Wednesday, February 27, 2019

MIDI Week Singles: "Spark Man Stage" - Mega Man 3 (NES)


"Spark Man Stage" from Mega Man 3 on the Nintendo Entertainment System (1990)
Composer: Yasuaki Fujita
Label: Capcom
Publisher: Capcom
Developer: Capcom



What I like about "Spark Man Stage" as opposed to some of the other tracks from Mega Man III/3, is that it starts of strong and maintains its momentum for pretty much the entire song until it repeats.  The only thing that really makes me sad about this song, is that I really love the 12 second intro that is not included when the song repeats.  It is not one of the more technical or daring songs on this soundtrack, but not all songs from the Mega Man franchise need to be.  It just needs to be catchy enough to drive the player forward towards the metal Venetian door and then the boss battle music cues up.  

And if you are good enough, you may only end up hearing the song four times before reaching Spark Man.  Until you have to go through the stage again in its post-battle state, and then you will hear it again, at least four more times, unless you play like me and then you will hear it dozens upon dozens of times.  And yet, it still has not gotten old.  Not too shabby for a 29 year old song.



~JWfW/JDub/Jaconian

Thursday, February 21, 2019

MIDI Week Singles: "Untitled Improvisation 2011" - The Way Remastered (NS)



"Untitled Improvisation 2011" from The Way Remastered on the Nintendo Switch (2018); The Way on PC, iOS, and Xbox One (2016)
Composer: Panu Talus
Album: The Way Original Game Soundtrack
Label: Self Released
Publisher: SONKA
Developer: Puzzling Dream


So, I should preface this article with that I have only played The Way Remastered on the Nintendo Switch, but from what I understand from SONKA's page about the Remaster, it did not seem like any of the music had been changed or updated.  So with the title of this song being "Untitled Improvisation 2011" I am not sure if it was never intended to be used in the game and later put into the Remaster, I cannot say.  I guess I could contact the composer and find out that way.

Presently, I have put about five hours into the game, and it was not until I was wandering around parts of the desert after my ship had been shot down by a bounty hunter resulting is one of the most chill counter attack levels in video game history, I was struck by the music here.  The synthesizers sounded straight out of an 80's sci-fi movie akin to Blade Runner, but again, this is when you are being attacked/hunted by a bounty hunter after your craft is shot down.  Like most of the levels in The Way, game play is a combination of platforming and puzzle solving, so the music fits perfectly with trying to understand and figure out what you are supposed to do next and where you are supposed to go.

Lastly, the whole song is not (presently?) in the game.  The only section, at least in the cliffs while trying to work my way around the bounty hunter, starts at 1:15 and then repeats once it reaches around 2:19.  I do wonder how long this particular section in the game took me so I could roughly figure out how many times I heard the song loop, if only to point out that it never seemed to get old or be repetitive, but I wanted to share the song in its entirety, so there you have it all.



~JWfW/JDub/Jaconian

Tuesday, February 19, 2019

First Impressions: Bioshock (PS3)



My first experience with Bioshock was in August, 2007, when it was released.  My roommate ZorTheRed was the sort of gamer that was known to purchase games as soon as they were released, in hot anticipation of amazing play experiences.  He had already played a bit before inviting me to give it a shot.  I still remember that weird and cool sensation the moment I realized that the opening cinema had ended, and the game had begun, I could now control my movement.  

More than ten years later (and one year after Jaconian kindly gifted me with the game) I'm actually sinking my teeth into the BioShock.  I think this game is perfectly suited for where I am in gaming.  It shows of the PS3 perfectly.  The cool art-deco underwater design of Rapture is always highlighted, creating a detailed atmosphere in a way I don't think was easy to do on previous systems.  When cinematics unfold, it is completely smoothly integrated with the gameplay, but also looks amazing.  There are many triumphs in this game, and I can see why it is an undisputed classic.  

But, of course, I am also a big-time nitpicker, so here goes.  I chose medium difficulty because, as the menu option says 'I have played First Person Shooters before.' Maybe I should switch to easy, because it has been a while since I last played through an FPS.  But I'm stubborn.  

My experience is that the controls don't feel right.  It took me a long time to find out how to flip the Y-axis, thinking it wasn't possible. And by that time, I had gotten used to the other way around, and had to flip back.  Again, this may be because I am rusty, but I have trouble, especially during intense action moments, where I have trouble aiming, or reacting in time.  I get lost in the middle of a fight.  

