old Woman.  The song during the interlude is corny and weird and doesn’t help present a very emotional atmosphere to encourage very many deep thoughts on life and death. 

The Graveyard reminds me of going to a museum a bit.  You see a hunk of twisted metal called “art”.  It’s supposed to be meaningful and representative and metaphorical and make you thing but in the end it’s mostly just a hunk of metal.  Not even the kind of metal hunks that look like roosters made from pitchforks or wreckage from a car or anything, just a hunk of twisted metal.

The Graveyard and it’s demo are both available on Steam here or via the Tale of Tales website.

Review – Vigil: Blood Bitterness (PC)

Freegamer | Meridian 4 | June 29th, 2007

So these days I try to make it a policy to complete a game before doing any sort of review.  The thought is, I should experience all of it before passing judgment on it.  Sometimes in order to complete this task I do resort to walkthroughs or even in game cheat codes.  This tends to factor into the review however.  If a game is too confusing to get through without a walkthrough or too difficult to finish properly without cheating then there is clearly a problem with it.  I’ve had enough experience and skill development in a wide spread of games to know how to figure out even really tough games.

There is a problem though when a game is buggy.  Especially when it’s buggy enough that I can’t seem to get it to move on or I spend more time fighting through poor controls than I do playing the game.  Vigil: Blood Bitterness is extremely bug ridden.  The basic controls are simple enough but the path finding of the player is terrible.  I gave up trying to navigate through this game early in act 2 when I couldn’t get the screen to roll over to the next area after running around repeatedly where it should transition.

How do I know it should transition?  Well, strike 2 against this game is that it’s extremely cryptic about it’s presentation.  Ok, cryptic is not the right word, cryptic implies that there is a book or a note or some sort of arrow hidden in the surroundings to point you in the right direction or the right method to solve the game’s puzzles.  There’s nothing of the sort present in this game.  You wander aimlessly through the stylized landscape until you’ve managed to find both cut scenes in Act-1, then you pray on the circles in Act-1 then you look up a FAQ and discover you have to pray in a certain order unlock the ability to pray to another symbol in another room.  There are no clues telling you to do this, without assistance you’re left to trial and error.

Trial an error is only good for artificially extending the length of a short and terrible game.

The game itself is essentially a Gothic Horror puzzle game.  There is some vague plot about your character and his world being destroyed by some unknown entity (unknown by act 2 anyway).  There isn’t any real explanations though of anything.  The cut scenes consist of random sinister sounding one liners with no meaning or coherence.  Honestly the only reason I have any idea of what the plot is about is because it was summarized in the game’s description when I bought it.

What attracted me to this train wreck of a game was the visual styling (that and it was on sale for like a buck at Gamer’s Gate).  The art style is very interesting and stark using almost entirely Black and White lines.  There are splashes of color spotted around to give emphasis to different aspects though they are infrequent.  The IDEA of the game is also a nice draw.  This sort of “dark adventure” genre is one that has started to get my interest lately.  I tend to steer clear of “horror” in movies and games but there’s a difference between the horror of atmosphere and the unknown versus the horror of say, Left 4 Dead.  In this respect though, there are much better titles than Vigil: Blood Bitterness to be found.  Amnisia is the best example of a much better alternative in the Gothic Horror Puzzle game genre.

Review – VVVVVV (PC)

VVVVVV Site Banner

I’m not real sure what to call this game.  VeeVeeVeeVeeVeeVee just doesn’t quite roll off the tongue.  Given the gravity based gimmick I’d say it’s more likely the name is Up Down Up Down.  Or it’s more likely a graphical representation of the game’s gimmick in a symbol form, sort of like Artist Formerly Known As The Artist Formerly Known as Prince.  The name may also be symbolic of the numerous instant death spikes floating around the game.  It’s multifaceted and deep…. or whatever….

