Sunday, December 30, 2018

"The Shadows That Run Alongside Our Car" Review

Publisher:  Lox Rain

Website:  https://loxrain.itch.io/shadows

Genre:  Visual Novel

Summary:  After the zombie apocalypse, two strangers share a car ride and discuss things.

Gameplay:  The main choice is which of the two characters to view the conversation from, but there are other options in responses.

Style:  The view is mostly a singular shot of the car and its inhabitants with some inserts.  The change in colors as night approaches is well done.  The music is atmospheric as well.

Story:  "Shadows" nicely covers the meandering and awkward nature of conversation and the differences in its two perspectives.  Don't expect it touch upon any deep detail about this universe or these characters.  Don't expect a resolution, either.  There's only conversation here.

Conclusion:  There's not much to "The Shadows That Run Alongside Our Car."  Like the title, the game sometimes is too pretentious for its own good.  But enjoyed as a quick, thoughtful conversation with a dark air it's not bad.

Monday, November 19, 2018

"Conquests of Camelot: The Search for the Grail" Review

Publisher:  Sierra

Genre:  Adventure

Summary:  To heal Camelot, King Arthur must find the Holy Grail.

Gameplay:  The puzzles in the game are more often knowledge than inventory-based (although there are some of the latter as well.)  They range from straightforward to frustratingly obscure.  There are also various arcade sequences involving timing as King Arthur fights foes.

Style:  These are EGA graphics at their finest.  The scenery is colorful and varied.  The screen is bordered, which besides offering a nice setting changes per scene to subtly set the tone.  The music is memorable as well.  Even the text-based parser has a nice touch (you as King Arthur are talking to Merlin.)

Story:  The magical Britain of the game is not so unusual for Camelot stories, although the mix of myths perhaps is.  I am, however, unable to remember any grail stories that actually go to Jerusalem, especially in the fifth century A.D.  It all makes for a strange mishmash at times (most quests that start with a prayer to Christ don't end with a talk with Aphrodite) but it's interesting at the very least.

The story does excel at conveying the tone of knightly virtue needed for hunting the grail and, in its end, the melancholy of Camelot's ultimate fate.

Conclusion:  Despite some iffy puzzles and old-school awkwardness, "Conquests of Camelot" offers a beautiful game and some truly emotional moments.

Monday, October 8, 2018

"Dragon Age: Origins Witch Hunt" DLC Review

Publisher:  Bioware

Genre:  RPG

Summary:  The Warden decides to hunt down their former companion Morrigan.

Gameplay:  Gameplay is the same as in the main game or the expansion Awakenings if you have it.  There is one major unique enemy.

Style:  All of the environments are from the main game or the expansion or previous DLCs, albeit in a wide-ranging and unexpected mix.

Story:  As the last of the Origins DLC, Witch Hunt was once hoped to offer Dragon Age II clues; instead it's now known it points more towards Dragon Age:  Inquisition.  Rather, the impact of the DLC will understandably depend upon the strength of your character's feelings towards Morrigan (I don't often play it because many of my Wardens wouldn't feel strongly enough to try to find her.) 

The ending is abrupt and the DLC before that short.  The reuse of the environments is obvious, but the use of lore to connect them is interesting, and it's nice that your character has the chance to comment if they've been there before, or haven't, for that matter.

The two new NPCs are richly realized and memorable (especially in such a short amount of time) and have plenty of conversations with each other and your dog.

Conclusion:  Witch Hunt is brief and doesn't offer much, but little bits of lore and fun characters mean I never regret playing it.

Wednesday, September 12, 2018

"Ishara: Bane of the Seas" Review

Genre:  Visual Novel

Summary:  Years after her disgrace, Ishara returns to her family to steal her boat and becomes entangled in her sister's wedding.

Gameplay:  An early decisions influences whether the story will follow Ishara's journey with her sister or her sister's fiance.  There is a sole later decision.  There is also an optional turn-based combat system with multiple battle abilities for different characters.

Style:  The art aids the story and characterization, as does the good music.  There are also nice sound effects and quips during combat, although the latter seem a bit strange when there is no other spoken dialogue.

Story:  Given the lack of decisions, there's not a lot of variety in the story, but the story that is there is very engaging with empathetic characters and exciting action.  Not a lot of backstory is given upfront, and certain details can only be learned in one path or the other.  This is a bit intriguing, but also somewhat frustrating.

Conclusion:  Although lacking in options, Ishara offers fun combat and an entertaining story.

