Lucy -The Eternity She Wished For-

Read more “Lucy -The Eternity She Wished For-“

Developer: Modern Visual Arts Laboratory | Released: 2016 | Genre: Visual Novel, Sci-Fi

Completed this visual novel in three sittings and about 4-5 hours, including a small extra story.

Apart from a brief experience with a Phoenix Wright attorney game some years ago, I’ve never really tried a visual novel before. I always wanted to though, to see what all the fuss was all about. I finally decided upon this one because of its science fiction theme, and because it had received a user rating of overwhelmingly positive on Steam. Also, I bought it cheap in a sale.

I must say right away that although the story and dialog was well written, the game itself was too easy and non-existent for my general liking. I want some more influence over my games. I think this visual novel was close to be called kinetic, i.e. you just advance the dialog and make no choices. This one did have a rare choice once in a while, but it felt like 98% pure storytelling, advancing self-typing dialog lines.

Click, click, click, click, click, click, choose option #2, click, click, click, click, click, click.

The story was about me, a teenager in 2050 (which looked exactly like today only with androids) who finds a hi-tech female android in a garbage dump, gets it repaired, and brings it home to spend some time with it. Originally he hates androids just like his father, but Lucy Valentine, as the android is called, is remarkably well engineered and soon changes his mind.

Screenshot

It’s only a superficial dating simulator and doesn’t have any sex. There’s even some philosophical dialog at times, usually as the teenager thinks to himself, or in long debates with the android so eager to please her master. The father, however, absolutely despises androids and instigates several quarrels with his son. Without spoiling too much, the story has a sad ending that even moved a mountain like me.

Dreamfall Chapters: Book One

Read more “Dreamfall Chapters: Book One”

Developer: Red Thread Games | Released: 2014 | Genre: Adventure, 3D

Completed the first book of five which took less than 5 hours. Maybe I’ll settle with that. Not sure yet.

I completed The Longest Journey and Dreamfall back in the day, but it’s been way too long. 12 years. I could barely remember the cliffhanger in the end of the previous one. The beginning with Zoë Castillo in a coma made me question why she ended up like that, as did Kian Alvane in jail.

At least I remembered April Ryan’s fate all too well. I was hoping she somehow survived that. 🙁

Book One was a relaxing and very easy third person game with mouse look. There were few inventory items, and they could be combined. Dialog choices were floating words with thoughts read out loud when hovering on them. There were also decisions to make that were clearly inspired by Telltale Games. Lots of finger-shaking indications about how this earth tilting choice would be remembered for all eternity.

I had a journal where experiences were dotted down, a sheet with profiles (which wasn’t updating quite as much as I would have liked it to) and RPG style goals in the side. Beautiful music too.

The graphics were excellent. Most of the first book took place in an open small city section of the cloudy Europolis where I could walk around and marvel at the busy life. No detail was spared, from colorful neon ads to overhearing discussions and wishing I could walk further than the force fields at the end of certain streets. It almost felt like being dumped into Deus Ex Light.

Screenshot

If anything, I was almost missing some more interaction in the city. I could access a cowboy street map or get a few words out of vendors, but not much more than that outside of quest tasks. It’s funny how this is a balancing act. Lots of things to do – Assassin’s Creed – and it’s too much. Too little and the city could risk getting stale and boring fast. It must be difficult getting this just right.

ABZÛ

Developer: Giant Squid | Released: 2016 | Genre: Adventure, Underwater

Completed this one yesterday. It was short – just shy of two hours.

It was a marvelous underwater diving adventure, swimming among fish, whales, squids, jellyfish – all the ocean can offer, and lots of it. I was often more or less engulfed in an explosion of color and life. It was also very easy. If it didn’t happen 99% underwater, many might call it a walking simulator.

Apart from exploring the oceanic areas, I could free small bots that could later help me remove an organic net to a passage. I could click on ocean floor pools to free a specific species, or collect shells. Even meditate on a statue. The only action marginally resembling using my brain was that some areas needed me to use two gadgets to open a door. Typically spinning chains attached to each side.

Sometimes I could also hang onto a larger creature for a bit of speed (usually wasn’t much of an advantage) or hit schools of fish in the flow of a tunnel. These tunnels popped up between areas from time to time.

Screenshot

One thing that surprised me a little was that it actually had a shred of a story and purpose. It wasn’t just an ocean floor simulator. I found portals leading to a ghost temple where offering a light sphere grew a coral stalk and opened a door, I started encountering mechanical triangle structures, and I even befriended a big white shark. It was all subtle and fit in well with the rest of the game.

Except perhaps the exploding triangle mines. I could have done without those.

Apart from the nature of our hero – which I won’t spoil here – probably the biggest surprise in the entire game was that I could get up and walk around in temples toward the end of the game. Not much – typically just to activate something and then back into the water. But still. Didn’t expect that one.

