GameLogBlogging the experience of gameplayhttp://www.gamelog.cl/gamers/GamerPage.php?idgamer=Rumu (PC) - 19 Nov 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7832Another excellent short point-and-click game. Rumu is a cute little robot vacuum cleaner who wakes up in a big house to the voice of an AI named Sabrina. Sabrina explains that the house's human inhabitants, scientists named David and Cecily, are gone mountain biking, to the grocery store, or otherwise out of the house. Rumu is programmed to clean and to feel one emotion: love. Sabrina teaches Rumu how to clean messes and safely guides Rumu around the house, but warns not to explore. Well, Rumu eventually gets curious and explores, and finds some things Sabrina didn't want Rumu to find. You think it's going to be a game about sinister AI, but it's not. It does say some things about our relationship with technology, about technology and ethics, and is actually really sweet and sad. To say anything else about the story will spoil things. Gameplay-wise, you just trundle around the house in a rather linear fashion learning more about Sabrina, David, Cecily, and a couple other characters, occasionally cleaning messes, and saying silly dialogue, usually about things you do or do not love, until you learn the truth of what's really going on. I saw this game on some list of "best games you've never heard of" or something, it sounded intriguing, and it's totally worth checking out. Also, it ends with a "Baba Is You" style sentence, so I guess I'm finally going to start Baba Is You. A sign from the universe if there ever was one. dkirschnerTue, 19 Nov 2024 19:06:57 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7832&iddiary=13337Genesis Noir (PC) - 18 Nov 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7830Artsy point-and-click about love and the end of the universe. The visuals are mesmerizing, lots of black and white (film noir style) with yellows for accent, flashing lights, changing perspectives, just wildly creative. The sound design is great too, lots of jazz music that often coincides with visuals bouncing around. The story isn't easy to follow. It's a metaphor about the main character's relationship with a jazz singer told as the creation, evolution, and destruction of the universe. I didn't care much about what was going on, but was just basking in the audiovisual treat. Gameplay is simple. Like I said, it's a point-and-click adventure at its core, but hyper stylized. So you aren't just walking around pointing and clicking. It feels like a series of scenes with toyboxes because it's not always obvious what you need to interact with or how to do it. It was reminding me of GNOG, where you just play with a level, click around and see what things do. I read that a lot of people found the gameplay frustrating, but I never did. Again, for me, this boiled down to "oooh aaah." I couldn't have cared less about how easy the puzzles were or how obtuse some of the interactions were or how deep the metaphor was going. It's a beautiful game and not one I'm likely to forget any time soon! I saw that there is another one coming out (sequel?). If it's the same kind of thing, I will definitely buy.dkirschnerMon, 18 Nov 2024 16:22:28 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7830&iddiary=13336Kentucky Route Zero (PS5) - 17 Nov 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7831I've just finished Act IV. And, I think I understand why so many people adore this game. There's a few things I think are really interesting design-wise, but for the most part it's not really about the game's game-ness... a. The interface when you're moving around/driving on the map is really slick. It feels quite natural and it works well when you change roads and so on. b. The game changes perspectives A LOT. In most games you make dialogue choices for your characters. Here it feels like you make choices for all the characters - sometimes alternating even within the same conversation. It's a bit unsettling but really interesting in a special way. I do feel like I have to pay closer attention to see who's saying what and what I want the responses to be. c. The game really does a good job in being cinematic in the sense of having interesting camera movements and positions and framing and so on. So, it's like the photographic direction is really good. The camera pulls back after a minute in some areas, as you move around the camera follows you but may also zoom in or out and show more/less stuff. It's quite clever. My guess is that it was hand/custom coded for each scene/moment? I have no idea where the story is going, the plot is all weird and all over the place, but I am curious to see/know where it all ends.jpSun, 17 Nov 2024 23:33:47 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7831&iddiary=13335Killer Frequency (PC) - 15 Nov 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7829Cool concept, stays pretty engaging throughout. The first-person perspective might suggest more action than there is. It's totally a narrative game. Not a "walking simulator" per se, although it's true that you cannot run. Most of the game is actually you standing in place. You play as a radio host in the late 1980s who gets a job in some small town. On this fateful night, there is a serial killer afoot, with the story rooted in the town's history. After an incident with the police, 911 calls are routed to the radio station. You and your producer take calls and, from behind the DJ booth, hopefully save some lives. Callers will ring up saying they're being stalked by