Developer: PostMod Softworks | Released: 2014 | Genre: Adventure, Facile
Time for another short one that took me approximately two hours to complete. It was a thoroughbred
walking simulator facile adventure where all I could do was explore by walking – or light running that was actually just faster walking – open doors, read typewritten letters mostly glued on walls, and sometimes listen to a sentence or two by… myself? A friend?
That was sometimes hard to tell, but his audible acting was excellent.
Most of the time it was borderline pretentious nonsense, but there were exceptions where he aired a philosophical opinion that was actually interesting for once. Like the stuff about depression and suicide, for example. And then it was back to “truth having to be compatible with itself” and blah blah blah.
Fortunately the surroundings were often detailed and pretty, although also infected with reusable prefabs such as conspicuously dead rats and an abundance of littered soda cans. It did start out with samey rooms, corridors, pipes and factory stuff that perhaps overstayed its welcome, but it soon meandered into surreal crypts, medieval architecture, a beach with flooded trains, a subway, and the return of an enormous Minotaur statue. And several of the total of 11 chapters ended by me leaping into nothingness.
Sometimes it felt like sort of a surreal version of INFRA.
Apart from just walking around, I sometimes found and unlocked a cube. I found a total of seven of these. I don’t think they served any other purpose than as a collection to see if I explored thoroughly. Most of the levels had multiple paths around the facility. Having to accept missing out on a hallway or two was not uncommon. Later I learned to postpone opening doors clearly marked as the exit.
Read more “NaissanceE”
Developer: Limasse Five | Released: 2014 | Genre: Adventure, First PersonSpoilers: Medium
June 19, 2021
I’ve played almost 4 hours of this exploration adventure game today and it is probably the most egregious example of a game I have a strong love/hate relationship with. It has the most epic levels with an expanse I haven’t seen probably since Lord of the Rings Online: Mines of Moria. I’m a drooling sucker for such things, and when it also have really interesting architecture like it did here, I’m definitely in for the long run.
Unfortunately, the wonderful walks or casual jumping was sometimes spiced up with demanding jumping puzzles, some of which were downright sadistic. I don’t think I’ve been cursing and shouting like this at a game for years. Sometimes I was wondering if the developer was secretly hating its audience, especially during a tunnel sequence on a long rotating shaft.
But I get ahead of myself.
Developer: thatgamecompany | Released: 2020 | Genre: Adventure, 3D
Being a PC gamer I’m quite late to this exploration game, but now that I’ve played it, I sure understand why everybody have been so excited about it. It was pure bliss. Like playing in an interactive series of the best wallpaper art you can imagine. No words – just amazing violins and cellos.
The basic rules were as simple as the controls. I could move (sometimes glide down sand dunes) and gain a limited floating ability by touching strips of living cloth. A strip on my back worked as an energy bar for it. Sometimes I reached and chimed at an altar and watched a history emerging on a wall.
I could meet other players too. There was no exchange – they were just sort of there.
The art, the level design and the lighting was fantastic. The hot desert in the beginning had layers of sand rustling across the dunes. As I got closer to a mountain, snow took over. There were even blizzards where I sometimes had to seek cover to avoid a setback. Later I also had to sort of sneak past big rock birds. If their spotlight found me, a laser beam blasted me backwards. There was no dying in this game.
It took me less than 2 hours to reach the end. Short, but definitely worth it.
Read more “Homesick”
Developer: Lucky Pause | Released: 2015 | Genre: Adventure, First PersonSpoilers: Puzzles
This first person adventure looked crazy good. Yes, it was mostly gray and samey corridors and dilapidated apartments, but the level of detail was marvelous. In one of the bigger halls, the wallpaper was coiling off the walls in the most convincing manner, I have ever seen in a video game.
It was also relaxing for the most part, although it wasn’t just a
walking simulator facile adventure.
I woke up in a bed in an apartment complex where the sun coming through the windows was unpleasant. Getting too close oversaturated the light in a hurtful way. Some corridors had too many windows and thus were impossible to traverse. The dilapidated state of everything made it look like something straight out of Pripyat near Chernobyl. Of course none of the switches or faucets worked.
And to make matters even worse, the papers and books found everywhere were written in gibberish.
Read more “RiME”
Developer: Tequila Works | Released: 2017 | Genre: Adventure, Puzzle
This charming third person adventure came very close to making me relive the pure fondness I had for PC games almost two decades ago. Now I understand why Nicouse found it so enchanting.
In fact, it was so beautiful and imaginative that I just can’t for the life of me understand why so many of the professional review sites mashed it down to typically a rating of 6-7. It’s a crime, plain and simple. A typical complaint is that the game feels too much like boring busywork solving puzzles barely challenging at all, but that’s not fair. Although it’s true that many of its puzzles were fairly pedestrian, the game really did its best to vary the rules and surroundings, and the level graphics were often epic and jaw dropping.
I wonder if some of those cynical game reviewers weren’t just worn down veterans?
The story was quite simple, almost non-existent, until the final hour of the 6+ hours it took me to complete it. A boy was washed ashore on a small island and I had to run around, shouting at figurines to make their energy empower an avatar in the middle. There was no dialog. It’s true what they said – the inspiration of games like Ico was quite apparent, and the climbing was virtually Tomb Raider.
Read more “Beyond Eyes”
Developer: Tiger & Squid | Released: 2015 | Genre: Adventure, Facile
Regarding brightness, this game was the polar opposite of Among the Sleep. Here white was consistently dominating the screen. It was short – about two hours, including one level restart because of a bug.
Rae, a little girl blind after an accident, had to go look for her friend, Nani – which was an orange cat. The game was quite unique in the way it used her blindness as a gimmick. I was walking her around removing white “fog of war” that was drawn depending on being in close vicinity. Sometimes, a noise in the distance could temporarily show a hotspot, like a woodpecker working a tree or a church bell. There were also permanent hotspots created by constant sounds such as a streaming river or a waterfall.
Most of the game was about finding my way through fields and a village, uncovering white fog. Sometimes she was smelling the cat thus showing where to go next, and there were very light tasks such as throwing bread for seagulls to get out of the way, or fetching a ball for another girl.
Read more “Among the Sleep”
Developer: Krillbite Studio | Released: 2014 | Genre: Adventure, Horror
This was a short first person horror adventure in control of a little toddler that could barely walk. After a birthday cake from mum and a later put to sleep, the majority of the game went through surrealistic set pieces with elements from the house itself. Most of the game was very dark with a lot of walking/crawling, sometimes with light puzzles like dragging a chair to climb on or finding “memories” for a portal.
I’ve said it before and I’ll repeat it again – I’m not really fit for horror games or movies anymore. I’ve become completely numb. I really should stop touching this genre.
Nevertheless I bought the game and I am trying to work through my backlog.
But in spite of the absence of screaming in my apartment, the game did its best with a spooky atmosphere, it didn’t go crazy with cheap jump scares, and the ambient sounds were really good. Humans that can still experience the feeling of horror may find a lot to like here.
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 “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.