The music was absolutely flawless. Symphonic and often with choirs. Sometimes the strings reminded me of old Tomb Raider games, at other times I thought of the adventurous encounters in The Abyss.

I completed it using a mouse and keyboard. Sometimes I fumbled up and down, but otherwise it was fine.

TitleLengthDatesDiff / ChtSaveScore
ABZÛ
2016 Giant Squid1h 52m 1
2018-12-08
2018-12-08
9

Papo & Yo

Read more “Papo & Yo”

Developer: Minority | Released: 2013 | Genre: Adventure, 3D

This third person adventure game was completed in less than four hours, but somehow it felt a little longer than that. It was for the most part easy but also charming, and with many original puzzle ideas. The closest thing I can find to compare it with is the American McGee’s Alice series, only without the combat. It had the same level of surrealism and also felt like it could maybe sort of fit into that universe somehow.

The game touches upon a light story of the small kid Quico and his alcoholic father in a few brief cutscenes, but by far most of the game is spent solving puzzles in arena after arena with metaphorical substitutes. In the beginning there’s another kid that teases you, and it doesn’t take long before you get the small robot Lula on your back as a jet to make double jumps possible. Lula can also be asked to fly over and activate a circle by clicking the right mouse button.

Screenshot

A general style of puzzle design is that white chalk lines means interactive stuff. Animated cogwheels drawn on walls can be clicked to make a building walk to a different place so you can jump across roofs. Handles can be pushed or pulled to tip over a stack of buildings into a “snake” you can run across. Keys can be turned to open up a passage, typically by walls and buildings being lifted away.

Diary Games: The Beginning of the Millennium

Read more “Diary Games: The Beginning of the Millennium”

This is a post in a nostalgic series with transcriptions of my diary sessions of the many games I played from 2000 and onwards, translated and adapted from Danish.

In fact, this is the very first one with the first play sessions in 2000. As is the case with so many hobbies just like this one, it started in a casual manner and only gradually became more serious. It wasn’t like hitting a switch and suddenly I was writing hundreds of lines in each session.

I started writing diaries about my life in 1996 and have kept it up since then. Games were rarely mentioned as something I played one evening. I wasn’t really into gaming until I had sort of an epiphany with Gunman Chronicles, as you can read here below. In the end of the 90’s, it was mostly about coding and composing. I did complete Rama, Sanitarium and the first three Tomb Raider games in the end of the 90’s, but their sessions were sometimes months apart and the comments very brief.

Although better for the following ten games, the descriptions are still plain and the details few. However, it gets a lot more interesting in later blog posts as I dig deeper into my diaries. Later I also started grabbing my own screenshots, but for this blog post they are all courtesy of MobyGames.

Alone in Space

Read more “Alone in Space”

Developer: Butterflyware | Released: 2016 | Genre: Adventure, First Person

I completed this first person action adventure in less than 4 hours. I woke up alone in a desolated space station on a stormy planet and had to find my way off. There was an abundance of corridors with tilted chairs and a ton of boxes that gave the game a very samey look. Most of the areas were mazes and there were connect or sliding puzzles to open doors, pass codes to find in big widescreen log screens, stationary lasers to cut doors open, sizzling magenta anomalies to traverse carefully, and much more.

I’ve seen reviewers on Steam pushing down the walking simulator stamp, but that’s not fair. Yes, there are sizable periods of time where you’re not doing much else than traverse a maze, but there are enough puzzles and dangerous passages to make it a real game. In fact, some of the dangerous passages even got me quite aggravated. There are no monsters or humans to be found, but the anomalies zapped me dead until I figured out how to throw down a metal bolt step by step to find my way through the parts that didn’t zap me. There was also a section with flaming gas leaks where I kept coughing and had to crouch or close rooms to kill the flames, and enough coughing meant death. Lightning could sometimes zap me dead in a corridor if my timing was off. There were a couple of sections with the air being sucked out fast.

And of course, don’t get in front of a stationary laser.

Technobabylon

Read more “Technobabylon”

Developer: Technocrat Games | Released: 2015 | Genre: Adventure, Point & Click

This was an excellent AGS cyberpunk adventure game, at least as good as (if not better than) Beneath a Steel Sky and Gemini Rue. After the fifth Broken Sword I thought I was through with adventure games, but this game managed to fondle gray adventure cells I thought had gone extinct. All it took was the right futuristic setting, the right story, and the right puzzles – along with great voice acting.

Part of the reason I liked this game so much was also that none of the areas (or chapters) were too big. Less than half a dozen screens and for the most part even less than that. The inventory was usually also small, rarely were there enough items to make a second page necessary. It made for a nice balance where nothing felt too difficult, yet it wasn’t so easy that I could just stroll along.

That being said, I never felt the need for a walkthrough.