Saturday, July 28, 2018

"The Bottom of the Well" Review

Publisher:  Red Nettle Studios

Website:  https://wolfrug.itch.io/the-bottom-of-the-well-dev-version

Genre:  Visual Novel/RPG

Summary:  Alice recounts a strange dream of apocalyptic survival and doom.

Gameplay:  After selecting Alice's traits, which will influence Alice's abilities and options in the game to come, you also make decisions that do likewise. 

Style:  The style of the game is extremely evocative, with all text being back-and-forth conversation between Alice and her friend online.  This works well to convey the action and eerie atmosphere, as do the black-and-white blurry backgrounds.  In fact, the only colors are red, black, white, making the game both stylized and dramatic while allowing the focus to remain on the text.

Story:  Alice's story manages to feel creepy with its vision-dream of nuclear destruction yet utterly realistic in its details (which of course is creepiest of all, with the implication this is all preparation for a true future to come.)  The combination of Alice's variety of traits with choices in the game offers plenty of story opportunities while still making for a difficult game.

Conclusion:  "The Bottom of the Well" is a lovely and dark visual novel with some roleplaying elements that all combine nicely into a fun and fascinating game experience.

Friday, July 6, 2018

"Star Wars Knights of the Old Republic II: The Sith Lords" Review

Publisher:  Obsidian Entertainment

Genre:  RPG

Summary:  Returning to the Republic after war and exile, you must hunt down the remaining Jedi masters and discover the threat of the mysterious Sith Lords.

Gameplay:  Much of the gameplay resembles its predecessor, but there are some additions.  For example, there is a welcome button that allows you to switch between two weapon options, meaning you don't have to go to the equipment page to switch between melee and ranged.

Tactical options are more complex as well, as your companions have a range of combat behaviors to choose from.  There are also new lightsaber forms and new force abilities.

Crafting is also more complex.  There are more types of weapons and armor and most can now be upgraded.  Everything can be broken down into components from which many things can be crafted (if your skill is high enough, of course.)  Chemicals work similarly for medical supplies and demolitions.

While all of this seems neat, honestly I find it a bit overwhelming and too much of a hassle compared to the previous game.  While having some more armor choices is nice, there's just too much to deal with.

Your influence with your party members is another element that is intriguing but struggles in the implementation.  It's great to be able to influence some party members to become Jedi or Sith (and there are various other mechanical rewards), to say nothing of the roleplaying of gradually learning their hearts and secrets. 

However, influence is so haphazardly scattered that it is possible to max it out in a first conversation or unknowingly miss one of the few opportunities and then suffer a monosyllabic companion for the rest of the game.

Style:  As before, it's enjoyable to see the dramatic sights of the Star Wars universe (given the graphics of the time), but headgear is, as ever, unfortunate.  The music is excellent.

Story:  The Sith Lords has a great story but struggles to tell it.  There's some wonderful characterization and dialogue, but there are still sometimes issues when obvious questions aren't asked. 

And don't expect anybody to explain your character's background, which is pretty annoying on a first playthrough, given it's a large part of the game (I'm of the opinion things that are not a mystery to the character should not be a mystery to the player.)

This causes difficulties in roleplaying, as do the problems with the influence system described above.  When one snarky comment might make the difference between a character being able to be a Jedi later, it's hard to find a good middle ground between roleplay and gameplay.

Plus, the stops and starts of the influence system mean party information is doled out awkwardly.  The characters are all great, but it's difficult to work the influence system to find out why.  I also wish the characters had more chances to interact with each other.

Speaking of stops and starts, the game is awful about pacing.  There are far too many long drawn-out sections where you're stuck with only one character or forced to go from one dungeon to another with no choices or meaningful dialogue.

Of course, a lot of this is because the game was absurdly rushed, and not even the Restored Content mod can solve some of the subsequent lacks.  This is clearest in the ending, which even with Restored Content is a slog and a disappointment (especially given it leans heavily towards the never-existent Knights of the Old Republic III) that lacks coherency.

Conclusion:  The Sith Lords was always going to have a tough time following up the excellent (and my sometimes-favorite game) Knights of the Old Republic.  Add to that its rushed delivery and it's no wonder it suffers from pacing and plot issues.  Yet it still offers some memorable moments and characters.

Friday, June 29, 2018

"Glitchhikers" Review

Publisher:  Silverstring Media Inc.

Website:  http://glitchhikers.com/

Genre:  Simulation

Summary:  A late-night drive prompts some philosophical pondering.