Speaking of the game’s gimmick, the main thing is the quirky control method.  You only move left or right and pressing the “action” button or up or down makes the character flip up to the ceiling or down to the floor.  You use this control scheme to navigate through spike filled puzzles.  Occasionally there’s some sort of enemy, often it’ll be an ASCII style character or a word.  A lot of the game is all about timing and reflex.

There is a secondary gimmick of sorts.  The graphical design is excessively simplistic.  The load screen mimics the look of the old Commodore 64 blue screen and the graphics are intended to mimic this style of retro gaming.  It’s not quite all ASCII like say, Nethack or Dwarf Fortress but it’s pretty close.

This only serves to add to the game’s charm though, at least if you’re a Retro junkie like I am.  there also a simplistic semi retro style plot.  There’s not deep explanation, just occasionally some mostly nonsensical text and the basic premise of rescuing your 5 lost crew members.

It’s an interesting game, though it can be slightly frustratingly cheap at times.  Fortunately the frustrations wears off a bit when you account for the fact that you essentially have unlimited lives at your disposal.  There are some challenges however to trying to beat the game while dying less.  You’ll die a lot mind you, especially the first play through.  I racked up around 1000 deaths my first time through, and I actually am pretty sure i did better than many people.  Fortunately the truly cheap deaths aren’t until near the end of the game, at which point you’ll know it’s close which keeps one’s drive going.  If the whole game had been full of pointless dearly unsolvable puzzles it wouldn’t be nearly as fun.

Also, while I enjoyed this game, I can see where it likely isn’t for everyone.  It’s pretty much all the same puzzle over and over in different forms.  Also the frustration of dying constantly could get old for some.  The retro graphics won’t be for everyone either.

I guess the point is, if it LOOKS enjoyable from say, screen shots, it’ll probably deliver, since the game is more or less everything you see, not much more or less.

Pokemon Go Go-tcha Band

So, I should preface a bit by saying, I am a very casual level player of Pokemon Go.  I mean maybe I am overestimating the level of most players, but I often see people talking about burning through hundreds of Pokemon and eggs and stardust to maximize this or that.  There are gyms an raids that I barely ever participate in.  My interest in Pokemon Go extends mostly to “It’s Pokemon” because it’s not really Pokemon.  It’s more, incentivized walking.  Which is also why I care about Pokemon Go, at all.  Primarily I “play” at lunch, I eat, I go walk a loop downtown outside my office.  What I really wanted to help with this, was a way to spin Pokestops and catch Pokemon, without having to carry my phone in my hand and look at my phone constantly.

Enter the Pokemon Go Plus, and in my case, the Pokemon Go-tcha band.  I had been looking at getting a PoGo+ for a while, but I had heard they were kind of flaky, and you still had to press a button to actually perform an action (catching or spinning).  Then I found the 3rd party Go-tcha band, which is identical in function to the Plus, except it auto spins and auto catches.  The Go-tcha also has an internal rechargeable batter, the PoGo+ has a replaceable battery.  After using the band for a few months, it’s not perfect, but the short of it is, it work for my needs.  It does what it proposes and works pretty well.

I have a few little gripes and there are some oddities to it, which I want to get into a bit and is the whole point of writing this, but I am 99% sure that these are all limitations put in place, intentionally or not, in Pokemon Go itself.

So a bit of an overview of what exactly the Go-tcha does, a lot of this applies to the PoGo+ as well.  Depending on the settings in the app itself and on the band, it will automatically scan the area and spin Pokestops or catch Pokemon.  It’s not an end all to auto-playing PoGo however.  The catching will throw one regular Pokeball.  That’s it.  If it catches, you get the Pokemon, if it doesn’t the Pokemon flees.  It doesn’t throw Great or Ultra balls.  This can be a little frustrating at times, I’ve been at a point where I had 100 Great and Ultra balls, but zero regular Pokeballs, which means the band does nothing.  This is a limitation of how Pokemon Go works however, the regular PoGo+ works the same way, except you have to click the button to do the throw.

