Friday, January 29, 2021

Game EXP: Lydia (NS)


Lydia is an indie game first released in 2018 on PC by Platonic Partnership and was ported to the Nintendo Switch on the 16th of January last year (2020).  I found Lydia to be more than a game in that I felt that it was something I experienced, and in another fashion, it is often referred to as a visual novel as there are only just a few gameplay elements that go beyond progressing dialogue.  And Lydia is definitely a unique experience from the gameplay to the DLC, that only takes just over an hour to play the entire game, it still has me thinking about the characters, the story, the developers, and their real-world experiences that lead to the story in the game being told.

The description on Lydia's eShop page describes the game as being able to "Explore the thought-provoking memories of a child with drunk and broken parents. Based on real experience..."  I will admit that I did not fully process the description and did not think too much of it when I was browsing games on the eShop.  I have seen other games [citation needed] have similar descriptions that have similar claims to seem edgier than it actually is.  What initially drew me to the game was the icon in the eShop while browsing, and the description that it used hand-drawn art, and again, that first sentence, but taken with a chunk of salt.  I also did not notice at the time the description of the DLC, costing only $1.00, which essentially is a donation to Fragile Childhood, a nonprofit in Finland whose aim is to seek out "new and efficient methods to secure a less troubled life for children who suffer from the adverse effects of parental alcohol use."  It was not until after I finished the game that I saw the DLC and description, which made a lot more sense then; I had initially thought that I would look into the DLC after finishing the game thinking it to be traditional DLC and not primarily a monetary donation.  The DLC, at least on the Switch version, essentially is Lydia coloring a monster, with each part outlined in a different bright color.  The monster is chosen by pressing A as the design rolls by like a slot machine and the colors are automatically/randomly filled in for you.  I do wish you could select how you could color the monster, but this will have to do.

Thinking more about the game, I could equate it to Requiem for a Dream if you took out the heroin abuse and substituted it with alcohol abuse and passive-aggressive narcissistic parental abuse.  You never see either of Lydia's parents beat her or put her in physically dangerous situations (like making her clean up broken bottles in the kitchen, or beating her with a broom if her room isn't clean), but she is kept awake by a house full of drunken adults with her parents nowhere to be found, with various party-goers having different reactions to having a small child looking scared and wandering through her own living room.

Lydia is told from the perspective of a young girl, maybe five-years-old at the start who lives with her parents and the time period jumps each time she is "reappears" in her bedroom.  The game progresses through various points in her life as she copes with the abuse from her parents, always escaping into a fictional world that is always unnerving.  I found the transitions between reality and Lydia escaping into her mind strange at first as I was not sure what to make of what was happening, but during the fictional stage, it seemed pretty clear that this was a coping mechanism, which left the imagery at times confusing, but only looking back on it now does it seem to make more sense.

For me, the game only fell flat in one sequence.  There was a sequence when teenage Lydia is trying to get past her Dad and she has to distract him by calling his cellphone and making up an excuse for why he needs to leave the room.  What took me out of the game was that when you are on the phone with your dad, you are given dialogue options for what you can say.  Here, if you chose the wrong dialogue option (one that does not progress your dialogue tree), your father calls bullshit on whatever determination he came to, and not picking up that it was his daughter on the other end of the phone.  So then you just have to try again, figuring out which dialogue option keeps you going through the dialogue-tree to end up reaching the outcome where he does leave the room allowing you to meet up with your friends.  It was a little frustrating for me because that were some choices that I thought would work, based on previous conversations and interactions with Lydia's Dad, but I thought that the final choice, reached after calling the Dad nearly 10 times, seemed more dangerous towards Lydia than giving him a reason to leave the room.

Before closing out, I should mention the Beep Speech in Lydia.  All of the dialogue is spoken in-game, but it is done in a way without having to dialogue, which works well for localizing a game made in Finland.  Lydia, in particular, speaks with a "beep-ba-boo" with slight variations here and there for inflection and just so that the speaking did not become repetitive.  The voices for each of the characters are distinct too with the Father constantly mumbling, possibly like he is permanently intoxicated, and her neighbor/friend Sheila whose voice does age-up as the story progresses, but interestingly, Lydia still has the same "Boh-puh-puh" tone to it, until the very last sequence.


You know, I do not know if I feel fully qualified to really delve into the deeper meanings of this game.  I was fortunate to not grow up with parents or family members who acted in the fashion that Lydia's parents treat her, although I have seen my fair share of alcohol-related issues, not that you have to have experienced this type of trauma to accurately talk about the experience.  I will say that the end of the game affected me quite a bit in that I was thinking about it all evening and for the last couple of days.  In the end, you are offered a choice that and I leaned one way because I saw the way Lydia looked, had experienced moments in her life, and, outside of the game, have seen enough of how narcissistic and emotionally abusive parents can act and manipulate their children for their own benefit, often victimizing themselves in their own minds.  This happened at the end of the game, although I won't be specific, and for me, I just felt that Lydia had had enough (spoilers in the P.P.S. below so you can avoid it if need be).