Gameplay:  You can change the speed of the car and change lanes as well as look to your right and left.  You can also choose responses in dialogue.  Fortunately the driving itself is automatic.

Style:  The sleek angular style and garish colors helps with the otherworldly atmosphere.  Naturally, the music evokes (as it must) "Echoes" or "Hearts of Space."

Story:  Elements are mixed and added a bit so the story is a bit different each time, which also helps capture the strange feeling of driving alone at night under the weight of strange thoughts.  Is this hitchhiker a stoner, an alien, or a figment of the driver's imagination?  Up to you to decide, as is your takeaway from any philosophical discussion.  It might just be a relaxing drive.

Conclusion:  More of an experience, "Glitchhikers" intriguingly recalls dark nights musing to New Age music.

Sunday, June 17, 2018

"The Monster in Me" Review

Website:  https://alicerendell.itch.io/the-monster-in-me

Genre:  Visual Novel

Summary:  You and two friends try to survive in the aftermath of the apocalypse.

Gameplay:  Gameplay consists of choosing responses, which influence companion actions and morale and therefore the story.

Style:  The graphics are a bit overly stylized and lack detail I'd prefer, especially as there's only one background and not much motion.  Still, a downcast look can get across a lot of emotion, especially when combined with the ever-crackling fire and nice music.

Story:  The difficult decisions of morality and survival make for a tense and often dark story.  Personally, I wish there was a bit more detail or background on the cause of this apocalypse just because that helps me make my choices, but others may like the in media res style.

Conclusion:  "The Monster in Me" is an interesting game about the harsh possibilities of survival in tough situations.

Saturday, May 12, 2018

"Shadowrun Returns: The Dead Man's Switch" Review

Publisher:  Harebrained Schemes

Genre:  RPG

Summary:  A late-night call from an old friend requests you solve his murder.

Gameplay:  Character creation and growth is pretty fluid, with the ability to spend "karma" (experience) points wherever you choose, although higher ranks in sub-categories require equal in the category above (e.g., a five in Rifles requires a five in Ranged Combat, which requires a five in Quickness.)  Higher ranks are also more expensive, so specialization is recommended.  The different races have various limits and bonuses.

Combat is turn-based, with a variety of choices between shooting (with different guns and abilities), spells, spirit-summoning, throwing grenades, melee, and moving (take cover!)  You can also control a drone for additional firepower.  The timing of actions is neatly laid out, leading to some nice strategizing.  The only annoyance is having to sometimes move around in combat mode when you're not fighting anybody.

You also sometimes hack into the Matrix to steal information or control turrets and similar fights take place there.  As this usually happens when the rest of your team is fighting outside, it feels a bit awkwardly split, which rather matches the pen-and-paper game experience.

Beyond combat there are plenty of conversation options and choices where abilities offer further options.

Style:  The isometric perspective has some good detail when zoomed in, although the game has a tendency to zoom out too much for my liking.  The character portraits enrich the game as well.  Inventory, save, quests, and character statistics can be pulled up via a side button.

Story:  Dead Man's Switch starts small and builds to a satisfying conclusion through classic Shadowrun Seattle.  However, there are somewhat annoying parts and I wish the game had more sidequests to flesh out the world; it's mostly pretty direct.  The game has some memorable characters and evocative descriptive writing, but most of your fellow Shadowrunners are hired hands that don't add anything besides a helpful gun hand.  Still, your character has choices in how to react to things.

Conclusion:  Although overly straightforward and with some minor annoyances, Dead Man's Switch offers a fun story in the Shadowrun setting.

Tuesday, April 17, 2018

"Taarradhin" Review

Publisher:  Cyanide Tea

Website:  http://taarradhin.cyanide-tea.net/

Genre:  Visual Novel

Summary:  A pampered rich girl gets to know two new foreign slaves in her house.

Gameplay:  The gameplay consists solely of a few decisions.

Style:  The music and art blend together nicely, and the non-European setting is a nice change of pace.

Story:  "Taarradhin" isn't a very satisfying story.  The main character is spoiled and unlikable and remains so in most playthroughs.  The game is also short without many choices.  Therefore the romances are also unsatisfying.  Plus descriptions often unnecessary tell what is already shown by character action.

Conclusion:  While having an interesting setting and premise, "Taarradhin" is ultimately frustrating.

Tuesday, April 3, 2018

"Baldur's Gate II: Shadows of Amn" Review

Publisher:  Black Isle/Bioware

Genre:  RPG

Summary:  You must undertake quests and make chancy bargains to pursue an evil mage.

