Read more “Corpse of Discovery”
Developer: Phosphor Games | Released: 2015 | Genre: Adventure, First Person
Although this was another one on the brink of being called a
walking simulator facile adventure, it had enough exploration with jump puzzles, goals in the distance, and the rare searchlight monster to avoid, to just about make it a proper first person adventure.
I was an astronaut alone in a small space station, which was a series of tubes with a blurry holographic communicator for messages from the wife and kids. There were also the typical lab, the greenhouse, the computer room and the briefing room. This part of the game was certainly facile. I could merely click a few hotspots for explanations and get a briefing for exploring the planet outside in a space suit.
The game had a smattering of Groundhog Day about it. I explored the vast areas of a planet running around, double-jumping – later using a jet pack that had to recharge after a few seconds – running towards goals that were each about a kilometer away. After finding about half a dozen of these, the space suit ran out of oxygen and I awoke back in my bed in the space station. After getting the next holographic family message, it was off to explore the next planet.
And so it adhered to this template for a total of six planets.
Read more “The Beginner’s Guide”
Developer: Everything Unlimited | Released: 2015 | Genre: Adventure, Facile
This was a short
walking simulator facile adventure again by the same developer that also created The Stanley Parable. His style in level design and narrative was unmistakable right from the first few sentences. But where his previous games had a conscious focus on humor and sarcasm, this game was a little more serious. A least most of the time.
The developer himself narrated consistently all the way through the less then two hours it took to play it through. He told about his friend Coda and the small first person games he created, each presented in a linear manner with usually nothing to do but move forward and listen. Sometimes there was one door switch puzzle that was sometimes repeated, and I even had a rifle two times for a very short time.
There were 17 chapters (including an epilogue) and the levels were amazingly varied.
Read more “Short Sessions, Part 2”
This is another post in my series about the odd games that I would normally discard, but which I have decided to at least try out for up to an hour. It may have been free games, games given to me by a friend that had several keys of the same game to give away, or games that for other reasons just kind of popped up in e.g. my Steam library without me knowing how they ever got there in the first place.
- Woodle Tree Adventures
- Evil Pumpkin: The Lost Halloween
- Kingdom: Classic
Read more “The Fall”
Developer: Over The Moon | Released: 2014 | Genre: Adventure, Side-scrolling
March 13, 2020
This turned out to be a side-scrolling adventure game with a smattering of cover shooter. The dark graphics and the strong ambient soundscape immediately reminded me of The Swapper.
I fell to a planet as what looked like an android or a robot, only surviving the friction of the atmosphere due to a nifty antimatter shield. I crashed through the surface and into a dungeon of underground corridors. It turned out the “robot” was actually a suit around a real human, but because he (?) was injured and now unconscious after the fall, the AI of the suit had taken over and was now in charge.
An autonomous suit walking around with a knocked out human inside. That was certainly unique.
The game was mostly an adventure game. I had to turn on a flashlight that could be moved around with a mouse, and only when shining on a hotspot did it go interactive. I could then use this item, use something on it, or use a network action which first had to be activated in my suit at a later time. In fact, the suit had a lot of cool abilities that were restricted and thus turned off at first.
Read more “Cradle”
Developer: Flying Cafe for Semianimals | Released: 2015 | Genre: Adventure, First Person
Inspired by the update in the previous blog post about The Talos Principle, I have decided I’ll switch to full diary style, adding to the same blog post as I play more sessions of a game. I realize this is quite uncommon – normally blog posts are a one-shot article and then never updated again – but I’ve already had exceptions to this rule.
Another reason is that I’ve never felt that I’ve found a really solid template for writing my impressions about the games I play. This new diary style can thus serve as another experiment in trying to find my voice.
Perhaps needless to say, there will be spoilers in this new diary style.
March 7, 2020
This game was only five years old? The way it started, i.e. in a window, maximum 2K resolution, options all reset and with a tiny menu text, made it feel older at first. For some strange reason the music was also turned down to zero. But other than adjusting all this, it seemed to work fine in Windows 10.
I “woke up” (whoever I was) with an amnesiac hangover inside a small Mongolian yurt, which is sort of a circular tent. Control was in first person with no body awareness. The level of detail in this tent was quite impressive. There was a ton of stuff to go through, picking up some things for my inventory. Left mouse click held an item in my hands at first, and a hotkey then put it away in my small inventory.
Read more “The Talos Principle”
Developer: Croteam | Released: 2014 | Genre: Puzzle, First Person
March 4, 2020
I’ve played a couple of hours of this first person puzzle game. It’s quite long – about 15-30 hours depending on your puzzle fu – and I’ve decided that the game is too samey to warrant completing. Also, I’ve heard a rumor that there’s a countdown in the end. Groan.