~JWfW/JDub/The Faceplantman/Jaconian

P.S.  There is a great interview with Platonic Partnership over on GameIndustry.biz that I recommend checking out.


[The Spoiler P.P.S. is down there ↓]














P.P.S.  In the final scene in the game, Lydia is at the hospital where her mother has been admitted.  It was not made clear to me the reason for her being there, and it may not have been overly important, but the mother asks Lydia to stay with her using all of the tools in her narcissistic arsenal to guilt trip Lydia to staying.  She uses the "I may not have been the perfect parent but I still love you" guise, she uses anger directed towards Lydia and immediately backhanded apologizes by saying that it was Lydia who made her react this way.  Her final ploy is to entice Lydia to look through a box of photographs with her depicting all of the loving moments they had together.  This is when you are given the option to stay or to leave.  Part of me did want to stay just to see what the mother would say and to see how Lydia would react to being shown these pictures that had been tucked away in a shoebox for who knows how long.  I ultimately decided to leave as mentioned above, again because I felt that at that point, Lydia had decided to she needed to cut her mother out of her life and I selected for her to leave.

Then the mother became a combination of angry and sad, flopping forward toward the foot of the bed, spilling over her box of curated memories crying.  Roll credits.

The hard part for me with this decision was that as the credits rolled, you saw a number of the pictures that the mother had saved and they all did in fact show Lydia and her parents in happier times, but happier in those specific moments.  The last picture showed the mother nursing Lydia when she was just a baby and, at least to me, looked happy about the experience.  Maybe it is because Conklederp and I recently became first-time parents but this last one broke my proverbial heart because seeing where Lydia's life went and where it started before everything broke, or was it always broken as the dialogue during a camping scene seemed to suggest.

Thursday, January 28, 2021

MIDI Week Singles: "Overlooking Hyrule - Prelude to Calamity" - Hyrule Warriors: Age of Calamity (NS)

 

"Overlooking Hyrule - Prelude to Calamity" from Hyrule Warriors: Age of Calamity on the Nintendo Switch (2020)
Composer(s)*: Kumi Tanioka, Reo Uratani, Ryotaro Yagi, & Haruki Yamada
Album: No Official Release
Publisher: Nintendo & Koei Tecmo
Developer: Omega Force


I have been enjoying Hyrule Warriors: Age of Calamity a lot more than I was expecting, which is to say that even after playing the first 30 minutes of the demo, I felt like was taking a bit of a gamble on a full-priced Switch game when the rest of the games in the Warriors series held zero interest for me, even the previous Hyrule Warriors game that was released on the Wii U and 3DS.   I cannot say for sure when in the game this song takes place but based on the other variants of "Overlooking Hyrule" it might actually play if you start the game, make it through the opening cinematic, then quit, then boot the game back up.  Maybe?  Or it is only after you finish the opening battle and before you do any additional main quests?  Or maybe it is played right before Calamity Ganon shows up?  The point is, this theme is played when you are in the tower overlooking Hyrule Castle as you look over the map, planning out your next move, and the specific song changes depending on where you are at in the story.

What made me decide on using this variant of "Overlooking Hyrule" was how stripped down it was compared to the one that has been playing for me for the last 15 or so hours, "Overlooking Hyrule - Prelude to Calamity (Map)."  And you know, for a song that is essentially just a motif made up of only four individual notes played within the first five seconds and repeated for nearly a minute-and-a-half, with a bit of choral "ahhs" thrown in during the last minute, I find it to be very impactful.  It is, at least to me, the definition of a simplistic song full of emotion knowing of where Breath of the Wild takes place and all of the events that will/should happen in order to get the story there.  I find it beautiful and heartbreaking, all played out with just four notes.


~JWfW/JDub/The Faceplantman/Jaconian
A Tragic Beauty Fades


*P.S.  On the page at VGDb.net, it says that Kumi Tanioka wrote on Twitter that she was in charge of the main theme.  The Wikipedia page for Age of Calamity lists the four composers as they are listed in the credits, while the VGDB.net page lists these four and an additional nine

Friday, January 22, 2021

Being Excited About (J)RPGs Again


You know, in the last couple of years I have been wondering about my relationship with RPGs and JRPGs.  Growing up with the NES and SNES and Game Boy, I liked to believe and say that I was a fan of JRPGs and I still think that I am, or was...or am.  I played the first Final Fantasy several times, falling in love with the fantasy setting, the music, being able to personify each of the four blank-slate characters as well as being able to decide the make-up of your party was amazing.  We received a copy of the first Dragon Warrior as part of our Nintendo Power subscription and again, I played that game a lot as the nameless descendent of Erdrick.  I knew about the sequels to Dragon Warrior, but I never played them on the NES, and all I can remember about Dragon Warrior II was Dr. Potts talking about the Prince of Midenhall;  I did eventually play DWII when it was released on a dual-pack cartridge for the Game Boy Color.  Now I could go through all of the JRPGs that I played over the years, but that would be cumbersome, boring, and I do not want to write that article/list; but prepare yourself anyway.

