Friday, May 31, 2024

Game EXP: Tents and Trees (NS)

  [Disclaimer:  I received a review key for Tents and Trees 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.]

System: Windows, Android, iOS, Nintendo Switch
Release Date: January 3, 2018 - March 14, 2023
Publisher: Frozax Games
Developer: Frozax Games
Time Currently Spent: 13 Hours 51 Minutes

Tents and Trees is almost exactly what it looks like.  If you look at the game screen and see something similar to Picross then you're three-quarters of the way there.  You have a grid with numbers along two of the sides telling you how many marks (or tents in this case) you have in that row/column.  But then the rules come into play, like you can't have tents touching each other and only one tent can be attached to one tree, making the game a bit more challenging.  Kind of.  The inclusion of all of these rules means that there are a lot more places where tents cannot be located so it means that you can block out those spaces resulting in fewer places to put tents.  But this also means that there is only one place where each tent can be correctly placed.

I love this game, I really do.  Probably because I love Picross as I spent 80+ hours playing Mario Picross on the SNES app on the Switch, forgetting most of the time about the rewind feature and just playing puzzles over when I ran the timer out.  Here, there is a timer, but it only counts up.  There is a hint feature that I have had mixed results with, but most of the time it is because I didn't realize that I could clear out a row, but there have been times when it tells me where I can place grass because it is the only place that grass could go based on where tents could possibly be placed.  Because logic apparently.  I just scratch my head and continue living with the shame of having used a hint.

I've mentioned it a few times on Twitter, but there are over 500 puzzles here, between the three difficulty levels, which doesn't even include the 18 daily puzzles.  The caveat though is that there are only two days worth of puzzles stored at a time, so you will only have a maximum of 36 additional puzzles.  In the main puzzle pack, the size of the puzzles max out at 14x14, but there have been several days where there are hard puzzles that go up to 18x18, which are really fun albeit extremely intimidating to try.  These puzzles are playable on the small screen on the Switch OLED and I'm not straining my eyes as there doesn't seem to be any noticeable degradation in the graphics, but it probably would be a little easier to play on a larger screen.


Lastly, I want to touch on the music.  THE MUSIC!!  You start the game with access to only two songs and unlock a third after you've completed 150, of which I am currently 17 puzzles shy of.  The music was composed by two people, Tim Beek and Lucio Soto, although I have only been able to find Tim Beek's music online, but not specifically any of the music that's in Tents and Trees.  But even then, I couldn't tell you if either of the first two accessible songs was composed by Tim Beek or Lucio Soto.  But both of the tracks are brilliant and their soundscapes fit the aesthetic of the game perfectly.

This is definitely one of those games that I will keep installed on the Switch until the day it finally craps out, and then I might start playing it on the Steam Deck unless the Switch 2 is backward compatible.  I just can't say enough good things about Tents and Trees.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


P.S.  Also check out our first overview and review video for Tents and Trees (More on its creation in Monday's Monthly Update).

Wednesday, May 29, 2024

MIDI Week Singles: "Re-Fusion" - BIT.TRIP Presents Runner2: Future Legend of Rhythm Alien (PC)

 


"Re-Fusion" from BIT.TRIP Presents Runner2: Future Legend of Rhythm Alien on nearly everything available in 2013 (2013)
Composer: Matthew Harwood
Album: Runner2: Future Legend of Rhythm Alien Original Soundtrack
Label: Bandcamp
Publisher: Gaijin Games, Choice Provisions
Developer: Gaijin Games

First off, if you check out the official soundtrack on Bandcamp, the songs "Moldy Drops" and "ReFushion" have been swapped, but every other version of the soundtrack I have seen has "Re-Fusion" as the title for this song.  Plus, this is one of the two songs that plays in the BIT.TRIP levels and "Moldy Drops" play in The Mounting Sadds levels.  I can't say why it's like that on the soundtrack page, but that's the way it's titled.

Moving on.

I've been playing a lot of Runner2 recently and if you've been keeping up with us here, you'll know that this is one of the games that The Squire requests/demands that I play every morning.  He likes the cartoon-like intro, he likes the fake advertisements (recently quoting the one about Tim's Tomato Grinds) and he thinks it's funny when I bonk; but only the first time, then he gets frustrated when it happens again and again.  Only recently have I been able to play more than the opening level in each stage, which means that I can now hear more than one of the themes in the BIT.TRIP stages, for which "Re-Fusion" is the second and likely my favorite of the two themes.

This theme doesn't have as much of the BIT.TRIP theme in as some of the songs, but there's just something about how well this song matches up with more of the physical elements of the game that really resonates with me.  When you have that third beat after 2:21 when you're kicking down the stop sign barricades, it really makes wanting to skip that final + very tempting just to have the song continue without the EXTRA bonus.  But I'm compelled to grab all of the bonus +'s and the gold bars because it just feels empty not to, and so the music mellows out just as it does in the last 27 seconds.


