Thursday, February 29, 2024

Demo Time: Half Sword [UPDATE] (PC)

 


Release Date: TBD
Systems: Windows, Linux
Publisher: Half Sword Games
Developer: Half Sword Games
Time Spent: +15 Minutes

Well, I downloaded the Half Sword demo on my laptop just to see how different it played with using the mouse and it did feel a lot more intuitive just using a mouse instead of the touchpad, and after playing three times, and dying three times, I can definitely see the appeal and the fun in this wacky and bloody wobbly fighting sim.

But I'm getting ahead of myself.

I first had to turn down the graphics as they defaulted to Epic settings and my laptop was maxing out at 8 fps.  I then switched it to low settings and it jumped up to 79 fps, then 49 fps at medium, so I left it there.  During the actual gameplay, the frame rate dropped to 20, but that was something I could handle for a few dozen additional pixels on my player's bald little pate.

I found it a little more difficult to actually grab the weapon that was on the table as I kind of had to aim above where I had the mouse cursor on the screen.  I don't actually know what the mechanism behind that could be, but it was still something that I noticed.  But I was able to grab an axe-like small pikeless halberd-like weapon, but I was swinging like an inebriated maniac and wasn't able to make contact with my like-dressed assailant; to note, the game auto-equipped it in both hands.  But then I noticed that the 30-second timer to continue at the top of the screen was not 30, but was 60.  This number wasn't a timer, but a score.  This fueled me a bit more to continue even though I had never won a single combat encounter.

But then the game crashed.

I decided that I would lower the graphical quality to low because I have no qualms about playing a game that doesn't look great as long as I can play the game and I know what it is I'm doing.  This time around, the first table I found had a blue Colovian Fur Helm (because that's what I'm going to call it from now on until I find something different or am corrected) and a bearded axe.  This time around, I was successful in killing my opponent and maiming the second before I too was killed.  During combat, I was prompted to double-click to make a thrust attack, and while I don't know if this was weapon-specific, this tactic never worked regardless of the weapons I ended up using.  This time around, for those keeping score at home, I scored 250 points.

My third and final encounter was my most successful run.  I found what I think was a bident (like a trident, but two) and had a great time with this weapon primarily because of its reach.  I didn't need to have great combat skills because I could swing the bident around wildly (swerving the mouse around wildly) and with luck puncture some part of my enemy's body.  In one encounter I just slashed the guy to death with repeated lacerations across the chest.  In the next, I slashed the guy's pants open at the thigh, and then a bident up under the jaw is what did him in.  In the third encounter, I punctured the guy in his chest then proceeded to shake him side to side to keep him off balance until he died.  The fourth guy managed to somehow either disarm me or wounded one of my arms which made me drop the bident and so I ran away, ended up finding a small mace-like object, but couldn't get in close enough before he beat me to death with a pair of forge tongs.  Plus I got a final score of 420.

Half Sword ended up being a fun demo even on the lower graphical settings and occasional hiccups, but I don't know if I would buy the game for my current laptop as playing on the Steam Deck was, well, you can read about it here.  What I learned, at least in these early combat encounters, was that reach was vastly more important that the weapon itself.  It will be interesting to see what the final game shapes up to be.  Will it be an endless combat arena to achieve a higher score?  Will it be like a puzzle where you go to pre-generated rooms with a set selection of weapons and armor to go up against a specific number and type of enemy?  Will there be a progression system where you can buy/sell equipment to use in future combat and what would the penalties be for dying, because you very much die.  Will you be able to create your character?  Will there be a weapon/armory encyclopedia for equipment that you've found so that you can actually know the name of the weapons/armor you're using?  Half Sword is still very much in early development so I look forward to eventually killing armed opponents in as many goofy and bloody ways as possible on either platform, but the Steam Deck will need further optimization.


~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, February 28, 2024

MIDI Week Singles: "Jungle Battle (Main BGM)" (NFC/NES)

 


"Jungle Battle (Main BGM) from Contra on the Nintendo Family Computer and the Nintendo Entertainment System (1988)
Composer: Kazuki Muraoka
Label: Konami
Publisher: Konami
Developer: Konami


Nine and a half years into writing MIDI Week Singles, this is the first time we've covered this song and any song from the Contra series.  Likely because this song (and the Contra series) comes with so much baggage and legacy, we're only covering it now.  Just Google or search on YouTube for "Contra Jungle Theme" and you'll come back with umpteen thousand hits, so what is it that we could possibly add to this 34-year-old discourse?  Not much really.

