Friday, April 26, 2024

Game EXP: Skelethrone: The Prey (VSD & PC)

 [Disclaimer:  I received a review key for Skelethrone: The Prey through Keymailer, a third-party website/company that connects publishers and developers with content creators.  The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]* 

Release Date: March 14, 2024
Systems: Windows, Linux, 64-bit Processor
Developer: 70'Strike
Time Spent:  2 Hours 54 minutes

Skelthrone: The Prey is the prequel to Skelethrone: The Chronicles of Ericona where you play as the character of Ericona who is on a mission to. . . do something?  Not be killed by a mysterious woman and her undead army for reasons that I would assume become clear(er) in The Chronicles of Ericona.

The game looks kind of like a 2D Dark Souls mixed with Blasphemous and a splash of the Metroidvania era of Castlevania games.  But thinner.  I don't know how else to explain it apart from that.  The artwork and aesthetic is very pixel art adjacent, but the pixels themselves are small in a way that makes the oomph of hits, both from your character and the enemies feel less than impactful.  This is all probably a weird way of saying that I enjoy a lot about the art and the look of the game.  I like the design of Ericona, somewhat reminiscent of Alucard from Symphony of the Night, but again, smaller pixels, more detail but at the same time, about the same amount of detail.  I like that there are foreground environmental elements that never felt like they got in the way of the gameplay or that they were placed in a way that felt cheap (i.e. obscured the game in a way that played against the player).

Mechanics-wise, the game is heavily inspired by Dark Souls, although there are some departures that I liked.  First, there is the classic bonfire where you can rest to regain all HP, restore the number of healing potions/crystals you have, and respawn all previously killed enemies except for unique bosses.  You can level up and fast travel between bonfires, although in Skelethrone: The Prey, there is practically no reason to do so unless you plan on farming XP from enemies earlier in the game.  And like in Dark Souls 2, I think that enemies stop de-spawning after being killed a certain number of times as you can see in my second gameplay video (see below).  However, scattered throughout the world map, and from what I could tell, usually right before a boss battle, are lanterns that act as respawn points if you die, but will start you at the same amount of health and healing crystals you had when you activated it.  What I liked about this, was that it functioned how I use save states in the Mega Man games but doesn't decentivize getting gud because you still have to make your way from the last bonfire to the lantern relatively unscathed, but it just means that you don't have to repeat the trek every time you die from the boss.

While there exist similarities to Dark Souls, Skelethrone: The Prey is significantly more forgiving in almost every way imaginable.  First, when you die in a bottomless pit, you immediately respawn on the last grounded surface you were standing on with a chunk of your life missing; I don't know the specifics on how much life is taken but unless you upped your vitality stats and nothing else, you might be able to survive three falls without fully dying.  Second, while boss battles are similar in that you do minimal damage while attacking a health bar 1/2 the length of the screen, I often found myself able to spam the attack button for 3-9 hits, especially during the Mardek's Machine fight.  And from what I could tell against the three bosses you fight, the majority of their body is open to attack; for instance, during my first attempt at Mardek's Machine, I was only attacking the eye/chamber thing thinking that that was the obvious video-game weak spot.  Lastly, something about S:TP that made it stand out from many Metroidvania games was that many enemies (including bosses) didn't inflict damage on you just by touching your character.  With the exception of two floating enemies, you could pass through enemies without taking damage, but only if the weren't actively performing an attack animation.  This definitely threw me on a couple of occasions as I would often wait for enemies to move from the edge of ledges that I wanted to jump to, afraid that I would be knocked back Castlevania-style and fall into a pit.

The level design was very much classic Metroidvania.  You had you 2D map showing you boxes of rooms with open sides hinting where doors are located and if you entered a room that was also a dead end.  Although rooms would entirely be visible on the map once you entered them, you did not need to fully explore a room to find out its dimensions. The number of available fast travel locations and that the map had further open areas implied that the playable world in The Chronicles of Ericona will be significantly larger, although the lore description in the menus further suggests that there are/will be additional worlds/maps to explore beyond the one in K'ar Kaaros.  I am pretty interested to see how connected the locations will be if it will be closer to Dark Souls with gradual environmental changes or something closer to Castlevania: Portrait of Ruin with drastic environmental changes based on the world you end up traveling to.