Second is that it just seems like there's too much fighting.  What I love the most about the game is the art-design and the story.  It's beautiful and well crafted, and really very interesting.  But I feel like that is clogged up with a bunch of fights.  Additionally, the standard issue-bad guys are pretty gross and evocative.  But before long they're just 'enemy #1 and enemy #2' and their design becomes fairly unimportant.  I wish the game had been a bit more thoughtful about its use of enemy combat, and less 'gamey.'  It just feels like the game is throwing things at me, and that bores me.

While watching me play, Jane commented that she wished it was more like 'Myst' - ie: puzzle based and non-combat.  I can definitely see that.  I think there's a happy medium between standard FPS and Myst.  And that's a little more my speed these days.

Anyway, despite these many nits I picked, I really enjoy BioShock, and I'm thinking about it while I'm sitting here, at my job, where I'm supposed to be working.  I guess I'll go do that now.

-D


Friday, February 15, 2019

Nintendo Direct 02.13.2019



I do not often, as in I do not think we have ever written one, write about Nintendo Direct presentations, but for some reason that will be made clear in the coming paragraphs, I decided that this would be a good change of pace.  Also, this has been the first Direct presentation that has excited me in a loooooooong time, and that could all be due to a couple of reasons.

The first reason being that with the exception of a few games here and there, usually relegated to one or two games, I have not been interested in what Nintendo has had to offer by way of their announcements in a while.  As previously mentioned, I am not a very good Nintendo fan, so my hopes for any interesting announcements were not very high to start off with.  I could go and break down each Nintendo Direct over the last two years, but 1) That would take too much of what little time I have to write articles theses days; and 2) Nobody wants to read that.

So rather than that drivel, I think I will just go over what did excite me about the games that were either announced or showcased.

Super Mario Maker 2:  I originally did not think that I was the target audience when the first game in this franchise was announced.  My fear that people would only try to make levels as stupidly difficult as possible turned out somewhat true, but I still liked the concept.  Then when Dr. Potts got me Super Mario Maker for Nintendo 3DS, I was kind of surprised by how quickly I took to the game, both in its presentation and building on my love of 2D Super Mario Bros. games.  I loved that it also seemed to showcase how not overly easy it is to make a fun level reminiscent of Super Mario Bros. or Super Mario World.  Anyway, I am pretty excited to see what new additions SMM2 will bring.

Super Smash Bros. Ultimate Update 3.0:  Okay so, you probably all know by now that I am not a fan of the Smash series (and if you didn't know then, then you know now), but what I did like, was the announcement of the Simon Belmont amiibo.  Yes, I have a handful of amiibos despite what I said about them a few years back.  I am also just a sucker for the Castlevania series so having a figure of Simon Belmont is pretty cool.  Because there was no mention if it would be an exclusive to GameStop or Best Buy, I am hoping that come sometime this year, that I can just pre-order one off of Amazon and that some other game down the line will have functionality with this one.  Basically what I did with the Ridley amiibo.

Blood Stained: Ritual of the Night:  I had previously late-backed this over on IndieGogo, so seeing an update is very nice.  I do have a hankering for some Castlevania action (see above).

Dragon Quest XI: Echoes of an Elusive Age: I knew very little about DQXI before watching the trailer, and despite the fact that if you have played three Dragon Quest games, you have probably played them all (albeit with a slightly different mechanic), I do really want to play this one.  I do really love the option of playing the game in its 3D modern graphics state, or in a 2D sprite set reminiscent of the NES Dragon Warrior games but with an SNES aesthetic.  And after attempting Dragon Quest VI a few times (the last time I had to stop due to my 3DS button issues), I would like to find my way back into this franchise.

Fire Emblem: Three Houses: Mixed feelings on the trailer, mainly because the opening narrator sounded like he wanted to be anywhere else and was phoning it all in.  The second narrator came across as someone reading a history book written for 13 year olds.  The story and characters, I am hoping ends up being as customizable as I would like.  Since you have a gaggle of students under your watch and it looks like you can have them learn whatever skills you like (through appropriate training), and that you could, hypothetically have a group full of archers on horseback, or axe wielding spell-casters.  The choice of three houses promises at least two additional replays, but I am a little concerned about paid DLC as has been the case with the last three Fire Emblem games that were released on the DS.