~JWfW/JDub/The Faceplantman/Jaconian

Friday, May 24, 2024

Game EXP: The Legend of Zelda: Tears of the Kingdom (NS)

 


Systems: Nintendo Switch
Release Date: May 12, 2023
Publisher: Nintendo
Developer: Nintendo EPD
Time Spent: 355 Hours 

Jesus where do I start.  This game came out literally over a year ago and I spent around 355 hours playing in my own little way with my own little self-imposed rules that changed a bit over time.  I wasn't trying to collect one of every item.  I wasn't trying to complete any part of the compendium.  I wasn't trying to find all of the wells.  I wasn't trying to find all of Aticus' locations.  I wasn't trying to collect all of the Korok poops/seeds.  I wasn't trying to find all of the caves and all of the Bubbulfrogs; yes, I knew about using cherry trees to find cave locations in a given area.  
So what was I doing this whole time?

My article from December 2023 goes into depth about how I played a lot of the game as far as my fast travel philosophy if you can call it that.  Over the last year, mainly during Monthly Update articles, I talked about my progress, usually thinking that I was near the end of the game, which was not the case.  Since I have already covered how I played most of the game, let's break down the order in which I completed the main quest, because that could be hypothetically interesting.

I know the game directs you towards Rito Village in the early game with a lot of dialogue from NPCs talking about the dire situation that the Rito find themselves in.  However, I decided on a different order and I can't specifically pinpoint where I got the information that informed my choice.  It might have been an episode of The Besties (Part 1, Part 2), or an article somewhere, but the information I gathered was that the item/ability gained after completing each temple allowed Link to better explore Hyrule in a specific way.  There was something about Yonobu's ability being beneficial both in exploring caves and during battles, so I decided to head to Death Mountain to help out the Gorons with whatever trouble they had gotten themselves into.  I also liked this direction since in Breath of the Wild, I had completed the temples in the following order: Water, Fire, Air, Lightning.

Next, I visited Rito Village, and by "next," I mean that after completing the Fire Temple and Yonobu's quest, I probably spent 50 or so hours exploring Hyrule and doing side quests.  I mean, I spent 55 hours before I even visited Kakariko Village, and I did that before even arriving at Death Mountain.  I completed the Wind Temple and gained Tulin's sage ability.  It was after beating Colgara that I realized that the two big temple boss battles had been a little challenging, but mostly a lot of fun.  Using each of the sage's mechanics to defeat their respective boss felt like something other than a gimmick in the ways that older Zelda games might have, especially Skyward Sword.  The whole experience felt like a spectacle set piece designed to make the player feel accomplished without feeling like you were totally overpowered.

Insert a lot more time doing side quests, and exploring the Depths a lot while discovering as many of the large Zonai mine locations only after I unlocked the Auto Build function on the Ultra Hand.  I used Tulin's sage ability a lot as exploring the sky islands became more attainable.  On one day, I decided to see what was going on with the large thunderstorm over the Faron region.  I launched off of the Great Sky Island on some kind of contraption that along with Tulin's ability was able to get me to Thunderhead Isles, except I didn't know that it was called Thunderhead Isles.  I ended up landing on Dragonhead Island and the Shrine Finder immediately started going off.  I eventually found my way down to the shrine which ended up activating and starting the Spirit Shrine quest to awaken Mineru's construct.

It was after the Spirit Temple that I went up against my first Gleeok, specifically the Flame Gleeok.  I had 22 hearts, a maxed-out stamina wheel, and a fully upgraded Hylian Armor, while wearing the Vah Rudania Divine Helm since I never bought the Flamebreaker Helm (too expensive).  I figured if the first battle didn't go well, I would avoid the Gleeoks for a while longer as you kind of have to aggro them into battle on purpose.  The battle went surprisingly well, so I sought out the other two varieties of Gleeoks (I didn't learn about King Gleeok until later) and was able to kill them all with varying degrees of success; the Thunder Gleeok giving me the most trouble, even while wearing a partially upgraded Rubber Armor Set (immune to lightning).

Once again, after doing a lot of side and shrine quests, I realized that I hadn't spent much time in the Gerudo Desert and since I did that quest last in Breath of the Wild, I would do the Lightning Temple next and save the Water Temple for last since I did that one first in BotW.  I actually didn't do a whole lot of the side quests in the Gerudo Desert before tackling the Lightning Temple and only really came back to the Desert towards the end of my run.  But I did do most of the quests in and around Gerudo Town because I was there, and there was still the sandstorm that made exploring the desert rather difficult.  Once again, I loved the main quest here, including finding and helping Riju, defending Gerudo Town, the Gibdos, the reveal and exploration of the Lightning Temple, and the fights against Queen Gibdo.  Just about everything to do with this quest, I loved.

I don't remember the specifics, but it was after beating the Lightning Temple that I went exploring around the Lost Woods, thinking I would be able to find something to do with the Master Sword.  This sent me back to the Gerudo Desert, or at least I thought since that's where the quest location marker was.  However, since I was playing in "Pro Mode" which meant that there was virtually no HUD, and since I wasn't frequently checking back to the map, I didn't notice that the quest location marker had moved and was actively moving.  I eventually made the connection as to how and why the sword was moving and long story short, I collected the Master Sword.