Along with how unimpactful the hits felt, there were other aspects that I didn't entirely jive with.  There is a roll/dodge/slide mechanic and a momentary blocking mechanic, being your two primary forms of active defense.  The game tells you early on that when enemies flash red, you have to roll/dodge away from their attack, and maybe because I've played a handful of games that use a similar cue from enemies, I kept interpreting this as a tell to block, and I would end up getting hit either from poor timing on my part or because you cannot block flashing red attacks; thinking about the block/counter in BlasphemousMetroid: Samus Returns and Metroid: Dread.  I also needed to actively think about using the block mechanic, usually resorting to just jumping (or double jumping) away from enemy attacks or completely over them to attack while their backs were turned.  I never felt that I actively benefitted from the blocking maneuver, so I used it less and less throughout the demo.

Lastly was the leveling up and progression system which was a mixed bag.  On one hand, I liked the simplicity when you leveled up at a bonfire.  The skill names and what they did in the game were straightforward, more so after you gained the secondary abilities that used Ether.  Although, I wasn't 100% clear if Dexterity modified your secondary attacks, or if it would modify additional weapon attacks that you don't learn in Skelethrone: The Prey.  This will likely be cleared up in The Chronicles of Ericona, so I'm not too worried about it here.  I was also left a little underwhelmed by the customizable stat wheel every time you collect a shard.  Bearing some similarities to the skill tree from Final Fantasy X and Path of Exile, instead of progressively learning skills along with your stat boosts, here it is only varying degrees of boosted stats.  One node might be a Health +1, while another will be an Ether +3 or a Stamina +1.  Had there been more to the individual nodes apart from a +1 through +5 to one of your three stat bars, I would likely have been more excited about customization options, but instead the shards you find ended up only feeling like another piece of leveling up with XP.

For the most part, I really enjoyed Skelethrone: The Prey with its design and aesthetic choices that felt familiar but still very accessible from a skill level.  My first playthrough took me about 90 minutes, but what ended up being my third playthrough (due to various technical difficulties during the recording process), I was able to complete everything in just under 30 minutes.  Like a decently well-designed game, the first go around felt more difficult than the last time, and learning and better understanding the game's mechanics.  Sure, not everything was berries and cream, but I came away with a positive experience and overall positive feelings about what was created here.  I am interested to see how The Chronicles of Ericona further develops the weapons and items hinted at here, which will be released in/on/around Q3 2024.



~JWfW/JDub/The Faceplantman/Jaconian


*Skelethrone: The Prey is readily available on Steam and didn't technically require me to agree to anything from Keymailer to play the game.  I simply agreed to the terms of service through Keymailer to up my profile there and everything I had to say here would have been the same had I downloaded the prequel on my own.


Below I am linking my series of gameplay videos, filmed in four parts.  The first was recorded off of the Steam Deck, but then I had some difficulties recording off of the dock.  Then videos 2-4 were recorded off my laptop as I played from my laptop.  Another interesting note is that Video 2 was recorded on my second game file (the first being on the Steam Deck), while videos 3 and 4 were on my third playthrough because a video I had thought I recorded ended up only recording the audio and my desktop wallpaper.  It's a convoluted mess, but it kind of makes sense if you don't look too closely.

Wednesday, April 24, 2024

MIDI Week Singles: "Zen Garden" - Plants vs. Zombies (∞)

 

"Zen Garden" from Plants vs. Zombies on nearly everything that played video games between 2009-2013, except the Wii and Wii U.
Composer: Laura Shigihara
Album: Plants vs. Zombies Soundtrack 
Label: Bandcamp
Publisher: PopCap Games
Developer: PopCap Games

Every so often, The Squire asks me to play Plants vs. Zombies and that so often recently has been every morning for the last week or two.  Before we jump into the melee of horticultural warfare (before EA bought the franchise and gutted the soul of the game), we'll go into the Zen Garden and water our rows of potted tower defense plants.  We've stopped giving the plants that ask for bug spray their request because that stuff is too expensive and the rewards are not worth the investment when you have 20+ plants to water.

I don't have a full garden of plants yet, so I probably spend just over a minute watering everything multiple times until after I've used the phonograph on all the plants that ask for it, which usually amounts to just over $1,000 on a good day, then it's off to the Mini-Games and Puzzles.  But that minute or two in the Zen Garden, listening to the track of the same name is a nice little quiet before the proverbial storm of pea squishes, zombie moans, and giggles from the Squire each time the Gigantaur appears.