But other than that, I actually liked a lot about it. I’ve had it a long time in my backlog with comments about it being sort of a spiritual sibling to The Witness, but that’s not quite warranted. It has actually much more in common with the Portal series, spawning and moving stuff in small areas to get the sigil.
Playing as a robot in first person, I was spawned in environmental ruins that looked like the perfect home for Serious Sam. This was not too surprising as it’s the same developer. Using the same type of level design and even the fast walk and sprint speeds seemed a bit lazy to begin with, but it looked good and ran very smoothly in 4K resolution on my five year old PC.
Read more “Brothers: A Tale of Two Sons”
Developer: Starbreeze Studios | Released: 2013 | Genre: Adventure, 3D
This was a cute and easy adventure climbing/puzzle game
I wish I could have completed.
UPDATE: This game was so endearing that I actually went out and bought a gamepad so I could complete it. And it was worth it. It had unique fantasy settings and a strong emotional impact. I’ve expanded the blog post.
The premise was quite unusual – a single player coop game. Now how did that work? Well, I controlled two brothers simultaneously, with each there own set of direction-and-action keys. Sometimes they had to help each other, like the big brother giving little brother a hand to reach an edge, or they had to cooperate, like moving something that required them both pushing the same pole.
The game had easy coop puzzles that I could usually figure out on the spot, which was lovingly relaxing. The story was also simple. An adult (probably their dad) was ill and the doctor sent the two boys on a journey to fetch the remedy. This took place in a fantasy world not entirely unlike that of the Fable series. We went through a village, fields, farms, dungeons, rivers, castles, and much more.
The game had a strong caveat from the developer that a gamepad was required. If you know my gaming habits from previous blog posts, you’ll know that I never used a gamepad. Always keyboard and mouse. I’ve completed a few games that were notorious for being neigh impossible without a gamepad, just to prove that it could be done after all – for example, ABZÛ.
However, after about a little more than an hour, I decided to bite the bullet.
Read more “Kentucky Route Zero”
Developer: Cardboard Computer | Released: 2013-2020 | Genre: Adventure, Point & Click
After about 7 years of development, the fifth and last act of this point-and-click adventure game was finally released in early 2020. That was the moment I had patiently been waiting for. I wanted to play all five acts in one go, like binge-watching a television show.
Kentucky Route Zero is one of the most atmospheric adventure games I’ve ever played. It was also one of the easiest. While I wouldn’t call it a walking simulator, it was virtually void of puzzles.
I have seen a lot of comparisons to Another World, but that only relates to the graphics. The gameplay was of course completely different. The game really wanted to twist the hackneyed point-and-click adventure game concept on its ear, and it was refreshing to me. It used flat-shaded 3D polygon graphics and mostly scrolled sideways, but there were exceptions where the scenery was rotated in place or zoomed in.
Read more “Short Sessions, Part 1”
During my time on Steam, I’ve received the odd game here and there that didn’t necessarily align with my own taste in genres. It may have been free games, games given to me by a friend that had several keys of the same game to give away, or games that for other reasons just kind of popped up in e.g. my Steam library without me knowing how they ever got there in the first place.
Instead of just discarding these game straight away, I thought I might at least play them for about half an hour or so, now that I have them anyway. Who knows, maybe one of them would turn out to be a surprise that I would actually want to finish.
This will be the first in a series of blog posts.
- The Adventures of Shuggy
- Battlefield 3
- Canyon Capers
- Burnout Paradise: The Ultimate Box
- Rage Parking Simulator 2016
Read more “The Book of Unwritten Tales”
Developer: King Art | Released: 2009 | Genre: Adventure, Point & Click
I played roughly the first two and a half hours of this one before I called it quits. It was an oldskool point-and-click fantasy adventure with good voice acting and excellent backgrounds. It was also quite easy. You could hold down space to reveal all hotspots, and although inventory items were aplenty, the cursor only went red when something could be combined or used on a hotspot.
This also got rid of the dismissing comments for trying everything. Everybody wins.
In fact, the adventure game was so charming and relaxing that I understand all the praise it has received in reviews. I know this is starting to become a cliché, but had this been 15-20 years ago, I would have swallowed this game whole. But today, I’m worn out on adventure games and it has to offer something really special to keep me in the zone. And that was the problem with this game. Although it did have its moments of inspired ideas, there were not enough of them, and the dialogs were missing a little more of the reckless quality found in the classics.
In other words, the game was missing a bit more bite.