It was at this time that I started to really dig into the rest of the quests (apart from the main quest to explore the regional phenomena, being the Water Temple).  I finished the Tears of the Dragon quest shortly after acquiring the Master Sword, which was probably a little out of order, but I had found all of the other Tears before I finished the Spirit Temple so I was holding off on this one for a while.  I also completed the "Messages from an Ancient Era" quest, after looking up where the pillars were located because I was only looking for them on the ground not realizing that they were located on the star-shaped sky islands.  So with most of my quests completed (most, not all), I headed to Zora's Domain to proceed through with all of the quests I could find and to make a go at the Water Temple.

I had previously been to Zora's Domain thinking that I was going to start it before I went Master Sword hunting, but then I got distracted at Mipha's Court and Shatterback Point then did more side quests.  Before attempting the Water Temple, I had kind of forgotten all of the previous trauma caused by this elemental temple, but halfway through it dawned on me that I was in the Water Temple, fitting with the theme of the game, that temple was up in the sky.  Maybe that made the idea of the temple easier to handle, but I also think it was because it was well throughout to not require as much backtracking and head-scratching as previous iterations.  Before I attempted the Water Temple, I had heard from somewhere that the final boss battle against the Muckterock was an amazing set piece, but for me, it was the weakest of the temple boss battles in terms of spectacle.  The design was decent, but I think I would have liked the Muckterock to have been massive and not this slightly larger than normal-sized Octerock. 

After completing the Water Temple, I felt that there was not much left in terms of the main quest.  I had completed the Lucky Clover Gazette quests revealing to the greater public that all of the Zelda sightings had been imposters the whole time, which left the sighting of Zelda at Hyrule Castle, which, suprise to apparently everyone, it was again an imposter.  But it also led to a battle with a whole lot of Phantom Ganon's throughout Hyrule Castle.  This was probably meant to be a way for the player to explore the castle, but I had been through most of the castle already when I found a tunnel leading from the central living area at Lookout Landing into the prisons under the castle.  This led to a conversation where Purna layed out the next steps such as locating the Spirit Shrine and the Master Sword, which I had already completed, to which I was happy that there was already dialogue in place for her to be surprised that there wasn't much left to do.

The only other quests I actively tried to complete between the Water Temple and taking on Ganon, was to find as many of the shrines as possible to build up my Heart Containers.  During this time I also finished upgrading the Zonai battery charges, finding all of the lightroots in the Depths, receiving whatever the Dispelling Darkness Medal was supposed to be apart from a trinket to show off to no one.  I also found all of the shrines on the land and in the sky.  I admit that I did look up where to find two shrines since my shrine-detector kept going off and I knew their general location based on where the lightroot was located, but I couldn't for the life of me locate the cave entrance (because it had to be a cave).  So let it be known that I was unable to find either the Sepapa or the Tenmaten shrines on my own and resorted to using a guide.  My shame is cleansed.  What I was not expecting upon completing the last shrine was acquiring the Ancient Hero's Aspect in the Temple of Time after being directed there.  By this point in the game, I might have said that most of the mysteries had been nearly solved, but this armor and its appearance opened up a whole new bucket of questions that I don't have time to get into.  But seriously though, what's their deal, this Zonai/Hylian hybrid?

Then after a little more running around doing I don't remember what, it was time to enter the gloom below Hyrule Castle and take on Ganon.  What I liked about this final dungeon was that it felt organic in a way that final dungeons don't often do.  This was a gaping hole in the ground with passages containing what looked like both Zonai architecture and Hylian structures.  There was the revisiting of the mural chamber from the beginning of the game that felt a lot smaller than when I first visited.  There were the battles with Ganon's army including all five of the sages (and me forgetting to equip Mineru's construct with anything substantion besides its flailing arms).  And then the moment when all four of the main bosses show up and the sages essentially kick you out of the room to follow Ganon and Link likely having flashbacks (and me having played Age of Calamity) to when the four Champions from 107+ years ago were all killed by the Ganon Blights.  

The battle against Ganon was about what i was expecting, and sadly, I had heard something a few months before this encounter about Ganon turning into a dragon so that was a little less impactful than it could have been.  And while that whole fight sequence was incredibly cool*, I did feel that Ganon swallowing his secret stone was a little eye-rolly; I guess everyone's doing secret stones these days.**  I did appreciate that the Light Dragon was programmed to scoop up Link if he falls past Ganon-dragon, and I am very thankful that I had the full set of Glider armor set upgraded to level 3 (I didn't have enough Gleeok wings to upgrade the whole set to max), because being able to direct my flight/falling was immensely helpful.

That ending though, with Link skydiving towards Zelda, recreating their last time together at the beginning of the game, and the mid/end credits scene with the sages and Zelda at the Temple of Time, it was a nice conclusion to this trilogy (yes, trilogy), and thanks to the Ancient Hero's Aspect, I now want another prequel to show what that was all about.  I do really love this game, and while I have no immediate desire to replay the whole game all over again, I think when I do, I might attempt it in the order semi-suggested by the game:
  • Wind Temple
  • Fire Temple
  • Water Temple
  • Lightning Temple
  • Zelda in Hyrule Castle
  • Spirit Temple
  • Master Sword
  • Ganon
If only just to see how the quests are doled out to Link and how the story could progress that way.  Maybe also not seeking out all of the Skyview Towers and Dragon Tears all at once and try to come across and seek them out more organically, rather than purposefully trying to find them before doing much else.  I still very much love the way I played in regards to roleplaying Link with him sleeping when near stables, limiting fast travel, and overall just taking my time enjoying the game and taking in as much of the world as I could.  Even if it meant taking nearly three times as long as a main+extra run is supposed to take, or even an additional 117 hours past a completionists run without actually completing everything.