But I want to mention why we're crediting the arrangers here when we normally only list the composer.  Because of the work done from the original music composed on and for the 1987 arcade release to the 1988 release on the Famicom with an entirely different sound chip and playing environment, I find that I like this version over the original arcade since I can not only hear the music over the tinniness of the background sound effects but there is also additional weight to the music and instrumentation.  It could very well be nostalgia-related and because this is the version that I am most familiar with, but I genuinely believe (biasedly) that there is a quality to this song that is rarely matched in background music for side-scrolling platform shooters from the late 1980s.



~JWfW/JDub/The Faceplanman/Jaconian



P.S.  I know that in some instances there are differences between the Famicom and NES versions of music, such as with the Castlevania series, but I couldn't find any known differences between the music from the Famicom and NES versions of Contra.  Just wanted to throw that out there.

Monday, February 26, 2024

Demo Time: Half Sword (VSD)

Release Date: TBD
Systems: Windows, Linux
Publisher: Half Sword Games
Developer: Half Sword Games
Time Spent: 14 Minutes

I actually heard about Half Sword during the previous Next Fest last October but I never got around to playing it. While I didn't hear/see any posts/talk about this game this time around, I was happy to see that the demo was still available.  All I knew was that it was a physics-based game with historically accurate 15th-century European weapons and armor, and was talked about like QWOP with swords.  That's all I needed to be on board, or at least on board this time.

Thankfully, Half Sword was a little bit easier than QWOP as far as moving goes as all I had to do was press forward on the joystick for the character to get up off of the floor and run toward the illuminated table with what I hoped would be something I could equip on my naked person's body.  Movement was a bit wobbly, almost like using a joystick was an unintended but necessary cheat rather than alternating between the L/R shoulder and L/R trigger buttons to move.  At the table, there was a hat of some sort (maybe it wasn't a hat, but it looked rather Colovian-like) and, I think, a long-handled sickle.  The game prompted me to "Press E/Q to interact."  And that's where we ran into our first of a few problems that ended in me not being able to totally enjoy Half Sword.

So as was the case with other games that weren't optimized for the Steam Deck, Half Sword needed a bit of tinkering with the controls, but only on my second attempt playing since I ran into this guy swinging a sword at me and promptly killed me.  On my second attempt, I had to map Q to the L2 trigger and E to the R2 trigger.  This actually allowed me to pick up the weapons on the table, this time it was a dagger and something else that I apologize for not being able to remember specifically what it was, but I do remember that it was a similarly sized weapon.  Now that I was armed, I took a couple of practice swings, fully anticipating another attacker to show up, which he eventually did and I died again.

Now let's get down to a couple of points that I glossed over to help keep the narrative flowing.

During my first attempt, I discovered that while I was unable to pick up either item on the table, I could swing my arms wildly about by swiping my thumb across the right touchpad.  For a hot moment, I thought I might be able to punch my way out of the altercation with the armed guy but his quick thinking to swing his sword up under my left arm was what quickly led to my death.  That and not really knowing what I was doing.  The game then cordially told me that I had died, not unlike in Dark Souls.  And then there was a number 30 at the top of the screen that I was fully expecting to start counting down, but it didn't.  It just stayed at 30.  And then I discovered that I couldn't move the cursor or select anything on the screen.  Holding down the Steam button didn't bring up a cursor either, but I was able to bring up the Steam menu to force exit out of the game.

During my second attempt, after having mapped Q/E to their respective triggers, I was able to arm myself with my shortened weapons.  I thought that maybe I might have a better chance, even though swinging as wildly as before when I was unarmed didn't instill any confidence in my survivability this time around.  Eventually, another guy came out with a sword and I briefly considered dropping the weapons I was holding to see if I could instead pick up the 5ft tall floor-standing candelabra to have a bit of range, but I wasn't sure if a two-handed weapon required greater skill than I had already shown.  But before I could make the attempt, the attacks came and I was killed.  And the game froze at the "You Died" screen.  Again.