Tetris 99This was a pleasant surprise and one I was not either expecting or really wanting.  I mean, sure I love Tetris, but a battle royale style combative Tetris game was not on the top of my list of games that I wanted to see.  Obviously though, I downloaded it upon getting home and have played a handful of rounds, with some lasting a couple of minutes before I am eliminated to lasting less than 30 seconds as I get pummeled by untold numbers of other people.

Hellblade: Senua's SacrificeI guess you could say that I am settling for the Switch port of this game that I have had my eye on for some time now, but my only other two options are buy a PS4 Pro, or buy a new computer; my current laptop was chugging slowly with .  And I do not really like that sentiment, settling.  I would like to believe that Ninja Theory is partnering with a competent company to handle the Switch port so that it looks as good as the Switch can currently do.  I am also excited to hear David García Díaz's BAFTA winning soundtrack in the context of the game.

Unravel 2I never played the first Unravel, but I did play Little Big Planet on the PSP and the aesthetic is pretty similar.  I also like the idea of a co-op platformer that isn't Contra or Kirby Star Allies.  I don't know, I guess I am just drawn to this visual aesthetic, and it might be a good game for both Conklederp and me to play together.

Final Fantasy IXI probably will not pick up FFIX, especially at the oddly priced $20.99, and I do not know if I would actually pick it up again with all of the newer games that are being released that I have not yet played.  What excited me about seeing this released was that I had a lot of fun playing FFIX and really, just think it is cool to see this released for the Switch.

Astral ChainI had mixed feelings about this game.  My first thought, was how two police looking officials were confronted with what looked like an aggressive adversary, the amount of time it took them to acknowledge the tactic they were going to use, then activate whatever it was they were attacking seemed laughably long.  Then I realized that this was a Platinum IP because I was getting Bayonetta / Devil May Cry vibes and I was a little more okay with the absurdity of it all.  I feel like this might be a doable title in the meantime for Bayonetta 3.

The Legend of Zelda: Link's Awakening:  And holy damn what a way to finish this Direct!  I was a little worried when during the initial cinematic there was the "not actual gameplay footage" disclaimer down at the bottom and I was afraid that this was just an announcement trailer and that there would be nothing presentable.  And in the fewer than 24 hours after the presentation, I have read mixed reviews on Twitter and Reddit for the art style being taken.  I personally love it and think that it is a great way to remake a game that I had a lot of fun playing roughly 25 years ago.  I would even be 100% okay if Nintendo used the exact same engine and did remakes of the original Legend of Zelda and The Legend of Zelda: A Link to the Past.  Not that either of those games need to be remade, but if they did, and they looked as good as the Link's Awakening trailer, you bet I would be just as excited.  The only thing about Link's Awakening that I am not looking forward to is collecting all of those shells.  That was stressful enough considering there were some you could only get when you had the rooster to fly you around.


So those are my thoughts about the most recent Nintendo Direct.  And do not get used to us posting whenever one of these drops, this just so happened to have a fair amount of content that I was interested in amongst all of the posts I saw about people being upset that there was no mention of Animal Crossing, Pokémon, Metroid, Splatoon 2, Super Mario Party updates, Mario Tennis Aces updates, Netflix support, or that there were just too many JRPGs for all the apparent weebs (?? Yes, I looked it up, but didn't know that that was a name for it, and how is too many JRPG's a bad thing!?).



~JWfW/JDub/Jaconian
Instrumental

Wednesday, February 13, 2019

MIDI Week Singles: "Title Screen" - Anticipation (NES)



"Title Screen" from Anticipation on the Nintendo Entertainment System (1988)
Composer: David Wise
Album: No Official Release
Developer: Rare
Publisher: Nintendo





When I was going through #AllTheNESMusic, the music immediately brought back feelings of nostalgia.  When I looked, I thought the box was familiar, and then I watched a gameplay video of Anticipation and it all clicked.  Kind of.  I know I played this game a lot, probably over summer vacation while at the house my Grandparents would rent that had an NES, and the video store only had a limited stock, so I think that is where this memory originates.

The other thing that surprised me, was that this was developed by Rare and that David (Dave) Wise wrote the music.  There might be hints of Diddy Kong Racing or Battletoads, although this music is probably more closely related to Snake Rattle 'n' Roll.  But maybe that is just hindsight working?

But for me, this song, as bouncy and catchy as I find it to be, is based heavily in nostalgia, although the rest of the music in the game did not quite strike the same chord.  For me, it is all about this title track, that sadly ends up getting skipped over faster than most of the other songs.  And there really is not more to this song than the memories it brought up before being able to fully recall the game, and just look at that cover!  Sure I used the Korean cover, but the only difference between that and the North American cover, is that there is Korean on the Korean cover.  Don't we all wish NES games were that much fun?  And aren't we all thankful that, for the most part, playing video games at home is nothing like that cover.