~JWfW/JDub/The Faceplantman/Jaconian
Dig Yourself Up From Your Grave

Friday, April 19, 2024

Demos That Didn't

Today's article will cover several demos that I tried to play from Steam's Next Fest (Feb. 5 - 12).  Since the games ended up being unplayable for various reasons, we're just going to give only brief snippets of the games themselves as there wasn't enough material there to write an entire article about.  Maybe there could be one for No Man's Sky, but we'll try to cover as much relevant information as possible.


Pacific Drive
Release Date: February 21, 2024
Systems: Windows, PlayStation 5, GeForce Now
Publisher: Kepler Interactive
Developer: Ironwood Studios
Time Spent: 0 minutes

Not having the Pacific Drive demo not work on the Steam Deck was probably my biggest disappointment out of all of the games in today's article.  It's a game that I've been following tangentially on Twitter and Reddit for a while now, and the idea of playing a survival horror game from the perspective of driving a car at night in semi-low light environments has been one of my recurring nightmares since In the Mouth of Madness.  So then only to find out after installing the game and attempting to play it and then receiving the notification that the game can't be played because "Microsoft Visual C++ Runtime" is required was a bit of a bummer.

Granted there are a couple of solutions to this fix and back in February, I didn't try any of them because I uninstalled the demo and moved on.  I recognize that demos and in-development games, especially indie games, are not going to be readily Steam Deck verified before release in the same way that a AAA studio is going to (likely) ensure compatibility.  I did perform a similar action to get Spec Ops: The Line to work on the Steam Deck, by enabling the Proton Experimental option in the individual game compatibility settings (which sounds more complicated than it really is because I was able to do it) so maybe I'll give another go at it in the coming days/weeks if I haven't already by the time this goes to print.  And as of this printing (Friday, April 19th, 2024), the game is classified as "Playable" so there is some hope.


Mark of the Deep
Release Date: 2024
Systems: Windows
Publisher: Mad Mimic
Developer: Mad Mimic
Time Spent: 0 minutes

Yup, the exact same thing that happened here is what happened with Pacific Drive.  Literally the exact same "Visual C++ Run Time" notification.  Nothing more to add.


No Man's Sky
Release Date: August 9, 2016
Systems: PlayStation 4/5, Nintendo Switch, macOS, Windows, Xbox One, Xbox S/X, GeForce Now
Publisher: Hello Games
Developer: Hello Games
Time Spent: 26 minutes

This one was weird and I never found a fix for how to get the game to run correctly.  So first off and most importantly, No Man's Sky is labeled as "Steam Deck Verified" which means that there shouldn't be any problems running the game in any way.  The control settings should be automatic and functional as far as any additional configuration that needs to happen to be playable.  Graphics don't have to be at Ultra 8k settings, just playable at a mostly steady frame rate, and having the option for an inverted y-axis is usually all I ask.  In this case, two out of three was not good enough because, for the life of me, I could not get the game to recognize that I was using a controller and not a mouse and keyboard.

I hypothetically could have hooked up my Bluetooth mouse/keyboard, but I didn't have them with me and I wasn't about to figure out how to play the Steam Deck in bed while using m/k controls at the same time.  I looked on various forums and discussion pages, but looking up config information about a year-and-a-half-old platform on a seven-and-a-half-year-old video game was rather cumbersome.  There were multiple solutions that other people suggested specifically in regards to the Steam Deck and not the Steam Controller because I got plenty of posts when searching for "No Man's Sky Steam Deck Control Config."  I did as one person suggested and used the PlayStation 4 Controller configuration, but the game still prompted me to press "E" to Initialize Expedition.  And before we go any further, yes, I know that the game frequently uses the button mechanic where you have to hold down the button and wait for the "loading circle", or whatever you call it, to fill/load for the game to recognize it as a button press.  I also tried as another person suggested, running the game in Proton Experimental (see above) and that didn't work either.

What I ended up doing as a temporary fix was to map "E" to the L4 button on the back of the Steam Deck, thinking it might be a Final Fantasy VII issue and then everything would work after I got past this one screen, but that again was not the case.  I could only move the camera while holding down the Steam button to activate the right touchpad to function as the mouse, but the left joystick or even the left touchpad did nothing.  I could fire off whatever resource harvesting gun I started with but could not move around to collect my harvest.  