Granted, this would be an incentive to not die, to not have to deal with the game freezing on me, and while I was interested to see what weapons would be randomly chosen for me, I ultimately decided that that was my final attempt.  Another contributing factor was that even with mapping the Q/E keys, attacking still felt awkward, although since a main focus of the mechanics was around QWOP-style physics-based hilarity, I'm not sure how well this will translate to either controller support or future Steam Deck support without significant tweaks.  Since my focus in this series of Demo Time articles has been on how the various demos play on the Steam Deck, I might revisit with a mid-week article if I play it on my laptop, albeit with downgraded graphics, and report back how it handles with keyboard/mouse controls.


~JWfW/JDub/The Faceplantman/Jaconian
And I've Battled and Bled for it All


Friday, February 23, 2024

Demo Time: It's Kooky - Land of Aotearoa (VSD)

Systems: Windows, Linux,
Release Date: Q3 2024
Publisher: Roshan Nowshad
Developer: Roshan Nowshad
Time Spent: 10 Minutes

It's Kooky - Land of Aotearoa is just that, a kooky little point-and-click find-it game from New Zealand-based indie game developer Roshan Nowshad.  Not being a resident of the Southern Hemisphere, I had to look up "Aotearoa" to find out that it is the Māori name for what was later named New Zealand, or specifically, the North Island.  This is all somewhat important as will be made evident a little bit later.

The bulk of It's Kooky is a point-and-click timed finding game and the demo consists of three separate stages with each stage making up a single black-and-white drawing uncrowded with people* where you look for things that are out of place.  We're talking really out of place, not just someone holding a shovel in a kitchen or five forks at a place setting, but more like a horse wearing swim trunks and sunglasses while wakeboarding behind a 17th-century European jolly boat.  Or a bear (I think it's a bear, or it could be a giant bipedal capybara; no, yeah, it's a bear) running while holding a large two-tiered birthday cake.  You know, kooky things, things that are out of place.  Each stage has a counter of the number of silly things you have to find and at the end, you are told how fast you found all of the objects.  You're also unable to zoom out to see the entire picture, otherwise you could just click everything in a few seconds.  Forcing the player to zoom in and pan around a bit not only elongates the amount of time spent in each stage but also allows the player to have a closer look at some of the amusing illustrations.  Surprisingly, or maybe not because this is a demo, but I noticed no randomization in the placement of some of the characters you're supposed to find, so every time you start, everything is in the exact same place. Sadly, this means that apart from younger children who are just starting out playing video games, there is little replay value.

Māori and New Zealand history also play an interesting part in this game.  Before you start each stage, there is a title screen that sets the location for where you will be looking for strange and silly things that don't belong; not that a person sitting in a recliner up in a tree canopy would be normal in any time period.  These bits of information range from something you might find in a history textbook, to information that the State of Florida would likely decry as being too woke.  At least in the demo, the historical information did not seem to play any factor in what was needed to look out for, but it honestly made me feel a little "eh" looking for a bird rollerblading on a stump after reading about how European colonizers deforested 99.7% of kauri forests on the North Island in the 19th century.

I think I would self-categorize It's Kooky - Land of Aotearoa as a wind-down game, something to play after a higher energy or mentally taxing game, like Dark Souls or Final Fantasy VII.  But then only so long as there are new things to find rather than replaying previous stages where you already found everything that's a bit silly.  It would also be incredibly short as I spent 10 minutes on the Steam Deck in total and that was only three stages and 30 silly things; although the last stage does introduce an additional item to locate in specific stages.  There are other games in the It's Kooky franchise and they both look to be in a similar vein, although they vary in price from $2.99 - $1.50, so I would expect It's Kooky - Land of Aotearoa to be similarly priced.  And really, for that amount, maybe this game doesn't really need to be any more than it already is.  A bit of silliness, a bit of New Zealand history, some amusing art, and some appropriate background music.  Maybe that's just enough.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


*P.S.  What I mean by "uncrowded" is that yes, there are people as you can see above, but we're not talking Where's Waldo level of crowds.