The Go-tcha also has some options that can be toggled, by tapping the button, to cycle through, and holding it to toggle.  I am not sure the regular PoGo+ has these options.  The toggle-able options in order, all on/off, are Spin Pokestops, Catch Pokemon, Catch Unique Pokemon, Vibration, and Bluetooth.  You can conserve Pokeballs by either disabling the catching, or setting it to catch only Pokemon that you don’t already have.  In my testing, and this may be wrong, but it’s based on what I’ve seen, this has some limitations.  The Pokemon Go app itself seems to prioritize it’s actions, it will search for and target Pokemon then target Pokestops.  As far as I can tell, you must disable Pokemon scanning int he settings of the app itself if you want to only spin Pokestops.  I find I do maybe one walk a week with spinning only to replenish my stock of Pokeballs.  Depending on the density, it’s pretty easy to pull in 50 Pokeballs or so with 20-30 minutes of walking.

Now, like I said, turning off Pokemon scanning seems to be required, but only because of what seems to be a limitation of Pokemon Go itself.  Basically, what I have seen happen, is that the app will target the first Pokemon it sees, then stick to it, until you try to catch it with the band.  This also affects catching unique Pokemon for the same reason.  If you have the band itself set to only throw at unique Pokemon, it may catch on a Pidgey you have, while you walk past a Dratini or something that you don’t have.  Because it will get stuck on the Pidgey waiting for the band to do something.  The best use cases for the band, are to either turn off Pokemon scanning in Pokemon Go and only spin stops, or keep everything on full boar, and let it go to town.

It does keep up well in full on mode.  It targets and catches the Pokemon fast enough that it should also catch and spin Pokestops.  I also have found it works even when driving at a reasonable speed (40mph or less), often catching Pokemon that don’t even show up on the map.  Don’t play PoGo while driving kids, but if you’ve just got a Go-tcha laying in the seat next to your phone, you aren’t exactly interacting with anything.  In my experience though, the screen still has to be on, which seems to be another annoying limitation of Pokemon Go itself.  If the screen is off, it doesn’t seem to update your location, you can watch your character run to catch up once you turn the screen back on.  So when using the band you can shove your phone in your pocket, but it still has to be on, so it’s easy to bump the screen by mistake and screw things up.

There also isn’t really enough notification when you’re item bag or Pokemon bag is full.  The app simply stops catching or spinning when this happens.  It’s fairly easy to fill up as well, I find I am constantly tossing out berries.  You can of course remedy this by buying more bag space.  Once again, more of a limitation of the game than anything.  I have also had some connectivity issues which are usually resolved by resetting the app or phone, or deleting and repairing the device.  This is also a known issue with the official Pokemon Go Plus band, and it not unique to the Go-tcha.

The Go-tcha band itself has a few quirks.  It has no on/off function that I can find.  So it’s always on.  You recharge it by sticking it in a little USB cradle.  The Go-tcha itself is maybe a centimeter by a centimeter by 2 centimeters, it reminds me a lot of my old Fitbit flex.  There are no ports on it, just two little contacts for charging.  It has one touch sensitive area on one end of the display.  There are little animations that play on it as it does things.  You can buy third party bands, which is good for two reasons.  One, the band that comes with it is this speckled red white and black thing that’s ugly as hell.  Two, the band that comes with it is effectively child sized, it doesn’t fit at all around my wrist.  I just carry it in my pocket.  A word of warning on this, I have found that having other things in your pocket (like pocket change) can accidentally change the settings on the unit.  It’s best to keep it in the band, even if you aren’t wearing it because frankly, it’s easy to loose, it’s so small.

Real quick before wrapping up, I wanted to run through a bit of other little thing it does and does not do.  It will spin Gyms, but it does not battle in gyms or raids in any way.  If the bag fills up, it won’t keep spinning stops, and there isn’t any filter for say, “only keep rare items and Pokeballs”.  It only throws once at any given Pokemon, no matter how rare, and afterwards that Pokemon is gone.  So if you want a particular Pokemon, you need to play normally and manually throw balls.  Pokemon caught with the band do count towards Field Research,  if it says “Catch 3 Water Pokemon”, it doesn’t matter if you caught them with the band or manually.  Spinning stops also counts towards research.  Using the band still lets you hatch eggs, though you don’t get a notification that it’s happening.