So after multiple attempts, multiple control configuration settings, and multiple compatibility settings, I gave up after 26 minutes and ended up uninstalling the game (after uploading the few pictures I took).  I then said that the game being Steam Deck Verified was in fact not my experience (to which there were no follow-up questions), and that was that.


So this is the current end of our Demo Time articles, ending somewhat on a bit of a downer, but that's not to say that the whole experience itself was bad.  I was quite surprised with myself, playing through over a dozen demos in less than a week, and feeling that I understood what each game was about was a great feeling to come away with.  It was almost like playing a lot of mini-games to completion and I came away with several that I have added to my Steam wishlist and at least one game from the developer of Silkbulb Test because of the impact that the demo had on me.  In the weeks and months since Next Fest, there have been several other "Fests" that I have not jumped on quite like Next Fest, if only because I still had other full games that I wanted to play and not just more demos.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, April 17, 2024

MIDI Week Singles: "Maybe" - Fallout: A Post Nuclear Role Playing Game (PC)

 


"Maybe" from Fallout: A Post-Nuclear Role Playing Game on Windows, MS-DOS, macOS (1997)
Composer: Allan Flynn, Frank Madden
Performed By: The Ink Spots
Album: "Maybe" Single & Fallout
Label: Decca Records, & GOG [discontinued]*
Publisher: Interplay Productions
Developer: Interplay Productions

Conklederp and I are going through the Fallout series on Amazon a lot slower than other people/news outlets which means we've only just finished episode five last night.  I couldn't help but use "Maybe" by The Ink Spots from the intro of the first Fallout game and was later used in episode 3 of the Amazon series, "The Head" as the main character Lucy MacLean is walking towards, presumably what is left of The Hub (aka Los Angeles) featured in the first Fallout game.  In the game, the song is used to help juxtapose the quaint nostalgic feelings (by those privileged enough to be in the position to feel nostalgic) of the 1940s as the camera pulls back to reveal the remains of Necropolis (aka Bakersfield) and the world of Fallout. 

Since we haven't finished the show, I can't fully comment on the meaning behind using "Maybe" at the beginning of episode 3 although I can speculate out the keester.  It could be Lucy thinking about her family back in Vault 33, or about the condition of her father.  Or maybe the song is just used there as a gigantic easter egg for everyone who has played the first Fallout?

Maybe?**


~JWfW/JDub/The Faceplantman/Jaconian
Have No Fear and Don't Look Back


*I say "discontinued" because the soundtrack used to be available through GOG as an extra when you purchased the game, but at some point, the soundtrack itself was pulled and is no longer available through GOG.

**P.S.  Sorry.

Monday, April 15, 2024

Demos That Kinda Did


Yeah, that title is a little wonky, but I feel that it will match up well with Friday's article.  Today we look at four demos from the last Steam Next Fest that I moderately enjoyed but not quite enough for one reason or another to warrant their own article.  Since we're not going to play favorites here, we'll just list the four games in alphabetical order.

Release Date: TBA
Systems: Windows, Linux
Publisher: Gamera Games
Time Spent: 76 minutes

This was a strange point-and-click game done in an almost entirely black-and-white hand-drawn style that I actually really enjoyed.  In general, I liked the overall vibe of this game and maybe it's the fault of it being a demo, but there were a couple of mechanics that felt like they were never adequately explained.  There's something to do with this squiggly dark presence that you could collect, and that seemed pretty rare, that would give you a clue when up against a puzzle, but I never fully understood what these were.  There was also a puzzle that I had to look up the solution because, in typical point-and-click fashion, the solution required you to take [redacted] and use it on [redacted], then take your [redacted] and use that on the [redacted] which gives you the hint that [redacted] is [redacted], and then you take that information over to the [redacted] and input the numbers [redacted] which will then open up and give you a [redacted] to open the door.  This was all in one room, on a single screen, and I don't think I had all of the items in my inventory to complete the puzzle as intended; so instead I just inserted a series of numbers into a thing and solved the puzzle.

Only at the end of the demo did I feel that the game took on a bit of a Lovecraftian tint, but by that point I wasn't entirely sure what it was that I had been trying to accomplish.