Wednesday, February 21, 2024

MIDI Week Singles: "Title Theme" - Amida (DMG)

 


"Title Theme" from Amida on the Nintendo Game Boy (1990)
Composer: Yōri Kon, Jouji Tsukamoto
Album: No Official Release
Publisher: Coconuts Japan Entertainment Co., Ltd
Developer: Sofix


First off, a couple of notes about the composers.  I do not know for certain that either Yōri Kon or Jouji Tsukamoto wrote the music for Amida.  There is very little information about this game which was only released in Japan although there appear to be English translations of the title screen and the end credits.  During the credits, it appears that everyone who worked on the game was listed under "Produced By" and then everyone's name.  After looking at who was credited, only Yōri Kon and Jouji Tsukamoto had any music or sound department credits to their name, which is why I am listing both of them as the composer although I do not know 100% for sure if either of them were for this title.

The second thing is that because there was no official soundtrack released, but after watching a couple of playthrough videos, this song would always play during the titles, hence the name.  But you're also able to select what song you want played during the actual game stages (like in Tetris and Dr. Mario), with both videos deciding on "Music No 1" which is different than this song.  I bring up the obvious because I frequently see this song labeled as "BGM #01" which is technically true, but I feel that I don't often see title music labeled as "BGM."

Lastly, I really like this song.



~JWfW/JDub/The Faceplantman/Jaconian
There's Nothing Left To Perceive

Monday, February 19, 2024

Demo Time: Dreamcore (VSD)

Systems: Windows, Linux
Release Date: TBD
Publisher: Montraluz
Developer: Montraluz
Time Spent: 56 Minutes

I am not very much an art person.  I mean, I love art but don't ask me to analyze a painting and expect anything more than a couple of sentences.  And then there's "modern art". . .wait no.  "Modern" apparently refers to art created between 1860 - 1970, I must be thinking of "post-modern" art.  No, not that either.  I might be thinking of some combination of pop art, conceptualism, and minimalism.  I'm not really sure.  All I know is that when my family visited an art museum in DC 23 years ago (It might've been the National Gallery of Art), I enjoyed the museum until we got to the section/wing that had art that had been created in what felt like the last 10 years (so, in the 1990s) and I just lost all interest.  I could look at a single Bosch or Dali painting for an hour and just be captivated the whole time.  Or whatever kind of Americana folk art this is called.  The point to all of this rambling is that before I started Dreamcore, I couldn't give you a great description of what it meant for a video game to be categorized as "liminal."  Apparently it's the trend in art the last 5-10 years, but what that means in terms of a video game, I couldn't tell you.

Until I started writing this article.  All that the "liminal" genre tag means is the sense of uneasiness that exploring a place that would normally be populated creates.  So for instance, Dear Esther as you explore an uninhabited island.  Or Everybody's Gone to the Rapture, which I assume explores this concept as you walk through an uninhabited English countryside village after the Rapture; although I haven't played it yet.  Or Gone Home where you explore and walk through your empty childhood home reading documents, letters, newspaper clippings, etc while finding out about your family's goings on for the last handful of years.  I don't know, maybe those aren't accurate depictions of liminal spaces in video games, but that's how I interpret them based on the definition from Wikipedia.

To some extent, I don't feel outwardly creeped out by liminal spaces.  Like, looking down an empty hallway in a hotel isn't uneasy.  Yes, I've seen The Shining.  But maybe you just need to hang out in a hotel hallway for an hour or two after 1 AM because you don't have your room card key.

Anyway!

DreamcoreSpecifically the first and only playable environment.  What the other four environments are were not listed on the select screen, only that they would be "coming soon."  First off, this game/demo looks amazing and looks damn near photo-realistic on the Steam Deck.  If you're particularly anal about immersion though, you might be upset that there is no movement in the water as you walk through it, although it does prevent you from running.  I actually questioned for a moment how the footage was created for me to be able to walk and look around wherever I wanted (as if I hadn't walked through a 3D space created from a real-world location before).  It became clear, maybe 20 minutes in that the rooms/spaces in Dreamcore felt like they were procedurally generated, although I was still under the video game player mindset that there was some sort of progression that I needed to decode through the various markings on the walls, the shapes of the doors, and the occasional music that would creep up.

There were rooms where faint music would swell but then fade away.  There were archways and doors that had images scrawled on them in black ink.  There was an elevator that would would ding but the floor didn't change beyond 37.  There was a flashlight on a stool.  There were triangle doors with arrows scrawled above them, pointing me to go to one or the other.  There were rooms that were completely dark and was prompted that I would require a flashlight to enter them.  Which I had.  So I did.  After nearly an hour of walking through these rooms filled with pools, inflatable tubes, smiley face balls, strangely shaped pool floaties that maybe had faces on them, I decided that I was going to call it quits.  Then I looked at the discussion page through the Steam Store and everything I had thought when I quit the game was somewhat accurate.