So wrapping this up, with a little TL;DR, the band works as expected, and frankly, if you want to be able to walk and play PoGo distraction free, it’s worth picking up.  I had my doubts going in but after hem-hawing about it for months, I just bit the bullet.  I wouldn’t pay much mark up on it though, I have seen the PoGo+ for I think $30-$35 and the Gotcha for $40-$45, but both are often marked up a lot more, the prices already feel like they are pushing it for the value depending on how casual you are about playing the game.  I kind of wish it included a little more incentive like maybe the one throw Pokeballs didn’t count towards your owned balls or something.

 

 

 

Review – Mario Kart DS (NDS)

Mario Kart DS
Nintendo DS – Nintendo
1 to 8 players (4 max on WiFi)

You’d think it would be easier to review games that you like than to review games you don’t like. Trust me, it’s not. When you review a game you don’t like, you point out all its glaring flaws. You poke a few jokes at its expense, you tell everyone to avoid it, simple. The process for reviewing a good game is similar except you have to be careful to not come off like some sort of deluded fan boy. Also you have to accept that you’re likely just reiterating what others have said, even if you’ve never heard them say it.

With that said, Mario Kart DS, is THE game to own for the Nintendo DS at the moment. It takes advantage of the best features of the DS and uses them to its fullest. On the other hand, some of these features seem like cheating. Primarily, the map. A popular feature for DS games it to show an in game map on the second screen. In the past you had to buy a strategy guide, now the important part of the guide is built in. Still, a lot of racing games show a map of some sort, Mario Kart’s is just a bit more elaborate.

That’s pretty much the only bad thing I can think of with this title. I suppose the controls aren’t perfect (Stick works 100% better than a D-pad for this series) but it’s not horribly bad.

That gives us two pseudo negative remarks against it, and those are really stretching it. On with the good! One thing I really like is the reuse of old tracks. There is an entire cup series based on old tracks. Half the tracks in the game are reused. It’s really pretty neat seeing those old SNES tracks re-imagined in “real” 3D.

There is also a new battle mode in this game (note, I have not played Double Dash, it’s possible this feature is in DD). In addition to the classic “Destroy the opponent’s balloons” there is a sort of king of the hill battle royal mission where you collect stars. Getting hit causes you to loose stars and periodically the person with the least stars is dropped.

The best feature is of course, WiFi multiplayer. No more are we hampered by multiplaying within line of site. Mario Kart DS lets you play against anyone with a DS and an internet connection. The lag seems to be more or less non existent as well, though it can take a few minutes to find opponents. The implementation of the multiplayer is decent but could use a little work. Something that let you manually join and pick opponents would be nicer when it comes to playing against friends. The game does let you trade “friend codes” though and gives priority to friends also searching for games.

The only thing you can do on WiFi though is race. Playing battle mode would have been a really nice feature as I prefer it when playing Kart Multiplayer.

The game also includes a rather interesting mission mode. This is essentially a Mario Kart version of the license tests from Gran Turismo, without of course the gruelingly impossible times to beat. These challenges range from “drive through the numbered gates” to “collect XX coins” to “defeat Y number of Pokeys/Cheep Cheeps/Moles”. There are at least 6 “worlds” or sets of 8 missions with a boss battle at the end of each world. I had originally written his part of the game off as really lame but recently I’ve found that it’s a lot of fun and easy to play through.

And that’s what this game is. A lot of fun. It’s got appear for almost anyone who plays games for being “cutesy but not too so characters” and racing and well balanced fun. There is one thing Nintendo will always do well, and that’s make games. Mario in any form is a classic everyone can always enjoy and Mario Kart DS is no exception.