In the years of the N64 and Game Cube, there seemed to be fewer JRPGs that I was interested in although I did finish one (Hybrid Heaven)and started two (Tales of Symphonia, Baten Kaitos)It probably also does not help that there were not very many (J)RPGs on either of those systems to begin with, so knowing that now validates the drought that I felt existed at the time.  On the Game Boy systems (original, Color, Advance) I did play a few (J)RPGs (The Final Fantasy Adventure, Final Fantasy Tactics Advance 1 & 2, Final Fantasy V, Dragon Quest I, II, & III, etc), but most of those were ports of older games, and the same goes for most of the ones I played on the DS and 3DS.  I did play a couple on the PSP, but I never ended up doing much with the Persona series.

The main reason I am here is to talk about two series, Final Fantasy and Fire EmblemFinal Fantasy I came to sometime around 1990 as I have talked about a few times and my first memory of the game is looking through the Player's Guide from Nintendo Power and hearing that Dr. Pott's Dad thought that the instruction manual gave too much of the game away (it functioned similarly to a player's guide for the first half of the game).  Fire Emblem I only became aware of sometime in 2005 or 2006 when I got a Fire Emblem: The Sacred Stones T-Shirt through one of Nintendo's programs (It might have been Club Nintendo or some other Nintendo sponsored loyalty program).  I only first played a game in the series with the tactics-lite mobile game Fire Emblem Heroes, and then the first in the (actual) series was the remake of the 1992 Famicom Fire Emblem Gaiden with Fire Emblem Echoes: Shadows of Valentia on the 3DS, which I finished back in 2017.

Chronologically, over Christmas 2019 (back when Christmas's with members not of your household used to be a thing), ReallyBigAl let me sort through some of his older Game Boy Advance games and I picked out Fire Emblem: The Sacred Stones, now being a fan of the series.  Then last month, I also pre-ordered the NA port of Fire Emblem: Shadow Dragon and the Blade of Light released on the Switch because trying to use Google's World Lens app to translate the original Japanese text did not go well a couple of times I tried to use it.  Lastly, when Mjku bartered (of which I still need to fulfill my end of the deal because we need to find time to drive down and socially distancely visit with him and The Editor) for the New 3DS that I have been playing frequently, he also included a copy of Fire Emblem Fates: Conquest.  None of these games I have played but I am eagerly looking forward to three Fire Emblem games on various systems that are now part of my queue.

And over Christmas 2020 (when mixing more than three households and having more than six people from differing households in the same space was and still is frowned upon), Dr. Potts wonderfully gifted me a copy of Final Fantasy XII: The Zodiac Age on the Nintendo Switch.  I last played FFXII on the PlayStation 2 after it was released (the only time I have pre-ordered a steel book edition) and I am looking forward to (hopefully) doing a better job of following the story because last time, 14 years ago, I was a little confused as to who everyone was and their connection with each faction and resistance group.  And last week, because Best Buy was having a sale, I picked up Final Fantasy X/X-2 Remaster, being two of the later FF games that I have not played (as in after VII, I have only played IX and XII); I think I might have been JRPG islanded-out after playing Chrono Cross (and never finished either time I played) twice. 

Looking at these two series with six JRPGs in front of me feels great.  Kind of a combination of nostalgia for a genre that I have not played a lot of in recent years (with the exception of homages like Evoland and Cthulhu Saves Christmas) and have felt emotionally distanced from.  Now, I have to constantly hold myself back from starting one of these before I finish at least one of the five of the other games I am currently playing across three systems (The Witcher III: Wild Hunt, Hyrule Warriors: Age of Calamity, Metro 2033: Redux, Mega Man 5and Severed).


~JWfW/JDub/The Faceplantman/Jaconian
Strange Canyon Road, Strange Look In Your Eyes


P.S.  And I am going to be playing Dragon Quest IX: Sentinels of the Starry Skies that I have for the DS that I still haven't played yet at some point (maybe after Severed or FEF:C), and then also pick up Dragon Quest XI: Echoes of an Elusive Age at some time too because that demo on the Switch was a blast.  I do not know if I'll be able to go back to Dragon Quest VI: Realms of Revelation after restarting twice and getting 20+ hours in each time.

Wednesday, January 20, 2021

MIDI Week Singles: "Home, Sweet Home" - Final Fantasy V (SFam)

 

"Home, Sweet Home" from Final Fantasy V on the Super Famicom, PlayStation, Game Boy Advance, iOS, Android, and PC (1992)
Composer: Nobuo Uematsu
Album: FINAL FANTASY V ORIGINAL SOUND VERSION
Label: NTT Publisheding Co., Ltd.
Publisher: Square
Developer: Square


I decided to pull music from Final Fantasy V because when this game came up in my attempt to listen to all of the music from the SNES/SFam era (#AllTheSNESMusic), I recalled how much I seemed to have loved this game although only after the fact and I still could not recall everything that went on.