Release Date: 2024
Systems: Windows, Linux
Publisher: roccay
Developer: roccay, m10
Time Spent: 83 minutes

This was another point-and-click game with an interesting look, but while Candlelight: Lament hand-drawn aesthetic, The Dream of a Cockspur had an almost dithered low-fi decoupage look to it, combining digital and physical art.

The demo itself was more self-contained than Candlelight: Lament in that after the initial room, you only have access to a handful of screens you can navigate to and do not have an on-screen avatar to move around.  In some ways, Cockspur felt closer to old-school point-and-click games like Shadowgate and The Uninvited where all of the action happens on a single screen at a time, although you are often still able to move between rooms with a puzzle or two to solve to proceed to the next room.  The issue I had with one puzzle in particular, which is why it took me 83 minutes was that I needed to interact with an item in a way that was not intuitive, and just like Candlelight: Lament there was something that I could interact with that I thought was just regular art.  I had a bit more of a chills running up the spine reaction to the end of this demo and I enjoyed this a bit more.  I also appreciated that the game tells you upfront that the story is broken up into seven days and that the demo only consists of the first day.  I'll probably keep my eye on this.  Maybe.


Release Date: May 8, 2024
Systems: Windows, Linux, 64-bit Operating 
Publisher: 11 bit studios
Developer: Odd Meter Games
Time Spent: 36 minutes

I have mixed feelings about INDIKA.  On one hand, I loved that this was a third-person survival horror game with a nun as the main protagonist.  However, since I couldn't invert the y-axis, I ended up walking around either looking up in the air or down at my digital feet for longer than my inner ear would have liked.  I wish that I could say that this wasn't what led me to stop playing the demo, but it was a significant factor just because of how uncomfortable the controls felt and that I was starting to feel a little nauseous.  I had hoped that I could power through, but that only seemed to make it worse.

One other thing that was a bit of a turn-off was that it felt like I was dropped into the game after the first or second stage.  While not usually a problem as far as being able to complete a demo is concerned, it did make me less interested and invested in the characters and why and how this nun was attached to this guy out in the middle of a frozen Russian mountainside.  I was intrigued with a lot of what the game was promising though with the late 19th-century Russian setting, the affliction of the nun's captor, and the disconnect between the gorgeousness of the graphics and the pixeliness of the menu and on-screen point/XP system.  I was sad that I wasn't even able to get to the trippy puzzle section or anything to do with psychological horror, but that might be something I'll experience at a later date pending any UI updates to a certain axis.


Release Date: TBA
Systems: Windows, Linux
Publisher: Lowpix Games
Developer: Lowpix Games
Time Spent: 33 minutes

Lady Hunt was a demo that I felt I got the gist of the game pretty quickly and only made it so far before I decided that I didn't want to invest more time in the game solely because it was a demo.  

The game played similarly to Castlevania or Slain: Back from Hell but with a friendlier and less complicated art style with gameplay closer to Blasphemous or a 2D platformer Dark Souls.  Most enemies took more than one hit to kill which meant that you couldn't just power your way through but had to jump or dodge away from their attacks.  Bosses had huge HP meters that covered the length of the screen with your attacks dealing minimal damage.  There's a formula here that I have noticed quite a few times in this and some other demos I've played since February.  With that in mind, a game has to be really special then if it is going the 2D platformer Blasphemous/Dark Souls route and Lady Hunt just didn't feel special enough to see my way through the second boss battle I came across.


So those are four more of the demos I played during Steam's Next Fext last February.  None of them were bad, but at the same time, none of them wowed me enough to warrant their own article earlier in the cycle.  I may come back to some of them after the full game is released, and even then it will likely be a few years until I actually buy them because of Steam queue reasons. 

There're always reasons.


~JWfW/JDub/The Faceplantman/Jaconian


P.S.  INDIKA was probably the only game out of this bunch of four that was taxing on the Steam Deck.  I didn't run any of the performance overlays to see how many fps the game was running and how many gigawatts the system was powering at, I just noticed there were dips in frame rate while running on a combination of medium/low settings.