I love this game, possibly my favorite game on the Switch.  I don't know if it's my favorite Legend of Zelda game, but it is definitely up there.  I think it's hard to think about that compared to having replayed the original Legend of Zelda or A Link to the Past multiple times and knowing those games inside and out because they were smaller in scope and shorter overall.  I don't know how many hours I've spent playing the original Legend of Zelda and if it would total 355 hours.  The feeling of exploring areas in this game though, all in part thanks to the Hero's Path feature something unparalleled that I have ever experienced.  Might be chasing that feeling for a while.



~JWfW/JDub/The Faceplantman/Jaconian
I Shall Call Upon the Dragon

*I think the only thing I would change about the final Ganon battle is to cut away to people on the ground, Impa, Purna, Archeologist Hardbody (aka Tauro), or other people looking up and seeing the battle in the sky.  Maybe use some of those cool zoom-in camera tricks circa 2002-2003 a la Firefly and Battlestar Galactica. I think it would help tie the fate of the rest of the world to this cataclysmic battle in the sky.  Or even have Ganon break off from the battle to start wrecking havoc on the rest of the world.  Maybe have the battle go into the Depths or above the ground that's not quite the sky but at a height that would make it feasible for the Light Dragon to still scoop up Link if he misses Ganon-dragon.  Just spitballing here.

** It does make you wonder then about the other three dragons.  Like, were they Hylians or Zonai too and became dragons by swallowing secret stones?  What's their story?  Mineru knows about the process to "become an immortal dragon" so at least one person must have gone through the process before Zelda.  

P.S.  Also a bragging point of pride, that I never used any of the item duplication tricks to level up the battery.

P.P.S.  I also love that you literally see Zelda as the Light Dragon after emerging from the cave on the Great Sky Island for the first time.  Like, she's right there, but you don't know it yet.  Love it!!



P.P.P.S.  I had to force myself to stop this article and stick to the main quest points and the order I did them in.  It easily could have gotten more out of hand than it currently has.  My original plan was to keep this article short, but it then ballooned into what it is now.  I have no regrets other than not talking more about other aspects that I loved (caves, dungeons, shrine quest design, voice acting, music, world design, more side quests).  There's so much.

P.P.P.S.  Okay, last thing because this deserves mentioning.  I loved the small makeshift armies that you could meet up with to assault enemy strongholds in the "Bring Peace to [region name]".  I love the ragtag nature of the groups and I love how the other Hylians actually would actually take out enemies and it wasn't only Link the whole time.  Sure, they likely would have failed if Link hadn't been there, but the fact that there were other peole out in the world and not just Link trying to restore some semblance of peace made the world feel more alive and lived in than previous LoZ games.  



 And now I'm wondering if the make up of the army builds as you clear the different temples as it does at Lookout Landing.  Would you eventually end up with an army comprised of Hylians, Gorons, Gerudo, Rito, and Zora?  Only way to find out is to replay the game I guess.

P.P.P.P.S.  I just fucking love this game!


Wednesday, May 22, 2024

MIDI Week Singles: "The Sky" - The Legend of Zelda: Tears of the Kingdom (NS)

 


"The Sky" from The Legend of Zelda: Tears of the Kingdom on the Nintendo Switch (2023)
Publisher: Nintendo
Developer: Nintendo EPD

When I first started writing this article at the beginning of the month there was still no official soundtrack for Tears of the Kingdom, although a few days later, an OST was announced with a tracklist.  I used Google's Translate app to look at the tracklist. I only saw one song that could be titled "Sky Island," but since I couldn't tell which song plays while you're in the sky, I am going to keep "The Sky" as the simplistic title of this song. However, I might come back and update the title after the soundtrack is released in July.

For a large part of the first half of my time playing Tears of the Kingdom, I didn't spend a whole lot of time on the sky islands.  Sure I would use the Skyview Towers to blast into the literal stratosphere but after leaving the Great Sky Island, or briefly returning to convert zonaite into battery charges, my time spent exploring the sky islands was very minimal.  Once I did return to complete side quests like searching for Zonai history tablets, I really fell into this song.

Like a lot of the music in this and Breath of the Wild, the music is very unassuming and mostly in the background.  "The Sky" holds true here too as there is just about as much if not more silence between the musical punctuations than there is music.  But it works.  It works really well.  Somehow this music made exploring chunks of floating island where there was likely not a lot to collect apart from a few sundelions feel so much more enchanting.  

Lastly, maybe it's just me, and I don't know if it's intentional or not, but I hear a lot of John Williams' score from Raiders of the Lost Ark here, specifically in tracks like "The Map Room: Dawn," and "The Miracle of the Ark."  For me, it adds this sense of exploration in a place that hasn't been visited in hundreds or thousands of years, without being interrupted by enemies or companions.  Just solo exploration.  Just the way I like it.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Monday, May 20, 2024

Coming to Terms with Kingdoms of Amalur: Re-Reckoning


I started playing Kingdoms of Amalur: Re-Reckoning back in August of 2022 and played for about 60 hours, but then May 2023 hit, and Tears of the Kingdom kind of dominated the rest of last year.