~JWfW/JDub/Jaconian
Instrumental

Monday, February 11, 2019

Game EXP: Where Are My Friends? (NS)



Disclaimer:  I received a copy of Where Are My Friends? for the Nintendo Switch from developer Beard Game Studio and publisher Sometimes You through Indie Gamer Chick's #IndieSelectThe game was given and received without promise or expectation of a good review, only that the game be played immediately and that I share my experiences playing the game through social media channels.  All of the words contained in this article, unless otherwise noted were written by me and are my own.

Just to warn you all before starting, this is going to be a lot longer article than I had originally anticipated.  There was quite a lot to talk about in regards to how the game played, as well as some bugs/glitches that I came across.  I briefly thought about turning this into a two-parter, but determined in this case, that a single article would better suffice.  So, just keep that in mind as you start in on this.


My thoughts about Where Are My Friends? kind of ran the gamut of feelings about as much as the game jumped genres.  So let us start here.  I had zero context for what WAMF? was going to be prior to downloading the game.  What the game started out as, reminded me a lot of One Eyed Kutkh by Baba Yaga Games.  I started the game without any context as to story or tutorial, only with being able to move our one eyed protagonist through a spaceship following visual clues to go where I was told our main character needed to go.  My first thought was that the concept was cute, and that it was introducing a simple problem solving by picture mechanic and that a late 30 year old was not the specific demographic for this game.  I thought, maybe a game that a five to eight year old could play with their parents.  I persisted though, partly because it is part of the rules, but I also did not want to immediately write off the game as I did enjoy One Eyed Kutkh even though I was definitely not the target audience.

The search for your friends then continued after a slightly confusing scene showing a planet exploding.  Or possibly exploding.  Threat of exploding?  Anyway, following that questioning sequence, you go to what is essentially a transporter that takes you to the last known location of your friends.  This is when things get weird, and I will take you along in the order that I did this, although I presume that they can be done in any order your want.

This first new area I entered immediately made me throw away my assumption that the game was developed with a six year-old in mind.  What I found myself in was a mix of Super Meat Boy and Portal.  This portion of the game consisted of single individual screens where you had entered a checkpoint (upward facing light) and had to pass through the white beam of light to the next stage below.  All the while navigating through different colored portals and avoiding purple laser beams that would kill you in a single hit.  One of the nice things about dying in WAMF? is that death was often instantaneous and so was respawning.  Following the sound of shattering glass, you came back at the checkpoint.  My biggest complaint with this Super Meat Portal Boy section was that it went on for about twice as long as I felt that it needed to.  Granted the entire stage did a good job of introducing new elements at a steady pace, but after a while, the difficulty just increased and it started feeling like a slog.  I have no idea how many screens were in this area, but it really felt like there were 10 too many.

Following that high stress series of levels, I was wonderfully greeted (after selecting the next friend I wanted to look for) by the most unexpected level design, and really set my mind for what Beard Game Studio was trying to accomplish with their game.  This new section was all about point-and-click adventure games.  Similar to the opening area in the spaceship, this level actually gave you your own inventory list and cursor that you could move around.  Maybe because I was coming off of games like Thimbleweed Park, and Earthworms, I was very excited to see this type of mechanic, especially after coming off of a stage where dexterity was a required attribute.  None of the puzzles were too complicated although I did "solve" more than one my trying out items anywhere I thought they would fit.

The third area, again saw a drastic change in genre.  Here was a more traditional side scrolling platformer, similar to the Super Meat Portal Boy, but less based around the portal/laser mechanic and instead involved platforms and spikes.  The level design was also based around limited visibility and turning on generators which (thankfully) doubled as checkpoints, because I died a lot in this area.  This area was also the first time I came across a glitch in the game that prevented me from progressing any further.  This stage is made up of one of seven(?) tunnels each with a slightly different approach to platforming.  In the orange stage, there are supposed to be moving platforms and spikes, but my first run in the orange tunnel had nothing moving.  This glitch was fixed after turning the game off completely then starting it up again.  This was also the second time that I felt that this area went on longer than it should have.  Had there been only four tunnels instead of seven(?), I felt that it could have had the same effect and level of accomplishment.