Wednesday, April 10, 2024

MIDI Week Singles: "A Trader's Life" - Fallout: A Post-Nuclear Role Playing Game (PC)

 


"A Trader's Life" from Fallout: A Post-Nuclear Role Playing Game on Windows, MS-DOS, mac OS (1997)
Composer: Mark Morgan
Album: Fallout, & Fallout: The Soundtrack
Label: GOG [discontinued], & Interplay Productions
Publisher: Interplay Productions
Developer: Interplay Productions


It's been a while since I last played Fallout, so 10 years.  If you had asked me yesterday I would have said that this was the music played either in every settlement except for the vaults and Necropolis or during the randomized encounters while out wandering the wasteland.  I likely would not have guessed that it played exclusively in The Hub, although The Hub itself is a sprawling five-map area that is a central trading hub of what was the Southern California basin.  And I know I didn't count "A Trader's Life" among my favorite songs from Fallout when I last played nine years ago, but listening to this now does bring back memories of that trimetric wasteland of brahmin feces and death.  I also want to bring attention to the instrumentation, using a lot of instruments that could hypothetically have been played during the time of this game: flutes, drums, sitar-adjacent string instruments, brake drums, didgeridoos (maybe?), some kind of electronic instrument-thing.

You could probably also guess that we're featuring music from Fallout because of the release of the Fallout series on Amazon Prime tomorrow (Wednesday, April 10th, unless you already watched it on Twitch), and I have high hopes for that series because of course I do.


~JWfW/JDub/The Faceplantman/Jaconian


P.S.  "A Trader's Life" is also featured in Fallout 2 

Monday, April 8, 2024

Demo Time: Botany Manor (VSD)

Release Date: April 9, 2024
Systems: Windows, Nintendo Switch, Xbox Series S/X, Xbox One, & PlayStation 4/5
Publisher: Balloon Studios
Developer: Whitethorn Games
Time Spent: 112 Minutes

Botany Manor is a cozy little fantastical puzzle-laden gardening sim that I ended up taking a little too seriously, meaning that I once again over-thought a few puzzles and was fully expecting something creepy to come crawling out of a flower pot.  But no.  Botany Manor is simply just a first-person perspective game where you solve plant-based puzzles in late 19th century England in a typical point-and-click fashion.  The puzzles are not overly difficult if you take them on one at a time, and are well crafted in a way that makes complete sense within the world building just within the demo.  There are also hints of a mystery through friendly albeit semi-cryptic letters and newspaper clippings uncovered throughout the stage while you search for hints on how to solve your area-progressing puzzle.

The game/demo starts you off in a greenhouse made up of a couple of rooms that function as a tutorial for the game's mechanics and the basis for the overarching story that is only hinted at during the duration of the demo.  Here you have a journal where you keep information about the story as well as information you uncover about specific plants that includes a clues-board that helps you solve the puzzle that lets you further explore the manor grounds and later the manor itself.  The puzzle themselves consists of finding a flower pot, filling it with dirt, finding the specific seeds to plant (I believe that only one seed per area is available at a time), and then solving a series of informational puzzles to determine what it takes to make that specific plant grow.  And this is where most of the fantastical elements come into play.

During the demo, you only end up growing two separate flowers although the second flower requires a lot more steps to go through, it is still equally satisfying when you manage to get the flower to bloom.  Because this is a video game about gardening, a few real-world steps had to be slimmed down to make the game playable.  So after you plant and water a seed, the plant immediately sprouts. Then, depending on the flower, your next step is to find a suitable location for the sprout followed by an additional step that allows the sprout to bloom into a flower.  On top of the rapid growth rate of the flowers, the flowers are also fictionally based with names that wouldn't be out of place in a slightly less punny Plants vs. Zombies game.  The Windmill Wort has petals reminiscent of a windmill that can purify the air of toxins within seconds, and the Fulguria with lightning bolt-shaped petals.

The demo for Botany Manor ended after only completing two flower-based puzzles although another puzzle was hinted at by a blocked door.  I don't know if elements of the second puzzle would be used again for the third or future puzzles, but I wouldn't be surprised if this wound up being the case.  What I really enjoyed about Botany Manor was that the puzzles were reminiscent of those that you might find in Resident Evil or an Amnesia game but without the tension of worrying about what was lurking around the next corner.  The puzzles were logical and satisfying; sometimes I just want to play a stressless game.  A cozy game if you will.

And that's why this genre exists.