the serial killer and you have to walk them through staying alive. One guy is being hunted in a corn maze; another in an office building; another needs to leave her house and go down the street; and so on. You often need to explore the radio station to find things to help you handle the calls, like a map of the corn maze to help that caller get to the exit. Your producer doles out keys to locked doors as you explore more of the station. Other callers will ring to talk or play pranks or whatever. The writing is strong and there are some really funny parts, like any interaction with the pizza owner. It's got a great 1980s slasher film campy vibe to it. It's less scary than I thought it would be, though there are some tense moments. Eventually, though, you'll realize that it doesn't matter if callers die. The story keeps going, and I'm not sure if there are multiple endings. It seems like there's just one. And since it is campy, sometimes it is kind of funny if someone dies. This game may not be the best at promoting ethical reflection, though there was one poignant caller who talked about beating addiction and gaining a new outlook on life, which was very touching. Eventually, you will get into the basement of the radio station, which was a little creepy. It felt like it went on a little long because you're not really doing a whole lot. The radio station is really small, you'll collect the few extra records and tapes scattered about, you'll play the same records 3 times each, you'll toss dozens of paper balls into a wastebasket basketball goal while you're listening to people talk. If the writing and voice acting wasn't on point, this would have been a swing and a miss, but luckily it was a fun several hours! dkirschnerFri, 15 Nov 2024 19:16:32 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7829&iddiary=13334Geometry Wars 3: Dimensions Evolved (PC) - 12 Nov 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7811Cannot believe I beat this. What a fun twin-stick bullet hell game. I set out initially just to beat Adventure mode. At some point, I dabbled in the other modes, one of which added more enemy types and game types and the other of which stripped the game to its core--no special weapons. It was so fun, and there were so many variations on the core gameplay, that I ended up beating every single level in the game. But I tell you what, although there were definitely some challenging levels, the last boss fight--Topaz--was a massive difficulty spike. Topaz is the last boss in both Adventure mode and Hardcore mode, and both of those levels have been all I had remaining for weeks. I played some other games in the meantime, and periodically tried to beat Topaz, but never could. Tonight, sitting up in my friend's spare bedroom, I got frustrated and looked online to see if other people were having just as much trouble as I was. I was not alone! Dozens and dozens of forums complaining about this boss. And lots of encouraging posts. I decided I'd give it one more shot. And I beat it. That was probably 30 or 40 tries in total. Then I thought, "What the hell, let's give Hardcore Topaz another go." And I beat that too on the first try tonight. So, after 30 or 40 losses, I beat both Topazes back to back. The Steam achievement for Topaz on Adventure mode is 6.2%, so I'm feeling pretty smug at the moment. Topaz has six or seven phases, and they're all pretty easy once you memorize the patterns, except the last one or two. So, I was getting right near the end of the fight like every single time. At the end, he starts spinning around and moving toward you. The level is bordered by red walls (you touch, you die), and Topaz itself has red walls circling it. Enemies spawn along the wall, usually blue diamonds (which move toward you at a moderate speed) and a couple colors of purple (which slowly move or stay pretty still). At one point, these yellow balls start spawning randomly on one side of the level, then another side, then another side, and they fly quickly across the level. It's super annoying because they can spawn right on top of you if you're near an edge and will kill you before you have a chance to move. So, don't be near the edge in that part, avoid the yellow balls, and move the boss quickly into the next phase. At the end, the boss gets larger and its red walls take up like 1/4 of the screen, plus enemies are spawning along the edges of the screen, so you really don't have many places to move. I regularly died here if the yellow balls didn't get me because I'd get trapped. I think the trick is to stay calm (obviously) and focus more on staying alive than attacking the boss. You'll have plenty of time to attack Topaz in between waves of enemies. But if you're dead, you can't attack, so stay alive! I used the "fire" weapon, which amplifies your frontal attack, and the turret special, but I actually didn't set off the turret or my bombs, beating the Adventure Topaz with no special weapons (which deserves another, even rarer, achievement, right?!). Now that I think about that, I'm definitely feeling smug. (This entry has been edited1 time. It was last edited on Tue, 12 Nov 2024 21:49:03.)dkirschnerTue, 12 Nov 2024 21:38:31 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7811&iddiary=13333Card Shark (PC) - 12 Nov 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7828This gives me vibes of Pentiment in style. The art is beautiful, very painterly, and if you watch the backgrounds, they kind of move or “dance” with shimmering particles, especially indoors. It’s set in 18th century France and you find