The last area was made up of two different styles of game play, although both felt very similar to BIT.TRIP.RUNNER.  This last stage (last for me, but it all depends on when you select to play this one) also saw a pretty drastic artistic style, but one that makes sense story-wise.  Gameplay was simple in that you activated the character to start moving forward and then, just like Commander Video, you jump up stairs, over obstacles, and past checkpoints.  These stages are not overly complicated and do not get anywhere near the complexity of even later stages in the original BIT.TRIP.RUNNER, but you understand what it is that they are going for.

Then, as a Part B to this stage, the developers switch things up a bit and play a similar auto-runner, but now from an overhead view.  This took a lot more time to get used to as it often felt like the hit boxes for the moving Frogger-like platforms was a lot smaller than the actual object that I was trying to land on.  The jumping mechanic in the game also gave me a lot of issues in these portions of this stage.  In the game, once you gain the ability to jump (and the stages where you do actually jump), if you hold down the jump button (which changes depending on the stage that you are in), you will make continuous, slightly shorter jumps.  This becomes an issue when you are trying to make semi-quick timed jumps from one moving platform to another.  One of the other issues I had with this stage, was that there were times that the moving platforms just did not line up and I essentially was forced to die and respawned back at the check point.

And if you thought that that was the end of it, nope!  Like the Super Meat Portal Boy and Limited Light Platformer (stages 1 and 3 respectively), this one went on way too long as well.  Following the side scrolling and overhead views, it then went to another side scrolling with slightly different lane shifting mechanics reminiscent of RUNNER2: Future Legend of Rhythm Alien, followed by this mind-fuckery. On a couple of fronts mind you.


You may not think that having your character come from the top of the screen instead of the bottom, but it took my brain a long time to get the controls correct.  Here, when you move the joystick left, your character moves left.  When you move the joystick right, your character moves right.  Now, my brain, for what it is worth, felt that because the character is moving top to bottom, that the controls would be flipped.  That moving right on the joystick would have the character go to their right, being the players left.  I realize that does not make a lot of sense, but it was definitely challenging.  Then throw on top of that that the game was glitching and allowing me to essentially ride over the water, but still be affected by enemy projectiles and obstacles was another.  Even after turning the game completely off and then on again, I still ran into the same issue of being able to ride over the water, but only up until a certain point and then I sank/died.  What eventually I was able to do was play the level as if I were jumping off of the moving platforms and for whatever reason, this allowed me to progress to the next area of this stage, which again, was a side scrolling BIT.TRIP.RUNNER stage, but, this final stage did some trippy stuff that I loved and was a great way to end the game on.

Because this was the fourth of four friends stages and I discovered all my friends.  The last part of the game ended with a choice for the main character that I was not prepared for.  Beard Game Studio, did something with their story telling throughout the entire game, that makes sense in the end, but really, with all of the visual aesthetics and music, do quite a bit to downplay the end of the game.  it is a great end to the game, but continuing to be purposefully vague, definitely elicited a, "Wow. . .ummm. . . .hmmmm. . ." in the best possible way.*

I would say that I would recommend Where Are My Friends?, as a whole, although three of the four levels I felt could have been trimmed down a bit (Super Meat Portal Boy, Limited Light Platformer, and BIT.TYPE-TRIP could all have been much shorter and still had the same accomplished effect.  The bugs/glitches that I experienced too were a bit frustrating, not initially knowing if I was somehow playing the game wrong or if the game was in fact temporarily broken.  Even that riding over the water bit garnered a "Wtf???(((" from Beard Studio Games.  All hiccups aside, I did, for the most part, enjoy Where Are My Friends?



~JWfW/JDub/Jaconian


*P.S.  If you wanted to know how I ended the game, you can read below, which does contain spoilers, so just be warned.







Even after discovering that all of your friends died/were killed in the process of setting up the force field to protect the sun from exploding and destroying the planet, I briefly wondered what to do.  Remove the force field, letting the sun explode and destroy the planet where the people that killed some of your friends seemed like an outcome I was not ready to experience.  I could see the sad reasoning behind that choice, but I then thought of how the characters friends would react to that outcome.  That all of their hard work to encompass an entire sun with a protective shield be omitted because of their death seemed too dark for how I wanted the game to end.  Sure, as I went through the various levels, discovering the fate of each of your friends, I was taken a bit aback by how not happy-go-lucky the game ended up being.  And this, the final image from the game before it faded out to credits, was oddly powerful.  I do wonder if the final image had I let the sun explode and destroy the planet, if the eye would look any different, angrier somehow.  But I do not know if I am ready to go through all of those too-long levels all over again to find that out.