Basically about how it was originally developed as a prequel and world-building game for a larger MMORPG and how it really just feels like an empty MMORPG world.  I no longer feel beholden to beat it as the next game in my queue, and that's okay.  It's okay to come back to again and again while playing other games as I did almost a year later after starting Tears of the Kingdom.  

Maybe it's some combination of the world-building and that I've already sunk 75 hours into the game that makes coming back to it feel like it hasn't been over a year since I last played.  The world and the music feel familiar, and that's something that I really appreciate.*

That's it, that's the article.


~JWfW/JDub/The Faceplantman/Jaconian
Thank You, Driver, For Getting Me Here

Friday, May 17, 2024

Game EXP: INDIKA (VSD) [Part 2]

 [Disclaimer:  I received a review key for INDIKA 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: May 2, 2024
Systems: Windows, Linux
Publisher: 11 bit Studios
Developer: Odd Meter
Time Spent: 6.1 Hours

Just a heads up.  I'm going to do a potentially bad job with today's article because this article focuses on the religious aspect of INDIKA as well as the mental health side of Indika's characterization and how both manifest throughout the game.  That being said, I know for certain that some of the imagery, symbolism, and literal text went over my head since I have never been a member of the Russian Orthodox Church and while I did attend Catholic church on a regular basis for nearly 20 years, I couldn't tell you then and I can't tell you know much in the way of specifics regarding the Bible.  Not that having a religious background or upbringing is a prerequisite to playing and enjoying INDIKA, but I found that it gave me some modicum of perspective on Indika's journey of faith throughout the game.

And there will be spoilers.

Before we go deeper into INDIKA, we'll do a brief contextual dive into my history with Catholicism, because that was the religion I was a part of for roughly 20 years.  I've talked a bit about it before every time I've reviewed a game where religion has been a focal point of the narrative; games like Blasphemous, Sagebrush, and Outlast II all have religion in one aspect or another at the narrative forefront.  I ultimately decided to officially end my church-going after having received four of the seven sacraments, sometimes, I think, in mid-late 2000 although I don't have a specific date on when someone might say I "lost my faith" as I'm not really sure if I ever had "faith" in how it was often taught and preached; or even how other students in my catechism classes described "faith" from their own experiences.  I bring this up because INDIKA felt very much like an exploration of one's faith and what the experience and definitions of faith look like to different people.

How Odd Meter handled religion and the process of how someone questions their religion and own personal faith was not the one-sided dump-fest that it could have been had it been conceived and executed by a less thoughtful developer.  Indika is a nun who early on in the opening chapter reveals to the player hears a voice that she attributes to originate from the Devil, or at the very least, a voice of demonic origins.  She is often shunned by her fellow nuns in what appears to be petty and passive-aggressive ways as illustrated in the opening chapter.  After walking across the whole of the convent and delivering a basket of potatoes, she is instructed to fill a barrel with water from the well.  The well is not close by and once there, the player has to press X to attach the pail to the hook on the well, then rotate the joystick in the correct direction to lower the pail.  Then rotate in the opposite direction, press X again to unhook the pail and empty it into her bucket, then walk the bucket back across the yard to the barrel where you press X again to empty the pail.  It takes five trips to fully fill the barrel (about 8 minutes of real-world time) and after you finish your duty, a nun comes out of the building and says, in short, that the other nuns won't eat after Indika is served and to not let her into the kitchen, then dumps the barrel out onto the ground.  During this sequence, the voice brings up to Indika the inherent contradictions in the need for Indika to fetch water from a well when the nuns only consume water from a spring which is in closer proximity to the barrel.

What I loved about this sequence is that it felt like a perfect encapsulation of an orthodox view on faith, and even the voice tells Indika as such while she is fetching bucket after bucket of water.  You may not understand why you are asked to do what you are doing, but have faith in the process, and trust in God's will.  It is your acts that serve a higher purpose.  It's not that the water that Indika collected was dumped out, but that the process of gathering the water, the struggle to do so, was an act of faith.  Maybe the dumping was intended as a test of Indika's faith?  Even before you collect your first bucket, the game tells you that this is your duty and when you complete your duty, you will earn 100 points once your task is completed.  So with the promise of these points, you complete your task.

The points system, which is never fully explained for the majority of the game I feel is a brilliant mechanic that is easily recognizable for almost anyone who has previously played a video game with any semblance of a scoring system.  You don't question the existence that points are important because this is a video game and they typically are.  In all but one playthrough I watched (not in its entirety), Indika gains a level after delivering the basket of potatoes and right before you are given the task of collecting water, which feels like an enticement, "Didn't that feel good to raise a level and choose a reward, wouldn't you like to do that again?"  And so you spend 8 minutes collecting water that will end up being dumped out, with the only bits of useful information gained from the whole sequence reaffirming how the other nuns feel towards Indika and how the voice feels about the contradictory nature of Christianity.