To me it felt like the entire purpose of "Dreampools" was to take a familial location and let the player explore locations that felt as if they could have been conjured in a dream.  According to the Steam Discussion pages, in previous builds of the game there used to be a shadowy figure that would show up every so often in an inaccessible place, but they would not do anything, just be there to help amp up the tension and uneasiness, but were removed sometime late last year (2023) due to the developer not being happy with the animations.  There also apparently is a legitimate "end" to "Dreampools," possibly something to do with a basement (maybe?)

However, there were definitely places in this game where I did feel uneasy and unnerved.  When I first came upon the pool that was filled with different-sized pool floaties with what looked like eyes on them, I got goosebumps.  As in the kind of goosebumps that rise from behind your ears to the top of your scalp while simultaneously running down your shoulders.  All within a second or two upon entering this room.  And this was well over 30 minutes into playing so I was 99% sure that nothing was going to jump out of the water and start chasing me, it was just creepy.  I don't think I was trying to figure out who had placed the pool floaties in the water because someone must have placed them there because they're there and I know that I didn't place them there if someone else did that where are they now and are they watching me right now?  On the most basic level, it felt like, "Well that's new and unsettling."

Now knowing that there are about 300 individual rooms that are not procedurally generated with a specific end in mind makes the thought of jumping back into "Dreampools" feel a little daunting, but only if I think of it like a traditional video game.  If I think of "Dreampools" as an experience to wander through to experience a sense of unease in an amazing-looking setting, then this is exactly what it is.  I am very interested though to see what the other four locations are, and the fact that I can run this at the highest visual settings on the Steam Deck is all the more appealing; the fan does kick in almost immediately and I think I could probably run the batter down in an hour, but thankfully the high-speed charger cord is long enough to reach from the power outlet to where I am laying in bed.


JWfW/JDub/The Faceplantman/Jaconian

Friday, February 16, 2024

Demo Time: Miniatures (VSD & PC)

Release Date: Q2 2024
Systems: Windows, Linux, macOS
Publisher: Other Tales Interactive
Time Spent: 42 Minutes

Hoo boy did I have a journey with this game.  I first started it on the Steam Deck because it's easier and more comfortable to play games on that platform while lying in bed than it is on my laptop.  And I figure that a lot of games are going to want to be Steam Deck verified/playable to help increase their sales.  Miniatures is a point-and-click game where, at least in the demo, you receive a box from an Ikea-adjacent store and you construct a piece of furniture with the rest of your family.   This isn't a building sim though, you're not following instructions and following a step-by-step guide, but each scene is more of a single-screen vignette where you perform a specific action and then there is a transition and you move onto another step.  Not necessarily the next step, just another step.  You go from screwing on a single hinge to playing with the bolts before being visually scolded by a creepy motherly hand.

So I started the game on the Steam Deck and sat at the screen following the titles for about 20 seconds before realizing that I could actually do something and that something was to turn on the lights.  I first started by using the right trackpad and thinking I could use the R-Trigger, but instead, I had to use the A-button to select things.  Only on my fourth attempt (more on that in a bit) did I realize that I could use the left joystick to move around the cursor which was a huge relief because needing to use the same finger (in this case, my right thumb) to move the cursor and press the selecting button did not feel good.

Fourth attempt, yes.  Actually, this ended up being five total attempts at playing Miniatures on the Steam Deck and it all came down to a single screen that refused to work for whatever reason.  On the fifth task, a handle is placed near the center of the screen.  When the cursor turns black over the handle and I click it, two opposing hands grab either side of the handle.  Now, depending on which attempt I am referring to, different things would happen, although both were in the same vein.  The first thing that happened was that the cursor turned black when it was over the bottom left hand, but nothing happened when I clicked the hand.  So I tried rapidly clicking the hand, but still nothing happened.  After a few minutes of more nothing happening, I exited back to the main menu and then restarted the game from the beginning.  The second time, the cursor was black regardless of where it was on the screen.  The same thing happened the third time and that was the last time I played that first night.  The next night, after having posted on the discussion board (thanks Vasokolbaso), I tried and the cursor was white regardless of where it was on the screen, and again, nothing happened regardless of where I clicked.  My fifth attempt was on my laptop to see if it was a problem with the game or just a problem with the Steam Deck.  That time I was able to progress, successfully breaking the handle, and ended up "finishing" whatever the piece of furniture our family was assembling.