Friday, February 8, 2019

Game EXP: Thimbleweed Park (NS)



It has now been a number of months since I finished Thimbleweed Park, and even far longer since I first started.  And I had nearly written off the need/feel/obligation to write an article about Thimbleweed Park, that was until Dr. Potts made the comment on my article about Earthworms last month about developers design solutions to help people from walking in circles and trying to combine all of the items in their inventory.  That is when I came back to Thimbleweed Park, which has this very feature in the most ingenious way possible.

From what I understand, Thimbleweed Park has two difficulty settings, Casual and Hard. In later updates, Casual would give you the option of playing with hints, which is the option I took (especially since it was my first foray into adventure point-and-click games in some decades.  Or at least I felt like it was.  I have no shame in needing guidance if I feel like I am stuck, but I would much rather use an in-game hint system that use someone else's walkthrough (but I will use a walkthrough if necessary).  To my surprise and glee, Thimbleweed Park, at least the Easy mode, did come with an integrated help system.

I don't recall if I found out what H.I.N.T. stood for. Or I just forgot.
Whenever you find yourself lost in the game, you are able to pick up a phone and call a number.  How do you know that you can do this?  Because there are flyers throughout town with little pull-tabs advertising the in-game help system with a four digit number that you can call.  Upon calling the HintTron 3000™, you are given a series of questions to click that will lead you in the right direction, often involving a number of questions to give you as much of a hint as you need before telling you, pretty precisely what you need to do in order to solve that leg of the puzzle.  Sometimes characters will even tell you that that weird looking item that has been sitting in your inventory will not come into use until the literal end of the game.

Thimbleweed Park never took itself too seriously, often breaking the fourth wall with any one of the characters referring to point-and-click adventure games, or even commenting on the make-up and design of the screens/maps.  If definitely made having an in-game hotline to call for when you needed assistance.  That being said, there were a few instances when I resorted to YouTube because either the clue was too vague, even after being blatantly told something like, "You have to reach the paper in order to grab it."  Sometimes I would click through the hints reading them, feeling like I understood them until I tried to execute my dastardly schemes, only to find out that what I thought was not possible, and by that point, you are unable to go back and listen to previous hints.

So many items. But at least I have the chainsaw in the graveyard. Just in case.
There were also times when my brain would make puzzles a lot more complicated than they were supposed to be.  In one puzzle, you have to acquire some blood, but all of the objects I already had in my inventory would not work.  I tried various pieces of paper, a finger print kit, and even a can of Poopsi that I thought I could drink, then fill the can up with blood.  As it turned out, I had to access a room I did not even know existed as I thought it was part of the un-interact-able background, and take a piece of toilet paper.  This was after being told by one of the FBI agents that my suggestion for a device to pick up the blood was not sanitary enough or that it would contaminate the blood sample.  But Kwik-E-Mart around the side of the building bathroom-level toilet paper is fine?

I definitely used the HintTron 3000™ a lot more in the last couple of chapters.  As the playable area opened up and the number of items each of the five characters was carrying seemed to be ever increasing, the possible uses, combination of items and places where these could be used seemed to be growing at a rate that far outpaced by brains ability to comprehend it all.  Maybe that makes me a bad person, or at the very least, a bad gamer.  But I will tell you what!  I really enjoyed the story that was told as I felt like it was a mash up of The X-Files and Twin Peaks all set in the ripe year of 1987, and asking for help in a game/setting that I really enjoy is not going to deter me from having another crack at another point-and-click adventure game.

Now to figure out Earthworms. . .



~JWfW/JDub/Jaconian
Instrumental

Wednesday, February 6, 2019

MIDI Week Singles: "Lonely Rolling Star" - Katamari Damacy (PS2, NS)


"Lonely Rolling Star" from Katamari Damacy on the PlayStation 2 (2004) & Nintendo Switch (2018)
Composer: Yoshihito Yano
Singer: Saki Kabata
Developer: Namco



The other day I just finished one of the (other?) levels in Katamari Damacy REROLL on the Nintendo Switch that plays "Lonely Rolling Star," and it really is one of my favorite songs that I have come across while playing.  I have listened to the soundtrack countless times but have only progressed to at least one of the stages that is on the coast.