One disappointing thing about the points and their value in the game is that about a quarter of the way through, during a loading screen between chapters, the game says, "Don't waste time collecting points, they are pointless."  When this in-game disclaimer came up, the connection between these points and the thoughts, prayers, and blessings typically associated with religion immediately came to mind and the message felt a little too heavy-handed.  The message here didn't feel like too much of a reach or even a revelation, but I would have liked to have discovered that on my own without the game expressly saying so.  I felt like it could have been better for the game, but it did make the end of the game slightly less impactful.  That being said, I still actively sought out candles to light, books to uncover, and other religious objects to collect as it does feel good to see those points increase and level up, which is probably its own simplified commentary on why some people seek out and actively participate in a particular religion.

If Indika is a nun who hears the voice of the Devil, it only makes sense that she would end up coming across and "teaming" up with an escaped convict, Ilya, who shoots multiple military/police figures and we are told hears the voice of God.  It's just one of those ironies that makes the player say to themselves, "Of course that would happen."  While the first third of the game had Indika conversing with the voice in her head, she now has similar conversations about religion in general and the strength of one's faith with Ilya.  The voice still interjects while Indika is talking with Ilya, especially after their first real dialogue while they're on the bike, but their conversations about the tenants and contradictions of faith feel like they happen less frequently until the end of the game; I could be wrong, but that's just my impression.

It is through conversations with Ilya that a lot of Indika's backstory comes to light, which is also where all of the 16-bit era game styles come into play.  From those moments, we learn about Indika's life before the convent, her proficiency with the fictionalized motorbike, her relationship with the Romani boy Mirko, and the events that lead up to him being killed by her father after multiple denials that she knew who he was.  It is during these sequences as the two travel through Spasov towards the church, that the players see how Indika sees herself as she makes her way through an Escher-lite-like maze, as a demonic manifestation of the voice, and likely, her guilt at Mirko's death.  This revelation about Indika's past comes at the time in the story after she and Ilya reach the holy relic in Spasov, but a priest is shot during a scuffle with the city watch and both are implicated in the murder.  Ilya, who was likely still upset with Indika about events that I haven't covered, saves himself at Indika's expense, essentially mirroring Indika's last moments with Mirko.

It is at this point that the game drastically changes from its third-person over-the-shoulder camera perspective to a first-person perspective.  Narratively this works well because we just heard from a jailor about a man who was canonized after murdering his son and other children (sacrificing his soul for his son's and the children's eternal salvation), comparing it to his belief that Indika killed the priest, and during a scene in Indika's psyche while she is being sexually assaulted (where at the same time the points that we've been collecting the entire game drains down to zero and all of the metaphorical meaning behind those points and what is happening to Indika), we have the last conversation with the voice about the definition of good and evil, also being the last time in the game we hear the voice.  "Just remember, good and evil, warm and cold. Those are just lines on a thermometer.  God and the devil - those are you.  One cannot exist without the other."  I read someone else's take that since the voice is no longer with Indika, she is finally able to be in her own head that thoughts again without a creature, another voice constantly over her shoulder.

In the final scene, Indika finds Ilya who sold the relic for "less than five rubles" and uses the money to get drunk.  Indika finds a pawn shop (or equivalent), forces the shop owner to bring out the kudets (the relic), and in a brilliant piece of storytelling, Indika sees herself in a mirror with only the image of the demonized voice looking back.  Believing that her soul is on the verge of being eternally lost, she prays on the kudets as many times as the player presses the X button.  Each kiss/prayer results in no change in her reflection, believing that her prayers are not working, god is not listening, or that she is not repentant enough to save her soul.  In an act of desperation, Indika picks up the kudets which causes the player to receive 30 points and to press the X button again, dispensing an additional 30 points for each shake.  After a handful of shakes, the game gives the player the option to either stop shaking/praying or to continue pressing X to their heart's delight.  Only upon stopping, does Indika become frustrated with the kudets and she breaks it open to reveal that the vessel is empty, which brings up the question if it was always empty or if the shopkeeper had emptied it after initially buying it.

The game ends shortly thereafter with Indika seeing her actual reflection in the mirror upon revealing that the kudets is empty possibly coming to the conclusion that the player was told about in the first third of the game, that the points are pointless.  That all of the real guilt she felt about Mirko's death could be cured with the religious-imposed salvation she thought could happen was in fact non-existent.  All of the points she received for performing religious acts for the purpose of healing meant nothing.  This message is again punctuated by the fact that once you press the B button, you are taken to the level-up screen where you have to select what bonus (additional points now, or points multiplier?) you want to put your points into, which again ends up meaning nothing. In this moment, the rosary that she had been carrying throughout the game breaks apart and the beads roll out onto the floor.

One of the questions at the end of the game could depend on the player's personal relationship with religion.  Did Indika lose her faith and fall from god, or did she see past the veil of religion and free herself from its regulating dogma?  And then what happens to Indika now that she has lost her faith, is convicted of murder, and is essentially alone in Spasov?  Does she try to return home to her father's shop?  Would he even take her back?  She cannot return to the church as illustrated by the fact that it was a priest who alerted the city watch that Ilya was an escaped convict seeking a miracle from the kudets.  I have all of these questions, but I do not want any official answers, I don't want an INDIKA 2.  Indika's journey of faith, while only taking 6.1 hours of game-time was a perfect amount of time for this character in this world.  Although it is a beautiful story, it has a dark tone regardless of where you come out on the religion debate.  Maybe I have a more positive view of the game and its message considering my own journey through Catholicism and where I've ended up.