yourself caught up in national political intrigue. The story is intriguing, the writing is sharp and witty, the concept is creative. Card Shark is a game about cheating at cards. You play as a mute man, and you are taken under the wing of an infamous ex-noble/socialite turned conman. He teaches you card tricks as you travel around the country swindling rich people out of their money. Your targets are often chosen not just for their wealth, but because they have information, and your handler (and, it turns out, his handlers) is trying to unravel a mystery that will have huge implications for the country’s political class. The card tricks start off easy. For example, you pour wine for an opponent, steal a glance at his cards, and signal with your hand which suit he has the most of. Or, you shuffle the cards, but palm an ace to deal to your handler. There are 28 tricks, or combinations of tricks, and the complexity escalates like crazy by the end. Here is the "tutorial" text when you are taught the next-to-final trick for the final card game. You'll do this long part after you interpret a code to give two specific types of cards to your ally. You’ll palm one card to deal to your ally and then sweep cards in a specific order according to the code to get the second card. Then, you get the following tutorial explanation, with visuals: “First off, I need you to shuffle once whilst injogging the top card at the same time. Subtlety is key here so make sure you do this in one fluid motion. Nice job. We’ve already set aside two cards for me, your target, so now it’s time to sort out the other players. Go ahead and drop two cards per additional player. Now each player has two cards prepared for them. To secure the selection, outjog the next card. Outjogging is just like injogging, but the card pokes out away from you instead of in and towards you. Here, see, the outjogged card and injogged card are on either side of your stack. Your thumb can easily create a gap beneath the injogged card when you’re squaring the deck. And you’ll naturally grab everything up to the outjogged card, too. This creates a break below it. You can use these gaps to restore the stack on the next pass through the deck. Good. You know how this part goes. Shuffle down and injog in one motion. Now drop a pair of cards for each player besides myself. Now for that outjog we talked about to sandwich the stack. Good. The prepared cards will be easy to find thanks to those markers on either side. Go ahead and shuffle down the rest of the deck like the honest man you are. Then square as I showed you. With the deck squared, you need to drop all the cards up to the first gap. That way you can get back to dealing with the stack you’re preparing. Now my two cards are at the bottom of the stack. But they need to be distributed amongst the opponents’ cards. To distribute the planned cards in the stack, you’ll need to drop one individual card for everyone other than your target. The next card should be for me…But the ones you prepared are on either side of the next break. Drop everything up to the break. That should be my card with a card for each opponent above it. Great. Now there are two cards prepared for each of my opponents. But there’s only one for me, currently. Drop that next card to make sure both cards I requested end up in the same hand. Now you just need to offset the stack so that the requested cards are dealt to me. Simply drop as many cards as there are opponents seated before me in the deal. Look at that! Both cards are on track to end up in my hand. But in your celebrations don’t forget to secure your stack by injogging the next card. With the stack secured, all that’s left is to drop the rest of the pack and cut the deck at the marker. Let’s see what happens when you deal out the cards. Good job. The two low red cards are dealt to me. You’ll finish by reversing the opponents’ cut." You will have to do this by yourself under the pressure of increasingly suspicious opponents, with money (and your life) on the line. Each instruction and term in the description above is a specific motion. The small parts form the whole trick. Also, in real time, players are not necessarily sitting in the order that they are in the tutorial, or there may be a different number of players, and the cards you need to hold may be high or low cards, which changes the number and order of the drops and all that. AND, in the very last card game, you not only have to give two cards to one player, but you also have to give two different cards to TWO different players, and you have to figure that part out on your own. It’s so complicated! So complicated, in fact, that I threw my hands up at the end and watched a YouTube video of the last card game. No shame! A read part of an AMA with the devs, and apparently this game turned a lot of people on to magic tricks. Tracks. Totally unique game, worth checking out.dkirschnerTue, 12 Nov 2024 18:18:10 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7828&iddiary=13332A Space for the Unbound (PC) - 12 Nov 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7821This is a narrative 2d sidescrolling game, pretty close to a point-and-click, but with a little more action. It's set in rural Indonesia in the 1990s, which was one of my favorite things about it, just the different setting and different perspective to offer. Some women have hijabs on, which is something you don't see in games. Characters dress is reflective of the culture, with the sandals, the uniforms of various people, and so on. It's got a neat story, often