One of the things I love about this song, is that despite the title, the song is wonderfully cheery and upbeat.   And now I just made the mistake of looking at the lyrics to find out if there was, in fact, some deeper, sadder meaning behind the title of the song.  So aside from it being about someone waiting for someone else that they love, I do not know if I want to delve into a lyric analysis considering the often bizarreness of Katamari as a whole.

It's just a song that makes me happy, even when I spend 12 minutes on Earth trying to roll up as much stuff as I can, under the constant threat of fatherly disappointment and public ridicule.



~JWfW/JDub/Jaconian

Monday, February 4, 2019

#DiscoverIndies: Flood of Light (NS)



Flood of Light by Irisloft and published by Indienova was the game I decided to play for February's #DiscoverIndies event, and I am going to go into my selection process a bit more than I did with my first title last month, Earthworms (which I still haven't finished because I am currently stuck on a few puzzles spanning a handful of rooms).

My search began by scrolling through Nintendo's eShop on the Switch.  I figured I would use the eShop app on the Switch itself rather than the storefront in the browser, mainly because I wanted to make sure I was only browsing Switch games, plus I was lying in bed and my computer was downstairs.  I set the search parameters to all available games, priced between $0.00 and $9.99, and scrolled through the first three pages of games (technically not pages per se, but the eShop deeding to load additional titles when it comes to the end of the 'page'), figuring that games closer to the top possibly had some exposure.  What initially drew me to Flood of Light was initially the title as well as the icon the artwork in the thumbnails in the eShop.  And as much as I like to make light of the people who get up-in-arms about Switch icons that they do not like, I guess you could say I was drawn in by this particular icon.  I then did a brief search on HowLongToBeat, Metacritic (the Switch review has 10, and the PC has 0), and GameFAQs to see how well represented the game was there.  Looking back I think I should have also just done a regular google search for "Flood of Light Switch," or even just searched on YouTube.  Maybe additional steps I will take for #DiscoverIndies in March?

So, once I started playing Flood of Light, I was delighted to find that it is purely a puzzle game, in the sense that you direct the character referred to in-game as the Guide, towards specific sources of light in order to absorb that light, which is then used to "unlock" further areas of each stage.  The concept is pretty simple, but Irisloft has done a great job with making simple puzzles incredibly more complex than I was expecting,  especially since Irisloft describes it as a "casual puzzle game."  I can see the casualness of the game coming in due to the fact that the Guide only walks one speed.  She does not run, jump, climb, or fall.  The difficulty of the puzzles though, are a combination of the complexity of needing to move lights around without wasting them, but I won't blame my puzzle solving inadequacies on the not always great translation and spacing of when the player receives information.

Irisloft, is a Chinese game company, so there could have been a hiccup or two with the English translation, but the occasional errors in grammar and/or syntax that I came across did not seem to hinder my progress, or my ability to solve puzzles.  And possibly coming from an era where translations in NES games contained errors here and there that I was able to either look past or interpret the intention of the sentence, I did notice though that when speaking with a robot in the fourth stage, it gave me a piece of gaming mechanic advice that I had been using since the first stage.  In-game, when you press the ZL button, all of the interact-able light sources and your character show their circumference for where light can interact with them.  It seems like an odd thing to introduce so late in the game, especially since I looked at the control scheme when I first started the game; I also pressed all of the buttons to see what everything did and what that effect looked like on screen.


As is the case with a lot of puzzle games, there have been a number of times that I became stuck.  The first time was at the beginning of the second stage when I was expected to use a mechanic that was not adequately explained and demonstrated in the first stage.  After watching a walkthrough on YouTube, I was able to proceed.  In two other instances I ended up having to resort to using the same YouTube walkthrough in order to solve the puzzles in the later levels when a second color light is introduced.  I do somewhat appreciate the fact that this game will not tell you if you have backed yourself into an unsolvable corner, such as using a lantern that you need to use multiple times by setting a light in it that you cannot retrieve, or if you send a yellow light underwater (which destroys the light) instead of using a blue light.  Once you realize your error, you are forced to restart that area, or at least from the last save marker your walked over.

I have yet to come to a place where I accidentally used too many lights in a previous screen when I should have saved them for the following room where I activated a save point because I didn't know any better.  But it is like this screenshot over here where I am utterly flummoxed.  Where I am at, is I have access to one blue light, and three yellow lights, but I need to get the blue light across the screen (to the left) to a lamp that is underwater.  You know, I do not think I'll explain all of the parts that will go into this particular puzzle as there are elements/mechanics that I have not even mentioned yet.  Let us just say that I have yet to figure it out, it I have not messed it up already.  And if I did accidentally forget a light in a previous screen, I will have to start over from the beginning of the stage, which is something that I would rather not do because I feel like this is the last area of the stage before completing it altogether.  And after this stage, there are still three more, plus something that seems like a Christmas themed free DLC.