I genuinely don't know if there is additional content for this one particular furniture project. Still, the empty spaces in the box at the beginning of the game as well as the description on Steam say that there are "four graphical adventures" and this one felt pretty complete.  I also wonder if the glitch that I experienced was somehow a "me" issue and not one experienced by other Steam Deck users, but as far as I know from the discussion pages, I might be the only one?  I also don't know what the price point would be for this kind of game if this is 25% of what will eventually be offered and as it is, I can't imagine that there will be a whole lot of replay value apart from showing it to other people and watching them experience this fun and weird game.  Experience.  Thing.  It's definitely my type of wind-down game where I just want to experience something with minimal effort after something more taxing.


~JWfW/JDub/The Faceplanman/Jaconian

Wednesday, February 14, 2024

MIDI Week Singles: "Infectious Love [Live House Stage]" - KOF: Maximum Impact (XB/PS2)

 


MIDI Week Singles: "Infectious Love [Live House Stage]" - KOF: Maximum Impact on the PlayStation 2 & Xbox (2004)
Composer: Toshikazu Tanaka (Studio Aqua)
Album: KOF Maximum Impact Original Sound Tracks
Label: Scitron Digital Contents Inc.
Publisher: SNK Playmore 
Developer: Noise Factory



It's Valentine's Day today, so I thought it would be appropriate to feature a love song, and what better love song is there than "Infectious Love [Live House Stage]" from The King of Fighters franchise entry, KOF: Maximum Impact.  This song will make a maximum impact on your love life that's for sure.  With this heart-pumping house beat from 2004, "Infectious Love [Live House Stage]" for series newcomer Mignon Beart will be sure to bewitch the heartstrings of that special someone in your life as she kicks and pummels her way to world peace.

Not really being an aficionado of disco or house music, I can't really explain why a "witch in training" has what looks like a Saturday Night Fever-inspired dance floor as her home base, or if this song would classify as either disco, house, or a fusion of the two.  I guess I could picture it being played in an early-mid 2000's club if the bass was brought up about 147%.  But watching a couple of fights in the Live House Stage, I found it difficult to pick up on the music, which I feel is par for the course with both arcade games and fighting games.  It's always a little disappointing because fighting games with somewhat relative frequency often have really good soundtracks.  This is just the song that stood out to me, which is why you all get to share in this with me on this most crucial of Valentine's Day, 2024.


~JWfW/JDub/The Faceplantman/Jaconian
With the Little Blazing Fire

Monday, February 12, 2024

Demo Time: Of Love & Eternity (VSD)

Systems: Windows, Linux, macOS
Release Date: TBD
Publisher: Acorn Bringer
Developer: Acorn Bringer
Time Spent: ~30 Minutes

Of Love & Eternity (OL&E?) was a strange demo that really felt more like a proof of concept for world and atmosphere-building than actually showcasing anything resembling a finished game.  There is a brief intro that shows a King figure killing an armored woman, followed by an armored man who rushes in and immediately mourns the loss of the killed woman.  The King then kills the man, who then passes through a visualized cosmic etherealness and comes to as a skeleton in a dungeon and is approached by a death-like figure and given a load of exposition.  The remainder of the demo is spent running through hallways in a forest, reading descriptions as they come up on the screen, punching at nothing, and collecting some form of firefly-like light source which is then used to bypass moths (I think) to cross a makeshift log bridge to rest and contemplate at a campfire.  That's more-or-less it.  Maybe about 30 minutes, maybe less if you don't backtrack like I did.

Let's get to some of the technical details and get those out of the way.