I first heard "Home, Sweet Home" off of the Final Fantasy N Generation: Official Best Selection album probably sometime around 2003-2004.  I had not played Final Fantasy V at that point so I had no context for the song aside from this beautifully arranged version (sung in English and Sami) that was originally on the Final Fantasy V: Dear Friends arranged album, and after listening to the arranged version, the sound chip on the Super Famicom does pale in comparison, at least it does for me.  However, when I did get around to playing Final Fantasy V on the Game Boy Advance port, I was probably about as elated as Bartz was when returned to his home village of Lix.  Having heard and listened to this song for a number of years and knowing that it was from the game I was playing, hearing it that first time did feel like I was returning home.  For me, it is the feeling of returning to a place that is free from the worries of the world and is full of comfort, something that is pretty common in the Final Fantasy series.  And even in the Super Famicom and Game Boy Advance versions of the song, that feeling for me still comes across.


~JWfW/JDub/The Faceplantman/Jaconian
"This is a Place He's Familiar With"


Friday, January 15, 2021

Game EXP: Neverout (NS)

 

A while back (Sunday, December 20th) I completed Neverout in a spree of completing twelve rooms in a single sitting, which considering my First Impressions article, was kind of a feat, but I will get to that in a moment.  If you are unfamiliar with Neverout by Polish developer GameDust, I suggest you read my First Impressions article first, then come back here and I will clear up some misconceptions I had about the game, some of which I already publically declared over on Twitter.  That being said, I will try to sum up what Neverout is about.  You are an undescribed person who mysteriously finds themselves in a cube of interlocking rooms filled with puzzles and traps that lead you into other rooms filled with more puzzles and traps which you complete as you make your way out (DO NOT WATCH THE TRAILER!!).

So, the format of Neverout is interesting, which is what threw me and my reason for initially being overwhelmed with the idea of the game after playing through the tutorial levels.  When you start the game, you play through 20 levels that give you a taste of how the game is played as well as how the color of the room prepares you for the types of traps and puzzles that are in each room.  Blue rooms have teleportation puzzles, yellow rooms have sliding blocks that can kill you, green rooms have electricity and/or spikes on spaces that will kill you, red have magnetic floor tiles that you have to get a sliding block onto.  But there was more to it than that past the tutorial stages and once you have completed those, you are taken to a central hub where you can decide what color room/puzzles you want to play.  It was at this point before I completed any of the four colored rooms that I made the assumption that each color would have its own 20 rooms to solve, but I was wrong and it turned out there were only 12.  And different elements from the different rooms can make their way into other puzzles, making them more and more complex.

In the blue rooms, you end up having sliding blocks along with the primary portals, in the green rooms, there ended up being portals, sliding blocks, magnets, spike pits, and the common electricity.  See, when you are playing, if you choose a room that is, at least at the moment, too difficult, you can leave at any time to return to the central room and pick another series of rooms to go to.  A green room with electricity, sliding blocks, and spike pits too much?  You can exit back to the hub and attempt a series of blue rooms with the teleportation (and sliding blocks) rooms.  This allowed me to attempt rooms and if I was overwhelmed or like I needed a change of scenery (or color), I could return to the HUB and choose a new room.  While there was zero in-game explanation as to how/why this was possible, I sided on the side of don't know, don't care.  And now that I think about it, that scream that you hear in the opening room just seems to be there to tell the player that you can die here and that there are other people in this series of cubic puzzles.  Almost like there could have been the inklings of a story that followed you through, but that was rejected for more puzzles.  Maybe.  That is just speculation.

For me, I initially thought that completing the yellow and blue rooms were the easiest for me,  and in that order.  For the portals, there was a fair amount of figuring out how the room needed to be oriented after moving a sliding block throughout the room to have it positioned just right so you could land on it next to the exit portal.  This used a lot of brainpower and I found that I could only attempt and solve two to three puzzles at a time before I needed to stop for the afternoon/day.  After flipping between the yellow and blue rooms, with doing a green or red room to give me something different to do, I had finished those first two series of rooms and decided to hunker down and complete the green room puzzles.  This might have been a bad decision because I found the green rooms to be the most difficult out of the entire game.  Especially once the spike pits were introduced, sometimes replacing the electricity floor tiles, but I just found myself only able to complete one before needing to put the game down.  

Then the morning of December 20th, I apparently was in the perfect headspace because I was able to complete a room that had been giving me troubles in what felt like fewer than 10 room rotations.  I started on Green-9 and soon finished the remaining three rooms, moving on to the remaining rooms starting with Red-4.  It was at this point, rather late in the game now that I think about it, that I started to focus on just one part of the puzzle instead of trying to take it all in once I was able to solve each puzzle in less time than if I tried to do to many things at once.  There were a couple of rooms however that you had to do a specific set of moves right off the bat or the room was, or at least seemed like it was unsolvable and the only way to reset was to have yourself killed (or I guess you could have returned to the HUB and then back to the room, but that would have been too many steps and taken too long).  I genuinely felt that the Red rooms were easier to manage than the Green rooms.