~JWfW/JDub/The Faceplantman/Jaconian
No More Footprints In The Sand

Friday, April 5, 2024

Demo Time: Abathor (VSD)

Systems: Windows, Linux
Release Date: TBD
Publisher: JanduSoft
Developer: Pow Pixel Games
Time Spent: 42 Minutes

You know, I thought I was going to like Abathor even though I went through various stages of "Oh, this is going to be cool. Oh, wait.  Oh, yeah okay.  Oh, wait.  Well, maybe.  Hmmm.  Yeah, maybe not.  Maybe?"

When I first looked at the title card for Abathor while browsing available games during Steam's Next Fest, I thought I was going to be jumping into something akin to Gauntlet: Dark LegacyA top-down dungeon crawling with Conan the Barbarian-styled enemies and settings.  Then I saw that it was a side-scrolling platformer, and I was still fine with that choice.  So it was going to be closer to maybe Golden Axe or Castlevania with pixelated characters and more of an ActRaiser style of action.  And it kind of was that, but not quite, although there was a purposefully pixelated look to the characters and world design that I really liked.  When I started the game, the title screen and accompanying music were exactly what I was hoping for.  There was an arcade feel to the number of credits you start with, and the character select screen reminded me of something like The Chronicles of Mystara.  The only potential hangup, which I will get to further down, is that this was likely intended to be played as couch co-op, not on a Steam Deck while lying in bed at 11:45 PM.  So all of the ingredients were there before I even started playing for Abathor to be exactly what I wanted it to be.

But it wasn't.  It was just kind of meh.  I played two different characters, although I only made it to the second world with the mage Azaes, and I only made it past the first stage out of five with the Amazon/Valkyrie Tyrs Flare stand-in Sais.  Both characters had their standard attacks although their specialization and class played a larger part in how the characters controlled and their respective abilities than those in Golden Axe.  Here, Sais had a shield and could block and parry enemy attacks, while the mage Azaes had a dagger/shortsword that wasn't useless and could cast a basic spell as well as absorb elements from certain enemies and then use fire spells.

Scattered around the map were treasure chests of varying sizes and elaborateness which presumably meant that the fancier chests had more gold; I also assume that they might give out more gold and treasure if you're playing with other people, otherwise, there are going to be a lot of hurt feelings.  The point of the gold, which only seems to come from chests and not from killing enemies, is to horde it like a miser until you come to a merchant who sells permanent upgrades and consumables.  I would assume that the inventory is tailored towards a specific character and differs for each player so that someone playing the mage Azaes might opt for a 10% boost to magical damage compared to Sais.  Or at least the inventory count is not, for instance, only one Ring of Mestor.  But maybe it is that kind of game?

The last stage in each world, again I presume because I only made it to the first stage in the second world, ends in an artistically pixelly impressive boss fight that felt more intimidating than actually difficult.  The fight itself was intense in the way that a boss fight in Dark Souls can be.  You watch the move-set and figure out how far of a reach the boss has and how long the wait is between certain attacks, then you just try to get in as many hits while dodging its attacks.  I know, it's a lot easier said than done and it feels like the game is trying to force you into making a mistake, especially when you've taken a few hits and the boss is down to fewer than 20% HP.  It personally took me two attempts to take out the Kraken.

I can see the appeal in Abathor, especially as a couch co-op multiplayer game which is made more evident with the trailer featuring no fewer than three players at any given time. Some games are meant to be played with other people, as Abathor felt this way, leaving the solo player experience feeling unoptimized, bland, and uninteresting.



~JWfW/JDub/The Faceplantman/Jaconian
Live For Today, Gone Tomorrow

Wednesday, April 3, 2024

MIDI Week Singles: "Pokémon Center" - Pokémon Red/Green/Blue/Yellow

 


"Pokémon Center" from Pokémon Red/Green/Blue/Yellow on the Game Boy (1996-2000)
Composer: Junichi Masuda
Album: Pokémon Red·Green Super Music Collection
Label: The Pokémon Company / OVERLAP, Inc.
Publisher: Nintendo
Developer: Game Freak


I probably could have used a slightly more obscure song, but that's not entirely what this article series has been about.  When I listen to "Pokémon Center," I hear, I think, around Spring/Summer 1999 after The Kid had introduced me to the Pokémon series and I had purchased Pokémon Red to offset her Pokémon Blue along with a game link cable so we could trade; I don't recall us being too concerned about collecting all 151 Pokémon though.  "Pokémon Center" was one of the few songs, along with the battle theme ("Battle! (Wild Pokémon)") that remained consistent throughout the whole game as the music changed depending on what region you were in and was a welcoming song every time you entered a town; the only thing missing here is the Pokémon healing sound effect that interrupts part way through.