So, presently, I have completed 50.4% of the game (including optional Wick Lamps that are for the super smart) and I have used YouTube help on two (soon to be three) separate occasions.  Flood of Light has been fun when I am able to figure out the puzzles on my own and I do not resent the game for not being able to figure things out.  The story itself is pretty intriguing, the atmosphere is relaxing (when I am not wracking my brain for a solution), and the ambient rain fall is pretty soothing overall.  Even I were to never finish this game (which I will do, one way or another), I do consider it a good $4.99 well spent.  And Irisloft/Indienova, if either of you are reading, spend a couple extra bucks and have another person read over your English translation script.  It could not hurt.



~JWfW/JDub/Jaconian
Alone I Witness the Never Ending Day

Friday, February 1, 2019

Monthly Update: February 2019


Welcome back!

As mentioned near the end of our 2018 Year in Review article last month, Dr. Potts and I have been participating in #IndieSelect, a indie games promotion by indie developers run by Indie Gamer Chick primarily through her Twitter account.  The point of the promotion (of sorts) is to help to get the word out about independent games on various platforms to help increase the public's knowledge.  The games are given away free with the expectation that that will be the primary game you play until you either finish the game or have reached a point where you feel like you have gotten the gist of the game, although it is expected that you put in a few hours (exceptions do apply).  And most importantly, during the those hours playing the game, finding moments that you as a player find interesting and posting about it through social media channels, typically being Twitter.

I realize that most of my own articles around the end of December and first half of January primarily featured these indie games that I received and for the most part I enjoyed them.  

Also around the beginning of January, and the first Friday of each month is another event called #DiscoverIndies, which operates in a similar manner, except here the player looks for "under the radar" indie games that they believe have not gotten much publicity (so not titles like Celeste, Dead Cells, or Stardew Valley), buy them, and then post about them as you would with the #IndieSelect games.  Last month I chose the game Earthworms (of which I still need to finish) and played as far as I could without looking up a guide and I am still reluctant to do so, except that I genuinely feel lost with almost too many screens and inventory items to sort through to be able to figure it out on my own.  So today, I decided that Flood of Light would be an appropriate title; although as it goes with nearly every decision making process in my life, I am now wondering if it is not as "under the radar" as I feel like it should be.  But I will go more into that later, probably on Monday's post where I do talk about the game in greater detail.

In other games, I find myself still working through (and enjoying Darkest Dungeon, although I am hoping that I am not wasting some of the low green level quests and not building up my characters enough for when all I am given are orange level 3 quests.  Conklederp can attest to my attachment to some of my characters, and was pretty sad when my Jester Mallory died early on in an level 3 quest.  Here I was, supposed to explore 90% of the rooms, and I barely make it through four before she was killed.  I fled the dungeon after that, to the mental detriment of the rest of the party, but hey, they survived so what do they have to complain about!?  Plus, as Chreekat could probably also confirm, that this is a fairly stressful game, what with keeping track of who needs medical attention, who needs psychiatric attention, and why the stupid caretaker is taking up the one open space in the bar!

In other non video gaming related news, our group gave Fireball Island: The Curse of Vol-Kar two plays.  This is a remake by Restoration Games of a game that I played a lot of growing up, I think thanks to Dellaños who I believe also had the game.  Both games we played we unintentionally ended up using house rules not realizing some of the finer points in the game (taking pictures, traveling through caves) but when The Kid comes up in a few weeks, we should have everything down pat, although we might still use a house rule for the Jewel of Vol-Kar, which we feel makes the jewel feel more important than simply a point value.  AND we're getting the D&D group back together on Saturday 9th for our first in person gaming session since sometime in the summer; I could look it up, but I'd rather not since I know we haven't gamed in-person for a looooooooooong time.  I have a quest/story in mind, and like always, I feel like it might be too short, but knowing how long encounters (both fighting and communicating) can take with our group, it might just be long enough.

I cannot think of much else going on in February that I am aware of, or at least that I can think of to share to the mass (masses?).



~JWfW/JDub/Jaconian
I Haven't Said Enough