I will not reveal the end of the game, but I will say that it was a little anti-climactic, but that seemed built into the game.  Because after the first 20 rooms, you could complete the rest of the groupings of rooms in any order, there was no penultimate room that contained any kind of story point.  Once you finish the final room in the last group you have to complete, the lights reach the last portal and that takes you to the credits.  Kind of.  There is a little bit more to it than that, but that would be spoiling.  Perhaps if it took you to a final puzzle to solve that incorporated everything from electricity, spikes, portals, sliding blocks, and magnets in a room that was larger than XxX, that might have been a nice touch.  I of course say this now about a month out from already beating the game when past-me was perfectly fine with the game ending when it did.  

My only other critique might only be specific to the Switch port, but the game offered the ability to replay rooms after returning to the HUB.  As in, if I wanted to, I could replay the 3rd tutorial room.  The only reason I could think of is that in other versions, maybe there is a timer or an achievement to complete a room with a certain number of room rotations or the fewest number of steps to complete a room.  That is really it.

GameDust put together a fun game with an interesting concept that I loved, but only after I got past my preconceived notion that I would have an additional 80 rooms after the first 20 tutorial stages.  Maybe throw in more hints of a story like objects lying around in the HUB, scratches on walls, a pair of shoes in the corner of a room that flop around but have no actual bearing on anything that happens in the room.  Little touches like that that also build off of the scream you hear at the beginning.  Maybe in Neverout 2?


~JWfW/JDub/The Faceplantman/Jaconian
Prelude to the Void

Thursday, January 14, 2021

MIDI Week Singles: "Streets of Rabanastre (Zodiac Age Version)" - Final Fantasy XII The Zodiac Age


"Streets of Rabanastre (Zodiac Age Version)" from Final Fantasy XII The Zodiac Age on the PlayStation 4, PC, Xbox One, and Nintendo Switch (2017, 2018, & 2019)
Composer: Hitoshi Sakimoto
Album: FINAL FANTASY XII THE ZODIAC AGE Original Soundtrack
Label: Square Enix Music
Publisher: Square Enix
Developer: Square Enix


It has been close to 14 years since I last played Final Fantasy XII, but I do remember a fair amount of the music Hitoshi Sakimoto wrote, and "Streets of Rabanastre" is one of the more memorable ones for me.  Possibly because Rabanastre is the starting city or because I seem to recall you return to the city frequently throughout the game, but this song is burned in my memory and brings back feelings of exploring a massive city populated with what felt like thousands of citizens.  And with tracks like "The Clan Hall" being of similar feel and melody, and then recall events and time spent in Final Fantasy Tactics Advance 1 & 2, and then recall the music from the original Final Fantasy Tactics and everything sounds cohesive in this world.  Ivalice feels like a world with its own musical center (whatever that means).  

"Streets of Rabanastre" is just an all-around good city theme.  There's the excitement of exploring a new city, the optimism of Vaan wanting to be a Sky Pirate, the apparent care-free nature of living in a city occupied by an aggressive country.  There really is not anything that jumps out to me that Rabanastre is an occupied city, but I could go on for a while about the story in the game, but I will just hold off on that until after I replay this, which I can now do with gracious thanks to Dr. Potts.   And then that little something that adds a little extra to this song is that it was re-recorded with a live orchestra for THE ZODIAC AGE release of the game back in 2017.  The essence is still there in the original 2006 release but this version feels like there is more depth, which is to be expected.

Well, enjoy.



~JWfW/JDub/The Faceplantman/Jaconian
Tragedy

Monday, January 11, 2021

Game EXP: INK (NS)


I purchased INK shortly after I finished playing High Noon Revolver (as Vincent Rubinetti wrote the music to both games) and now, more than six months later, I am finally getting around to finishing and publishing this article, which is not a criticism or critique of the game, just my ability to manage things.

Normally, INK is not the style of game that I would jump into.  Developer Zach J. Bell has said that he was inspired by Super Meat Boy and that is evident in so many aspects of the game.  You play as a two dimensional square in an area trying to get to the exit without dying.  When you die, because die you will, you automatically respawn at the beginning without a loss of momentum.  However, it is the primary mechanic in INK that separates it from other punishing pixel-perfect platformers by the fact that when you start each stage, you are unable to see any floors, ceilings, pits, hazards, or platforms.  You are dealt a blank canvas that you have to discover.

To make the playable area visible, you move over the surface, sliding your inky body across surfaces to coat them with iridescent and permanent ink while jumping sends droplets of ink our in all directions; now there would have been an interesting mechanic, having enemies erase the ink you smeared/splattered.  The game does a great job of introducing the concepts never putting the player in a situation that is so completely foreign that there is nothing left to do but frustratingly quit.    


Sure, new concepts and hazards are periodically introduced, because if there was no type of innovation then 75 levels of the same thing are going to get stale pretty quick, but this is done well enough, especially in the later stages that by the end of the introductory stage, you are ready for the subsequent levels to get more and more complex.