I'd like to think that Indika is better off.  I hope she is.



~JWfW/JDub/The Faceplantman/Jaconian
My Freedom Can't Contain But Tell Me

Wednesday, May 15, 2024

MIDI Week Singles: "Ruth" - INDIKA (VSD)

 [Semi-Disclaimer:  I received a review copy of INDIKA through Keymailer, a 3rd party website that connects publishers and developers with content creators.  While I did receive a free review key for the game, I purchased the soundtrack with my own money and I could only access the soundtrack through Steam if I already had access to the game.]


"Ruth" from INDIKA on Windows, Linux, Xbox Series S/X, & PlayStation 5 (2024)
Composer: Mike Sabadash
Album: INDIKA: ORIGINAL SOUNDTRACK
Label: 11 bit Studios
Publisher: 11 bit Studios
Developer: Odd Meter


Related to Friday's article as we look at religion in INDIKA, I did look up to see who Ruth was in the Bible and to see if there could be any specific link between the character of Ruth and Indika, the events in the game, or something to do with the music.  Well, I have some bad news on a couple of fronts.  First, I could not find a genuine link between Ruth and Indika, and I cannot remember specifically where this music cue happens in the game.  Is the cue used in its entirety or only portions of it?  I think it might have been used in the "Kudets" chapter when Indika and Ilya cross through the wood mill (I think it's a wood mill) and run across the large wolf again.  Maybe it has something to do with Indika's kindness towards Ilya, but if there is any significance between Ruth, Indika, and where this song happens I cannot say for certain.

What I do like about this song on its own is that more than most songs on the soundtrack incorporates the beautifulness that you find in songs like "Genesis" and some of the unsettlingness from songs like "Joshua" or "Isaiah" with their dissonance used to create a stark contrast between the Indika's movements and the overall somberness of the visuals.  Like "Genesis," there is an etherealness and otherworldliness to the song that nearly invokes something closer to Vangelis' score for Blade Runner, but more foreboding and less optimistic.  Maybe I'm wrong or just reaching.  

As much as I don't like a fade-out, I am normally fine with them on video game soundtracks where the songs will typically loop, but I like what was done here instead, with just a harsh cutoff that fits well within the soundtrack itself, and the overall tone of the game.  I'm not normally a fan, but it works here contextually.  Or at least I think so.



~JWfW/JDub/The Faceplantman/Jaconian
Damnation My Insane

Monday, May 13, 2024

Game EXP: INDIKA (VSD) [Part 1]

[Disclaimer:  I received a review key for INDIKA 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: May 2, 2024
Systems: Windows, Linux, Xbox Series S/X, PlayStation 5
Publisher: 11 bit Studios
Developer: Odd Meter
Time Spent: 6.1 Hours


I have decided to split my article examining INDIKA into two articles, with today's focusing on the game and its mechanics and Friday's article covering the religious side of the game.  I had originally thought to have a fully integrated article, but the more I wrote and thought about it, the more I found myself putting off the topic of religion until I just got the to point where I had two articles.  Several game mechanics fully integrate with the topic of religion and I will cover those on Friday as well.

INDIKA is a story that follows a young nun in a fictionalized 19th-century Russia. She is sent to deliver a letter with contents unknown although of likely troubling substance and has a run-in with an escaped convict on his own spiritual journey of repentance and absolution.  The game is played predominantly in a third-person over-the-shoulder part adventure angle, part walking-sim, part psychological-horror, part puzzler, and light platformer.  There are times when Indika can die either from enemies, from not paying attention to your surroundings and falling off a wall, to being mauled by an emaciated dog, to being knocked off a carousel of drying fish.  About 1/3 of the way through the game, Indika meets an escaped convict, Ilya who she then travels with to a city to visit a holy relic to "heal" his gangrenous arm.

One of the seemingly out-of-left-field choices that INDIKA makes is how the game starts off when you take control of a younger version of Indika tumbling through space with shiny golden bobbles to collect as she falls.  The video game player in us all will immediately recognize what is happening and you will tilt Indika towards the glittering collectibles.  What makes this and later sequences unique is that it is presented in a 2D 16-bit visual style and each time the genre changes in a way that makes sense as a story-telling mechanic.  This aesthetic subsequently crops up every time Indika has a flashback or relates past events to Ilya about a Romani boy she knew, Mirko.  In one instance it plays as an isometric racer akin to RC Pro-Am or Super Off RoadIn another, it is a side-scrolling vertical platformer and in another, it is something similar to Pac-Man.  Because this story takes place in an alternate and fictionalized 19th-century Russia, it never felt that nostalgia for these graphics and gameplay were supposed to be from Indika's past, but for the player's benefit and I genuinely enjoyed the drastic change in gameplay modes from a gorgeous system intensive 3rd-person adventure game to a pixelated 2D platformer.