Visuals appear to be a big part of how developer Acorn Bringer wants the game to be viewed.  By default, there is a pixely and graininess to everything that makes it feel like you're watching something decades old, but different in the way that the game might have looked on PS1 hardware.  There is the option to turn off the film grain and the pixeliness, but there is also the odd option to totally make the game unplayable by reducing the game to a mess of large pixels so that it really only retains the color scheme of the rest of the game.  Wo to the person who sets the Dither to type xXx, Size: X, and 4 Color Steps and accidentally backs out of the menu.  I'm sure that there's a way to immediately fix this, maybe backing out of the game entirely resets the resolution/dither.  You can also turn off the dither effect completely, but I really feel that that takes away a lot of the charm.  Yes, visually it does look a bit better, but it's almost like trying to play an SNES game without a CRTV filter turned on.  The image is crisper and the lines are more defined, but it doesn't feel good.

Secondly are the controls.  This being a third-person perspective game with a movable camera, I looked for an "Invert Y-Axis" option but couldn't find one, so this led me to frequently look up at the sky or down at the ground whenever I would turn.  It did become a little easier the longer I played, but I was somewhat thankful that there wasn't any combat because I felt like it would not have ended well for me.

I didn't have any issues running it on the Steam Deck.  There was a windowed pop-up config menu when I started the game that required me to manually pull up the mouse and I just left it on the settings that were there by default; I can't remember what the actual resolution of the Steam Deck's screen is so I left it as is.  The only other thing I would change controller-wise (apart from adding the option to invert the Y-axis) is that the B-button had the same function as the Start/Menu button, which brought up the menu/question if you wanted to return to the main menu.  Not that it happened, but I could see myself accidentally hitting the B-button when I think I'm wanting to cancel something, then again accidentally clicking -Yes- to go back to the main menu.

It's hard to say what kind of game Of Love & Eternity is trying to be.  As mentioned, there is a punch button which implies that there is going to be some type of fighting mechanic.  How fights would operate I am unsure about.  The atmosphere and the fact that you play as an undead knight running around in a forest with ruins scattered about implies (there's that word again) that it might be somewhat Soulslike. Still, it could also end up being closer to the targeting/fighting started with Ocarina of Time.  It definitely doesn't feel like there's going to be a horde rush mode however, or maybe there will be no actual combat and the punch button will only be used to solve environmental puzzles.  It's hard to say judging from just the 30 minutes in the demo.

But what is presented here, I very much enjoyed.  I liked the graininess (ditheriness?) and I liked the occasional thunder and lightning claps that put me on edge.  I like seeing ruins off in the distance, backlit by blue lights and an eerie cemetery filled with red lights.  I enjoyed being constantly on edge not really knowing what was going to happen in the fog-filled forest.

I look forward to seeing what will become of this game.


~JWfW/JDub/The Faceplantman/Jaconian
The Ancient Falls

Friday, February 9, 2024

Game EXP: Poochy & Yoshi's Wooly World (3DS)

Systems: Nintendo 3DS*
Release Date: January 19, 2017
Publisher: Nintendo
Developer: Good-Feel
Time Spent: 25 Hours, 10 Minutes

Oh my god.  I absolutely loved the visual aesthetic and how the Yoshi series has taken on a children's arts and crafts approach through a lot of the entries in this franchise, but holy shit this game felt like a chore to get through.

The actual mechanics I was perfectly fine with and I did like a lot of what was in the game as far as content goes, but the level design, I think is just something that I'm going to have to come to terms with, in that I am not a fan.  I already talked a lot about this in my First Impressions of the game back in July of last year, and most of what I said still holds true now that I've finished the game.  And by "finished" I mean that I defeated Bowser Jr. and Kamek in level 6-8 King Bowser's Castle, not that I finished all of the optional side quests like the Poochy Gold Rush stages, the optional Smiley Flower stages (by collecting all of the Smiley Flowers from every level in each world), or collecting all of the Wonder Wool in each stage.  Oh, or collecting all of the optional sticker sheets to, I think, customize the colors and patterns on your customizable Yoshi.