I did discover after playing a handful of levels that you have the option of having an in-game timer showing as you start the stage.  Because this is one of the things that makes me anxious about playing these types of games, I was glad that the default option was to have it off.  This allowed me to play the level at my own pace, and not be worried about hopping on a wall 10 times to get the timing of the jump down, rather than focus on the fact that I was hanging out on a wall for the last 20 seconds.  I genuinely believe that had the timer been there the whole time, I might not have been able to complete the game.  But that is just me.


I did have a couple of instances where the game consistently either glitched or bugged out.  I could recreate this bug too in both stages and I am told that it seems to be an issue with the Switch port.  What happens, in both of these stages (52 & 74) is that at a certain point, once semi-specific conditions are reached (being a platform has moved up onto the screen and you have killed the enemy on the said platform), your cube character starts sinking into the platforms and it becomes impossible to move without jumping, as evidenced by my Tweet on August 21st playing the penultimate stage, 74.  This bug became so frustrating, especially on Stage 74 that I nearly quit.  I found that I could play one or two attempts before the game began to bug out, forcing me to exit out of the level and restart, which would not be a problem except that in INK, when you restart a stage, all the ink that you had splattered to reveal the area will be erased.  Eventually, I did beat the level, thanks in part to having to attempt the stage so many times that I already had most of where the platforms were and what I needed to do memorized.

That is really it, which I realize makes it feel like there is less to this game than there actually is.  The game is a lot of fun with tight and consistent controls (with exception of the aforementioned, clipping into the stage), and the music at times blends into the background but also sounds great on its own (which I always consider being the hallmark of well-written music; I think Reveal (World 2) is my favorite track) and despite the fact that I am not typically drawn to pixel-perfect-platformers, I did love INK.  It could have easily fallen into the pile of Super Meat Boy clones, but using this simple mechanic combined with a steady difficulty curve that only felt overwhelming a handful of times made it stand out as a fun and great take on a genre I am not always a fan of.



~JWfW/JDub/Cooking Crack/Jaconian


Friday, January 8, 2021

First Impressions: Severed (3DS)

 


I first picked up Severed for the 3DS in January 2017 after playing Guacamelee through Steam and really enjoyed the game that developer DrinkBox Studio created, and thought that I would give this game a go; plus being on sale did not hurt much either as the game had already been out (at least on the Vita) for eight months, being released on the 3DS three months prior; maybe I did not buy it on sale now that I think about it.  But looking at my 3DS library, the beginning of 2017 seemed to be a strange year for me in that I started several games and was then distracted away and never finished them, or in the case of Severed, played beyond the first 15 minutes.  All I knew about the game prior to even buying it was that it centered around a woman who was out to rescue her family and was in a first-person perspective.  Well, Severed turned out to be a lot more than a simple first-person action game, and one that I am thoroughly enjoying.

After beating Castlevania: Lords of Shadow - Mirror of Fate, I knew that I wanted to hop back on and restart Severed as I had only started the game and played fewer than 10 minutes, encountering, I think, only one enemy.  While Severed is a first-person game, it turned out it is more of an old-school dungeon crawl than a free-roaming Elder Scrolls game, even the first two games which were all first-person.  You move from room-to-room in single motions, but once you are in the room, you are able to look around the room but are limited to left and right, but not up and down.  While in rooms you are able to interact with certain objects like hidden buttons in walls (Indiana Jones would approve), levers and chains, and breaking open pots (Link would approve).  There are also enemies to encounter which you are able to see and anticipate before you engage in the encounter.  I do not have any pictures while fighting enemies because this is being played on the 3DS and that functionality has ceased to exist with the discontinuation of Miiverse (which I did not know was a function until earlier last month (December 2020).

Combat against enemies is a mixed bag experience for me, and not through any fault of DrinkBox's mechanics.  I think.  When you fight an enemy, there is a meter at the bottom of the screen that shows both their health and when they are going to attack, which comes in handy once you start fighting two and three monsters at the same time.  When the meter fills up and the enemies attack, each different enemy (of which I have come across four types), they have their own individual tell in how to block them with a swipe of the stylus, and it is all about timing.  I feel like I am successful close to 60% of the time in blocking enemy attacks, but when I am surrounded by three enemies and their meters are filling up, and I am paying attention to my own health, I may start panicking and end up missing either with the game telling me that my block was at a "bad angle," and with enough bad angled blocks or just straight up missing altogether, you die.

Thankfully, the game looks like it autosaves every time you come into a new room or screen, so dying is not too much of a problem, which is kind of odd.  I am currently playing the game on Normal difficulty so attacks from enemies are not weak and combine that with my 40%+ accuracy in not blocking incoming attacks means that I have died quite a few times, and then respawned in the previous room.  Which, to me at least, is kind of a strange mechanic.  Throughout the stages are trees that you can eat the fruit from to regain health, and certain enemies (or it could also be under certain conditions, but I have yet to figure out what those conditions could be) drop their hearts which you consume to regain your own health.  Finding these trees (or dropped hearts) always feels exciting because those seem to be the only method of healing and deep in the heart of the Temple of the Crow, healing is pretty essential.  Unless you die and respawn at full health in the room right before the room you died in.  Similar to the later stages in Amnesia: The Dark Descent, the dying mechanic seems more like a combination of an inconvenience and a blessing because again, you are brought back with full health.