touching and sweet, but also serious and sad. It's about a couple high school kids and the end of the world, tackles death, grief, guilt, suicide, hope, community, and more. The pixel art has a great style. Gameplay-wise, things are really simple, and I think this contributed to my overall gripe about it, that it is overly long and padded. You walk around the town where the game takes place talking to people. You'll get objectives and solve really easy point-and-click style puzzles, finding objects to use here and there to progress. Often, you'll get the object you need, whereupon you will then have to go find three more things. Collect those, and then you will need to go get three more things. It's rarely exciting, but they did try to add some action into the game in the form of "combat," which involves a button timing minigame to attack and block opponents. A central mechanic is "spacediving," which is when the main character goes into the minds of other characters to solve their problems (by doing some easy puzzles). This was interesting at first, then it became tedious (how many people do I have to spacedive?!), and then at the end it added some complexity to it with the ability to spacedive and go back in time, which led to these inception moments, where you go inside someone's head, then go back in time, then go back some more, then go back some more, and you have like four timelines inside this person's head. As you make changes in one, things change in the others, and you need to figure out how to tweak various things to fix the person. Those last couple spacedives were the most interesting. I wish the game had more complex puzzle solving throughout! So, things are definitely slow moving; the game goes at a deliberate pace. The fact that the gameplay is easy, repetitive, and fairly dull doesn't help when the story is also being slowly doled out, or, especially toward the end, when it repeats over and over what is happening to one of the characters and drags the finale. But it's a good story; otherwise, I would have put the game down. Still, it shouldn't have been as long as it was. Recommend? Eh, probably only if you really like these kinds of games. dkirschnerTue, 12 Nov 2024 03:47:08 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7821&iddiary=13331I Was a Teenage Exocolonist (PC) - 10 Nov 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7827It's been a while since I've played a game, at night, and completely lost track of time...and went to bed super late as a result. So, this one's special in that sense at least. I as trying to describe it to a friend and it's...a few things? There's lots of reading, and lots of choices - and there's a rich narrative with plenty of scripted things (I think!) and lots of branches and characters to interact with and so on. Options open up depending on what your attributes are - and the game is set up such that you cannot max them all out - you have to kind of pick how much time you want to dedicate to each. So, this opens up new things to do with the characters, and more possibilities of "tasks" (each task is one month of game time, and you play from age 10 to 19...with, I think, 12 months a year. You also gain stress so every now and then you need to spend a month resting). And the tasks? Each tasks causes stress but also results in increases to character stats (boost Engineering and Charisma!) and, possibly, increases to relationships with the other characters. Each task is a card game. You draw a hand of cards and then you have to play five of them and hopefully beat a target number. Beat it by a lot and you might get a bonus. For some tasks, meet the difficulty exactly to get a bonus. AND, cards get bonus points when they are next to each other in certain patterns: straights (increasing numbers), suit (there are three colors, matching is good), and value (same number neighbors is good). As you play you pick up new cards, some are better than others and they often have special effects, like boost neighbor and so on. The game was hard at the beginning because I did not understand the system really - but when it all clicked, it got super easy. As in, I never failed a challenge again. BUT, you also pick up items that you can use to help out (boost a card, draw an extra card, etc.). BUT, i still enjoyed the puzzle of getting to the difficulty number from the cards in hand. As for the story - it's really neat. You play a kid, and the kid has other friends as kids. And you basically grow up together! They change over the years, they specialize in new things, get crushes, date, etc. And all of this on an alien planet that is very dangerous and you're trying to survive (the colony is) and stuff gets worse and harder and worse. And. There's a whole mystery as well. I only figured out some stuff, but there's more to learn.jpSun, 10 Nov 2024 23:57:12 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7827&iddiary=13330Resident Evil Village (PC) - 07 Nov 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7826These Resident Evil games have top notch production values. I played the RE2 remake over the summer and freaking loved it. Resident Evil Village (8) isn't as good, nor is it as good as Biohazard (7) before it, but it was still a good time. I liked: - The main antagonists, who were very creative in their design and powers. I had seen the 8-foot tall woman with Freddy Krueger claws in trailers. Most of the others are cool too. - The merchant, who was morbidly obese and mysterious. I can't stop hearing him say in my head, "To hunger is to be human" and then