Just a punchy and happy song for this first Wednesday in April.



~JWfW/JDub/The Faceplantman/Jaconian
Told Me I Got What It Takes

Monday, April 1, 2024

Monthly Update: April, 2024

 


It's April.  Last month was March when I actually finished quite a few video games although you may not likely know that from all of the Demo Time articles we've been posting.  So in the coming weeks (maybe?) you might see articles for Tears of the Kingdom, The Procession to Calvary, Halo Combat Evolved: Anniversary Edition, SteamWorld Dig 2 (3DS version), and Little Inferno (again).  We also still have between 2-3 more Demo Time articles that I could write, but we'll see if I just end up clumping some of those together the further away I get from having played them.  I promise we're not turning into a Demo Time only site, it's just that I played a lot during Steam's Next Fest, and playing longer-form games like Tears of the Kingdom and Final Fantasy VII doesn't really lend themselves to frequent articles.  Plus I have a couple of articles on the back burner of my brain and haven't decided if they're going to be full-fledged articles or not.

In the middle, we had a couple of articles featuring reviews for games that I received from Keymailer. However, I don't know how lucrative that will be since we publish on Blogspot, which is not our own website. My YouTube viewer count needs to be higher to be considered a substantial source of online views according to whatever metric Keymailer uses.  I also figured out how to record and stream from the Steam Deck just so that I could count additional viewing sources even though I don't do commentary and there have been two unique viewers and one comment from a person propositioning me to buy their services to increase my viewer count; I politely turned them down.  But so far I have received two games, Frontiers Reach and POOLSand the biggest takeaway from this experience is that I have figured out how to record videos off the Steam Deck without needing a separate app installed on the Steam Deck, some of which I've read is not entirely reliable.  And as you can tell, my setup is dialed, as the hep kids say these days.  I also recently found that I'm no longer able to pull saved videos off the Meta Quest 2 headset like I used to be able to in the past; something to do with hooking the headset up to the computer and only being asked if I want to connect via Meta Link and not give access of the files on the headset to my computer.

What else is going on?  I finished "Pools of Darkness" and am now patiently waiting for one of the two libraries to get back to me about one of two books that I have on hold since both only have two books that take place before 1348 DR that I haven't read yet.  I could/should probably also hit up some used bookstores to see what they have in stock because in some cases, my options are either not read a book I'd like to read because there isn't an eBook available, or pay some capitalistic scalper over twice what the book cost just because it's currently out of print.  I do have a wishlist going over at HalfPriceBooks, but I would like to support local bookshops if it's at all possible.

I jumped back on the MCU Train over this last weekend, but that was because both Conklederp and The Squire were visiting ReallyBigAl and family while I held down the fort (I had work).  I started where we had left off with Falcon and the Winter Soldier (so I continued with Episode 2), then I moved somewhat chronologically to Black Widow, then Shang-Chi and the Legend of the Ten Rings and I just finished The Eternals.  We had already watched the first season of Loki so I may wait to watch season 2 with Conklederp if she's interested.  Then I was going to watch Spiderman: No Way Home, but then I discovered that it's not available on Disney+ because of distribution rights with Sony.  I also haven't seen any of the Venom movies or The Amazing Spiderman movies with Andrew Garfield and I gather that I should probably get a feel for AG Spiderman before another multiverse Spiderman movie.  And I haven't even watched any of the Agents of SHIELD series or Jessica Jones, Luke Cage, Daredevil, Iron Fist, Inhumans, Cloak and Dagger, or Runaways.  So basically any of the streaming series that were released on network TV and Netflix.  Again, there's a lot so I'm kind of sticking with the MCU and the Disney+ series; apologies to everyone who worked on those.  Oh, and I haven't seen either of the John Bernthal Punisher movies.

It's kind of short, but I think that might be it for me at the moment.

Oh, and I started back up on Mega Man V on my 3DS from where I left off in September 2016 (Stage 1 of Dr. Wily's Fortress).


~JWfW/JDub/The Faceplantman/Jaconian


P.S.  Shit.  Now I'm fixated on playing Neverwinter Nights 2 now.