You know, I think you might be able to tell I am enjoying myself, or at least I think it is obvious as I have written what I consider to be quite a lot for a First Impressions.  I know I still have aspects that I want to talk about and I am sure there will be more as I delve deeper into the game, so look forward to a more in-depth review in the coming weeks.  Clocking in at around seven hours, I am currently only 1h37m in, so I know there is going to be a lot more to experience.



~JWfW/JDub/The Faceplantman/Jaconian

Thursday, January 7, 2021

MIDI Week Singles: "NAPALMMAN STAGE" - Mega Man 5 (NES)

 

"NAPALMMAN STAGE" from Mega Man 5 on the Nintendo Entertainment System (1992)
Composer: Mari Yamaguchi
Album: Capcom Music Generation Family Computer Soundtracks Rockman 1~6
Label: Suleputer
Publisher: Capcom
Developer: Capcom


Since getting a new New 3DS (have I mentioned this yet?), I have been revisiting some of the games that I started but could not finish and Mega Man 5 or any game in the Mega Man series is a bit difficult if the primary button you use to fire your weapon does not function like it should; although somewhat doable?

When I went into Mega Man 5, I was not expecting to like a lot of the music, probably from what I had heard about the series becoming stale on the NES at this point and Mega Man X being released on the SNES the following year.  As it turned out, I actually enjoyed a fair amount of the music, and probably just about as much as other Mega Man games as there were some really fun tracks (Stoneman, Gyroman), and some lackluster tracks (Starman, Gravityman).   The music for Napalmman's stage though was a track that surprised me, again probably because I went in with low expectations.  I just thought it was a classic sounding Mega Man track, which is why I am sharing it with you all today.

Stay safe out there.


~JWfW/JDub/The Faceplantman/Jaconian
Staring at a Paper He is Lost Inside His Head

Friday, January 1, 2021

Year in Review: 2020


Holy fuckballs was that a shitstorm of a year!

I mean, there were good things and bad things that happened and then some really, really, REALLY bad things that happened.

First off, in our own microcosm, we lost our cat Joey Mjölnir Explosion, the First of His Name, Destroyer of Tribbles, Defender of Homesteads, King of Second Chances at the end of October.  He had been declining for some time and we decided that it was the right time for him to move on after a number of increasing signs.  We first picked him up from Cat Adoption Team around the beginning of December in 2011 and has been with us in three houses and was the best cat.  He loved his carbs be it in the form of sandwiches, pizza, dinner rolls, crackers, or literally any other foodstuff you were holding.  Being a usual resident of the Pacific Northwest, he also loved coffee, but only if it had been spilled on the ground or licked from a finger that had just been dipped in coffee.  He was 14, almost 15 (we think since we did not know his birthday), and will always be missed.

On a macro scale, if I were to list every BIPOC who was shot and or murdered by police this would cease to be an article and just turn into a list of tragedies and I am not the right person to lead that discussion but there are plenty of resources to educate ourselves with.  And then tack onto that list social injustices perpetrated against not just BIPOC but all people who do not fit the mold of what narrow-minded people consider "normal."  Bloody help you if you're a BIPOC Trans Woman, then roughly 46.9% of the United States would have it out for you.  Probably more, but that's a starting number.  And please listen.

Just last Wednesday, December 30th, 2020 the United States saw the highest (to date and of 2020) recorded number of people dying in a single day from COVID-19 and COVID-19 related symptoms.  According to the record-keeping at the New York Times, 3,808 people in the United States died on December 3oth.  In a single day, and just over two weeks since the first vaccines were starting to be administered back on December 14th.  To date, 347,245  have died in the United States from COVID-19 in 2020.  I personally have known two people who have died from COVID-19 related symptoms and both of those have been since December 1st, and then a handful more who have tested positive since March.

I think Nicolas Cage summed it up best with his opening line from the upcoming Netflix series "History of Swear Words" trailer.  That's pretty accurate.

Oh, yeah.  And remember that Australia was on fire for the better part of a year?  From June 2019 through May 2020 18.6 million hectares of land were burned (or 186,000 square kilometers being the entirety of Ireland and 77.9% of England not including Wales; or 71,815 square miles being the entirety of the states of New York, New Jersey, Connecticut, Delaware, and 81% of Rhode Island) and "nearly three billion vertebrates" died (which is nine times the entire population of the United States) driving some species [citation needed] into extinction.  That was massive.  Remember?

There was so much stuff that happened this year that I had honestly forgotten about the port of Beirut exploding fewer than two months after it happened.  And then just last week there was a suicide bomber on Christmas morning in Nashville, TN, and fuckall his name because he said he was going to be "so famous that Nashville will never forget me."  