Botanicula

Developer: Amanita Design | Released: 2012 | Genre: Adventure, Point & Click

I absolutely loved this one. Irresistibly cute and easy on both ears and eyes. Made by the creators of the Samorost series and Machinarium, I controlled a small team of five weird inhabitants of a tree culture, walking along branches to solve puzzles or collect items for a broader purpose. The game is filled to the brim with hilarious animals animated in an even more hilarious manner, and the sound effects performed by humans match perfectly.

Each of the half dozen of levels consists of a large number of flip screens to traverse. Some of the screens just have weird creatures to interact with for entertainment, others would eventually reward me with an important item or open up a new passage. Pointing and clicking is not the only thing, I also had to nudge floating or swaying items. Sometimes I even had to choose one of my team members for a specific task. Everything is shown with animations or signs, there is no language involved in the gameplay.

The game generally felt easier than Machinarium, but some of the later levels had quite a few screens or items to collect, such as 14 chickens from small huts all over. The penultimate level contains a staggering amount of screens, so many that the developers felt it necessary to put helpful icons on each exit. There was a leaf in my inventory that functioned as sort of a map, but I didn’t find it necessary to refer to it.

Without spoiling too much, I only controlled one of five in the last level of darkness. There was one section here that kind of simulated a shoot’em up by alternating clicks on a floating character versus incoming enemy icons, but it wasn’t difficult. Not a lot of dexterity was required to get through this game.

It took me about four hours to get complete it. I got 104 out of 123 cards and 42 out of 53 achievements. Fraps wouldn’t grab any screenshots as it was essentially a Flash game.

TitleLengthDatesDiff / ChtSaveScore
Botanicula
2012 Amanita Design

4h 30m

3

2012-10-02
2012-10-04
10

Completed: The Witness

Read more “Completed: The Witness”

Developer: Thekla | Released: 2016 | Genre: Adventure, First Person

I finally managed to complete The Witness after six sessions. The last save game said I solved 359 puzzles, and according to Steam it took me 26 hours. It has a tendency to exaggerate, but somewhere in the early twenties is probably right. Only 7 out of 11 lasers needed to be switched on in order to enter the mountain and I decided to settle with that. I never had any intentions to be a completionist about this game.

Another good reason for not wanting to solve everything in this game is that I actually didn’t like many of the later puzzles. I never cheated or read any hints and I can honestly say I figured it all out on my own, but some of the puzzles were too difficult for me to find them fun. I really had to be on the nails of my toes with some of these. Especially inside the mountain the puzzles got really vicious, mixing existing rules with damaged or combined panels. Some where inventive, some very difficult to observe at all, and many were combined across smaller and bigger puzzles.

Screenshot

Without spoiling too much, I almost thought I found my final nemesis puzzle in the bottom of a big shaft inside the mountain. It was another one of those where several smaller puzzles were combined with a big one to make everything come together. I had such a hard time with that one that I actually had to draw the board and pieces on paper, cut them out, and spend hours puzzling them together at my dinner table. I imagine many other players would have given up here and found the solution on the internet, but I was very stubborn. I got this far and I wanted to complete the game without cheating. Eventually I did succeed in finding the correct combination of pieces, flipped the answer, and the door went up.

The Witness: First Impressions

Read more “The Witness: First Impressions”

Developer: Thekla | Released: 2016 | Genre: Adventure, First Person

After completing Pneuma, one of my friends gifted me this game on Steam – removing it from my wish list. He spoke of his endeavors in this game and it got me enticed. I installed and started it almost immediately and played it for more than 5 hours yesterday. Enough to dish out my first impressions about it.

I completed Jonathan Blow’s puzzle platformer Braid back in 2012 and have had an eye on his next game ever since. It seemed like quite a quantum leap from Braid – from a 2D platformer to a completely open world puzzle game in a pretty 3D engine. I didn’t care much for the pretentious story and ditto quotes in Braid, but the gameplay was truly awesome. It had so many time manipulating ideas that really surprised me by how ingenious they were. And just as I thought I had seen it all, Jonathan Blow managed to conjure up yet another fresh approach.

Suffice to say, I was very curious about The Witness.

Of course The Witness just had to be one of those modern games that starts immediately without a title screen, just like e.g. Limbo. You could say that as long as the spot is as secluded and safe as it is, but I don’t know. I’m probably old fashioned, but I actually like a title screen up front as the first thing.

Then again, ten years ago I didn’t care much for digital games and stubbornly wanted a disc in a box, and look at me now. Why waste shelf space on a box when you can have it on Steam?

So maybe in a few years, title screens will be the annoying thing.

The game started with very small baby steps indeed. Almost all puzzles seemed to be based on using the mouse to draw a line through a maze on a panel, and it started with the basic straight line, then an angled line, and so forth. Soon mazes appeared with dead ends, and the starter area made it clear how the panels turned on more panels through wires now lit up, meandering through the grass and over walls. So, lots of following wires and finding new panels with puzzles to solve.