making like a sloppy chewing sound. - The methodical way you are encouraged to explore the map. Rooms that still have items in them are red on the map, while those completed are green (or blue). You know what you've completed, and you know where you can still look for stuff. The map was excellent all around. - The little side areas and extra puzzles. I found special artifacts, weapon modifications, mini bosses, and more by exploring side paths. These paths were always interesting. - At the end, you get to go on a one-man rampage (with two different men). I always love it when games do this at the end. It's like a reward for making it that far. "Here's a ton of ammo and a new super weapon. Go crazy!" I didn't like: - The bosses were easy. You could cheese nearly all of them, mostly by walking backwards in a circle around a pillar or some other object in the center of the room, or doing some version of square strafing, and shooting at them as they followed you. Even bosses that were otherwise cool ("propeller head") or should have been difficult were easily dispatched like this. - Mini bosses glitched like three times. One, the first time you fight one of the big werewolf enemies, it was on the other side of a wall. I don't think it was supposed to come up the stairs to that spot because its head was sticking through the wall, allowing me to casually shoot it while it growled at me. Then it moved to the doorway but couldn't fit through it, so I shot it some more there until it died. Another time, there is a side boss called "the cannibal." You fight him in a room that looks something like a meat-packing warehouse. If you go out the door, he "resets" usually by "jumping" up to a platform. If you open the door, you can fire some rounds at him up there before he jumps down. Then you can go back out the door, he jumps back up, then you open the door fire at him, he jumps down, etc. Actually this was a common way to cheese enemies, when they would stop following you if you turned around and went back the way you came. They "reset" but their health doesn't. So you can just attack them, walk away, come back and attack them more, walk away, and so on. It made lots of fights really easy. - The whole game felt a little on rails. Puzzles were not difficult, and it always felt like I was being kindly led to the next place. This made it so that it never felt like I was really exploring or that I was really in danger. - The main character was so one-note. Half his dialogue was "Mia!" or "Rose!" or "You bitch!" or something like that, always yelling at the bad guys about his wife and daughter. Pros and cons. It felt almost overly polished. Like, a RE game should feel more gritty? But overall, I did enjoy it, even though it wasn't very scary compared to the last two RE games I played. dkirschnerThu, 07 Nov 2024 17:14:19 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7826&iddiary=13329Llamasoft: The Jeff Minter Story (PC) - 03 Nov 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7818I'm really loving what Digital Eclipse is doing. Karateka, Llamasoft, etc. This one's a strange collection for me - unlike, I'm guessing, most non-UK game players, I am quite familiar with Jeff Minter. Not through his games, but sort of one step removed. I've been reading Edge magazine for almost a quarter century at this point and he's someone who is often brought up, interviewed a few times, and so on. So, he's a name that was familiar to me, I know of his reputation within the UK scene. But, I had never played any of his games. So, it was nice to finally get that chance. More fairly, I'm thankful that I was able to create the circumstances that resulted in my playing his games and having a closer-to-first-hand experience of what he's done. At least the old stuff (up until Tempest 2000 pretty much, but if I recall Minter then went heavily into light synths and stuff like that...returning later to videogames). Actually, to be fair, I had played some of his games - but his much more recent games on iOS app store. Sort of early ipad days. I don't remember the names of any of them. But I think I played two games? Anyways, back to the old retro original Minter stuff... If I was mean I'd describe his early games as "clones" with zany characters thrown on top. They play well, are really hard, but it's super clear that he's working on top of other ideas, trying to find new spaces within those. And, this work continued even across ports from one computer to another. A mean person would say that he's just re-hashing his stuff all the time, few big new ideas, and blablabla. And, that might be fair to an extent. Minter isn't the kind of developer/designer who seems to always be looking for another crazy idea, to really push game designs into uncharted territory and so on. That's not a bad thing. Or a good thing either. It's just who he is. He's stuck to his guns doing what he likes and refining and working on that. He's sort of like a carpenter who only makes chairs - and iterates, refines, etc. But his chairs are still chairs - and they're interesting. He's the super specialized craftsman. Other carpenters migth make tables, and then try chairs, and then decide to make a closet, and then a table chair combo, and so on. So, broad in their skills and interests. And so Digital Eclipse's work really does a great job of laying all his stuff out in front of you so you can see it, in context, and with great additional documentary details. I loved it.jpSun, 03 Nov 2024 12:23:23 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7818&iddiary=13328