But you don't have to take my word for it.  Canadian comedian Julie Nolke hit the proverbial nail on the head recapping events in 2020 to her past self throughout the year, which seems like a flash-in-the-pan schtick until you see that she's been doing similar sketches for the past three years (although I only found out about her from her second "Explaining the Pandemic to my Past Self" video).

But let us work on ending on an up note.  Or a few up notes.

Conklederp and I (meaning I was in the room while not physically pushing a baby out of my non-existent womb) had a healthy human baby halfway through the year who, until they tell me otherwise and/or come up with their own online alias, I will be referring to as Goblino.  They are a bundle of hilarity who doesn't always sleep through the night, enjoys waking up at 4:30-5:30 AM, doesn't always acknowledge that they're in fact sleepy and whose fingernails grow faster than Ms. Frizzle (the cat).  But they're always excited to see me when I come home from work, they like singing/talking to themselves in the morning before waking us up, they very well may start standing (not the standing up process, just the standing part) unassisted before they've fully mastered crawling, and I'll be snookered if they're not climbing V1s by the end of next year.  All three of us are still healthy although I still go into the office five-days-a-week, and I am wearing a mask any time I leave the house and change clothes immediately upon arriving back home, I wash my hands frequently, only use hand sanitizer with no less than 75% alcohol, have not seen a movie in a theatre since watching Pretty Strong with Conklederp at the end of February, and  I have not eaten in a restaurant since Sunday, March 15th (for Conklederp it was Saturday, March 7th); although we do get take out every so often. 

Right, good news.  Gaming related then.

I feel like I have been making a dent in my Switch Queue, although according to the Completionist Times over at HowLongToBeat, I still have 1,350 hours of games left; but if we are completely honest, nearly 500 of those hours are from The Elder Scrolls V: Skyrim, The Witcher 3: Wild Hunt and associated expansions; and yes I have beaten Skyrim on PC (by beaten I obviously mean that I've completed the main quest, but still have the DLCs to tackle), but I also started it on the Switch, so it is on the list; yes, I used a third semi-colon in a single sentence, sue me.  And to say nothing about the list I made for DS and 3DS games that I have started back in on since being gifted a new-to-me 3DS from Mjku at the end of November.  In that list, there are fewer games and not as much time required (unless you believe that Dragon Quest IX: Sentinels of the Starry Skies really does take 752 hours for a completionist run).  Now I think I might look thr0ugh my Game Boy Advance games and see if there are any that I still haven't finished; maybe I will use Conklederp's DS lite or my Game Boy Advance to play Fire Emblem: The Sacred Stones that I picked up/borrowed from ReallyBigAl last Christmas?  And I still need/want to play The Legend of Zelda: A Link Between Worlds because god knows why I never picked that game up in the last seven years!

I also found myself dabbling a bit back into PC gaming thanks to Wolfenstein: The New Order and the subsequent standalone expansion The Old Blood, all so that I can understand and play Wolfenstein II: The New Colossus and Youngblood on the Switch.  And by giving Amazon's cloud-based game streaming service, I found myself interested in the Metro franchise although ended up not really enjoying Luna overall, but at least some good came out of it all; and GOG had Metro Last Light Redux for free (through New Year's Eve, I believe), which is great because after playing Metro Exodus on Luna, I hopped over to GOG and got Metro 2033 Redux at a super discounted price.  And speaking of free games, if you don't have anything against Fortnite's developer Epic Games, I hope you were able to take advantage of their free game give away throughout the whole year (stretching as far back as December 2018) as well as the last 15 days where they offered up a free game every 24 hours.  I already had a few of the games they offered, but titles like Alien: Isolation and The Long Dark have been a welcome addition; Either I missed seeing Metro 2033 Redux back in September 2019 or I paid for a game I already had in my library, which I am fine with.

Boardgames were a bit lackluster in 2020 for us what with the social distancing and all.  We did play Mansions of Madness a couple of times (still need/want to pick up the newest expansion too) and there were a number of rounds of Quiplash with the in-laws.  Our Dungeons & Dragons group still meets semi-regularly on a bi-weekly basis if everyone is able to make it.  Our DM is doing a great job with keeping track of all our characters in Roll20 and learning the system there too kind of as we go along.  He actually has a Patreon for some DM tools that he has been spending some time working on that I look forward to making use of once I start up a new D&D group once this is all blown over like a miracle and go away like things go away.  I also got some new expansions for Elder Sign which reminds me that I still need to incorporate and play with the Unseen Forces expansion I picked up back in March and the great thing about Elder Sign is that it can be a single-player game too.

Lastly, Conklederp and I are nearly halfway through season four of The Clone Wars animated series, which I am pretty sure I have mentioned before, is her introduction to the series.  And after a number of cameos in season two of The Mandalorian series, has been our go-to show to watch in the hour or two we have between getting Goblino down for the night and going to bed ourselves.  I have also realized that I should really brush up (by reading a book or eight) on my chess skills, because it really is a game that I love, that I have known for a while that I am not very good at.  Ah well, that's what new year's resolutions are for right?


~JWfW/JDub/The Faceplantman/Jaconian
My Armor is Iron ~ Instrumental