As I previously mentioned back in July, my biggest problem with this game was that the levels felt too long.  Sometimes spending just under 20 minutes on an initial run, only to finish with two Smiley Flowers missing, two Wonder Wool missing, five Pencil Patches missing, and having 5/20 hearts.  Sure it could only take you just under five minutes if you already know where everything is.  I know about the "See Hidden Items" badge and I will get to badges later, but even with that badge equipped, it only shows items hidden on screen, not items hidden in non-visible locations, so it's helpful, but not a 'show everything, everywhere" function.  So the thought of replaying each level multiple times while focusing on one or two of the four different collectibles in each stage was not at all enticing.  Yes, some stages were legitimately fun to play through and I did replay a couple of stages, but more often than not, once I finished a stage, that was the last time I played it.  I think this graph perfectly encapsulates my feelings about playing almost any given stage.  By the time I reached the end of a stage, I was ready to be done and didn't want to play anymore; which is probably why I picked up the game on 37 different occasions to play through 49 individual levels (not including Poochy Gold Rush stages and including only the first Smiley Flower stage).

I have a handful of other gripes such as the frequency and location of checkpoints or what felt like the over-sensitivity on the 3DS joystick with its predilection to have Yoshi do a ground pound at the joystick's slightest downward turn, usually while I was hovering over a pit.  But I'm sure that a lot of that could have been corrected if I played more frequently than for 20 minutes a time every couple of days for every couple of weeks.  Git gud Yoshi!

I also loved the optional badges that you could use to augment/modify how you played the level.  Badges were earned as you went through the game and used gems (in-game currency) to buy for use in a single stage.  There were times when the game would announce that all badges would be free.  When they first became available, I didn't want to use them on my first run-through of a stage, instead wanting to play through without any sort of help because of pride or something.  By about halfway through Level 2-6 ("Lava Scarves and Red-Hot Blarggs"), I decided that I was going to use whatever badges I felt would be most beneficial.  For this stage in particular, I obviously chose the "Immunity to fire and lava!" because if I was going to play through a level full of flowing lava scarves one time, it was going to be with an immunity to anything knitted in red and orange woolly yarn.  Once it became available, I usually used the "See hidden items!" badge, again because I didn't want to have to replay stages over and over again looking for Patches/Wool/Flowers.  I don't recall ever using most of the other patches like "Grab items with Yoshi's tongue" or any of the "All you can eat" watermelons, and I never used the badge to completely bypass a level, because what was the point?

One other thing that impressed me about the game was the music.  There was a lot of music in this game that was only used in one stage, such as "A Little Light Snowfall" which is a heck of a piece to have been used as a one-off; granted in two games though.  But the quality of the music throughout the game was full of cheerful and appropriately themed songs for their respective stages.  Don't be surprised if we end up featuring more music from this game in the future.

Even though I didn't play a lot of them to their fullest extent, the mini-games.  I think I just like how many there were, the different types there were (including the stop-motion shorts), and that they were completely optional.  It really felt that Good-Feel developed a game that a parent could give their kid to play for months and not just be done within an afternoon.  Even the Scrapbook Theater which includes 31 Yoshi Theater videos and an observational quiz that can only be unlocked once every 24 hours, an animated bestiary, and a list of all of the songs you've heard in the game; of the 65 available songs, I apparently am missing nine songs from somewhere.  I love that there's a Mellow Mode, which adds wings to Yoshi and that essentially keeps him hovering at the same height as long as you hold down the jump button.  It also adds the use of Poochy's pups that double as throwable yarn balls, point-out collectibles (both visible and hidden), and will attack enemies for you. It's an optional accessibility option for less experienced players and while I never used it, I love that it's an option.

That being said, I did take it as the game being very condescending when it would ask if I wanted to play in Mellow Mode after I died three times in a stage.

On the harder side of things, I did collect all of the Smiley Flowers in the first world to find out what the stage was that required you to find all of the Smiley Flowers in an entire world.  What I was greeted with was a punishing and difficult stage without any checkpoints that just dared the joystick to make the slightest hint of a downward motion.  I did finish the stage, but decided that I didn't want to have to deal with any additional stages in a similar vein, no matter how potentially accomplished I might have felt afterward.

As you have likely gathered by now, I have mixed feelings about Poochy & Yoshi's Woolly World.  Had the stages been half as long as they were, I would probably enjoy this game a lot more and I would definitely be more driven to try and find more of the collectibles on subsequent attempts.  As it stands, with very few exceptions, I find that I'm a one-and-done when it comes to these levels.  I may revisit this title if the 3DS is still functioning when The Squire is old enough to play, so maybe in three years?  Until then, it'll join the rest of my physical 3DS games collection.



~JWfW/JDub/The Faceplantman/Jaconian
May I Inquire Discreetly