As previously mentioned, the majority of the game is played as a third-person adventure and light-survival horror elements(we'll get to the puzzle aspect next).  The controls here are all very intuitive if you're at all familiar with any game that has used an over-the-shoulder camera angle in the last 20 years, and thankfully here you can invert the y-axis for the camera controls; which you weren't able to in the demo.  Indika traverses areas by walking and only after the opening stage does running become a function; likely because it would be undignified for a nun to be running around a convent.  There is no jumping mechanic but Indika can climb certain objects if they are at about chest height and can drag/carry certain objects to be used to access specific areas.  There is no life meter, but if she falls from a height that is too great, she will die, although there are not a lot of instances where she can fall and die; there were a couple of cases in which I purposefully killed Indika to either reset a puzzle or to try and fix a potential bug, and a couple where the game wouldn't let me walk off a ledge.

Puzzles are a mixed bag in INDIKA, and I mean that there are different types of puzzles used throughout the game.  None of the puzzles are reused in a way that makes the player feel, "Oh, I've done this already, I guess I'll just do it again for the 10th time."  In the opposite direction though, I wish there had been more instances where you used one of the more unique puzzle mechanics.  In only two cases, a voice that Indika occasionally hears becomes violent and aggressive which causes distortions in the the world, but when Indika prays (by actively pressing and holding the L2 Trigger button on the Steam Deck) the world returns to normal.  I am 99% sure that you have to use these distortions caused by the voice Indika hears to cross through the areas, but there is an achievement for solving one of these puzzles while constantly praying, so I must be wrong.  I really liked how these particular puzzles were integrated into the storytelling and did have a bit of character development if you listened to what the voice was saying as things that Indika observed about the other nuns in the convent.  The only negative thing I have to say is that because I tended to take longer to solve the puzzles, the voice ended up repeating the same dialogue a couple of times, but that's on me.

Several other one-off puzzles occurred in the game, one of which I think could have used some additional QA testing, or I am just not as sharp as I should be while playing after 12:30 AM.  These puzzles vary from balancing on a plank, elevator switching, stacking large cans to create steps, and stacking bridges; I won't say more about the bridges and just leave it up to your imagination.  The can-stacking puzzle gave me the greatest trouble for three reasons.  First, was that the controls for the forklift-type vehicle felt awkward as this device had four wheels that could rotate to change the direction you were facing.  Second was that it was very easy to do the puzzle wrong in a way that would cause you to spend a significant amount of time to get back to where you needed to be to solve the puzzle.  I know it would have been immersion-breaking, but I wish there had been a "reset" option to start the puzzle over from the beginning.

Throughout the entire game, I only looked up a walkthrough once, but that was because I was experiencing a bug that I wasn't 100% sure about.  Towards the end of the game, you are following your companion Ilya and at times he will wait for you so he isn't so far ahead that you lose complete track of him.  Because this was my first time playing, I was off wandering around, looking for collectibles in out-of-the-way areas and looking for the elusive "seat" where you can just sit and scroll/click through a series of camera angles showing different perspectives of the area you're in.  I think what happened was that at the time I activated one of these chairs/benches, Ilya entered a spot where Indika is supposed to "trigger" him to activate a switch (by pressing the Y button on the Steam Deck).  Something happened in the background of the game that made pressing the Y button essentially functionless.  Only after watching a walkthrough did I see what was supposed to have happened.  My fix was to restart and play through where Ilya could be activated, make sure it worked, and then go back to the chair.  All of this is to say that the game doesn't require outside sources to solve puzzles and that the puzzles (for the most part) and progress are well constructed.

One mechanic that I loved was the scattered benches, one in almost every chapter, where you could sit and take a moment.  When I first came upon a bench in the convent in the first chapter and saw the option to "Sit," I passed it up thinking that this was going to be similar to every other game where your character sits and then you can rotate the camera around them, but this is not the case in INDIKA.  Instead, while Indika sits, the camera moves to different static locations throughout the area for the chapter you're currently playing.  The camera takes different angles to show the area in cinematic shots that you wouldn't be able to reach or achieve through regularly playing the game.  And the world is still moving and "living" during these shots, with your companion Ilya futzing with a wagon, or wind and snow blowing through pine trees.  I wasn't able to determine if there was a more significant meaning behind the shots and the locations, but I just simply took it as a moment to rest and take in the story up until that point.  I put together a compilation video of most of the shots throughout the game last week to help illustrate the world of INDIKA.

There is plenty that we have not discussed in INDIKA in terms of gameplay, environmental storytelling, and puzzles, but those aspects are tied to the game's themes and messages on religion.  We did hint a little bit on that in regards to the area distorting/praying puzzles, but we will revisit those as well as the overarching topic of religion in Friday's article.  Trying to fit that nicely into everything else felt odd and a bit shoehorned.  We will also discuss (a bit) the ending of the game and what that point/counter is in the upper left corner of the screen.  The takeaway from today is that INDIKA is a gorgeously developed and directed game with an emphasis on telling a compelling character-driven story while still making this a traditional modern video game.  There is an eye for cinematography not often seen in indie games that I appreciated in both the actual gameplay and the cinematics.

INDIKA is a fun game, but also a great experience in video game narrative storytelling, one that I will hopefully be able to successfully expand upon come Friday.


~JWfW/JDub/The Faceplantman/Jaconian
And Darkness Shall Rise Up to Heaven