Gameplay:  As before, the gameplay is based on 3rd edition Dungeons and Dragons.  There are new classes, Barbarian and Sorcerer, plus optional "kits", sort of sub-classes, for most classes.  Levels are higher than the previous game, allowing for more spells and abilities and subsequently greater variety in strategy (although you'd always best have some sort of way to remove mage defenses.)  Likewise, difficult new enemies await, including annoying level-draining ones and, finally, some dragons. 

Style:  The game is similar in design to the first, with icons set off in bars to the side, but they're a little more rounded and golden to fit the setting of a city of trade.  The graphics are similar as well, but more exotic realms and creatures are featured.

Story:  The epic story offers memorable settings and characters.  The villains are complex, as are your companions.  The quirky Bioware party members interject comments and concerns and can sometimes even be romanced.

There are still distinct chapters that start with a cutscene and narration, but these lack the strength of the previous game's as they don't really add anything.  I enjoy the game most in the earlier chapters, when a multitude of quests and options spreads before your character (although many admirably manage to tie into the theme of "shadows.")  There are enough for many playthroughs (I think there are several quests I still haven't yet done, after years of playing) and that's just the way I like it.  Later the game is more linear and the combat grows more difficult and tiresome, but the strength of the story covers some of these woes.

Conclusion:  Shadows of Amn (the "Baldur's Gate" part is a bit of a misnomer, since that location was the focus of the first game and isn't revisited here except dialogue reminiscence) offers a strong story and characters in a rich setting with some fun combat, to which many mods have only added over the years.  I do wish there were more options and quests in the later part, but it's still a great game.

Thursday, March 15, 2018

"King's Quest IV: The Perils of Rosella" Review

Publisher:  Sierra

Genre:  Adventure

Summary:  After her father falls ill, Princess Rosella must find the magical fruit to heal him while also helping a fairy recover her magical talisman.

Gameplay:  Most of the puzzles are baffling enough I find a walkthrough vital.  Knowledge of faery tales helps a little, but not always.  (Why would I go fishing?  How am I supposed to know where Pandora's Box is?)  There is sometimes dexterity involved in navigating stairs and cliffsides, but this is minor (especially compared to previous King's Quest games.)

Style:  Graphics have improved greatly from previous games, and pixelated close-ups of faces, while orange, ably convey emotion.  I wish I could look using the right mouse button, but Rosella automatically swims and the game usually pauses when typing, which are great improvements.  I like the music.

Story:  As in previous games, the realm Rosella traverses has a somewhat random collection of locations and characters, but there are occasional connections (I want to know the story behind that mansion, though.)

The overarching story is relatively complex compared to previous games, with some memorable characters and even a bit of variety (you can choose when to go get the magical fruit, for example.)  The ending is satisfying, as well.

Conclusion:  While sometimes rough around the edges, "The Perils of Rosella" is a fun game with neat moments.

Tuesday, February 13, 2018

"King's Quest III: To Heir is Human Redux" Review

Publisher:  AGD Interactive Studios

Website:  http://www.agdinteractive.com/games/kq3/about/overview.html

Genre:  Adventure

Summary:  For as long as he can remember, Gwydion has been a slave to the evil wizard Manannan.  He must secretly learn spells to escape and find his true family.

Gameplay:  Most of the game involves puzzles and gathering spell ingredients while avoiding Manannan finding out.  The AGD version adds a timer the turns yellow and then red as his return grows closer, which is helpful.  It also highlights inventory items that need to be hidden from the wizard.  In turn, "Redux" adds some new puzzles and solutions in places.  These are sometimes interesting but sometimes feel unnecessary.

Style:  The point-and-click interface is welcome, as it makes it easier to cast spells than when typing (not easy, mind, but easier.)  The graphics are also nicely updated, although I wish Gwydion looked a bit more like the original's ragged yet noble waif than his more coiffed King's Quest 6 self here.

Story:  Even with the timer, the tension of escaping the evil wizard is strong, and I don't enjoy it at all.  Still, it's certainly always satisfying to finally defeat Manannan.  But I wish the game were better paced, as the post-Manannan game feels rushed and disparate, despite being very interesting and emotional.

The AGD version adds some backstory and ties in to other bits of King's Quest lore, but I found I wished it had better connected the miscellaneous characters and monsters of the original game like the AGD King's Quest II.  And more could be done with the revelation of Gwydion's true past.

Conclusion:  Despite some fun elements and some helpful updates in this version, I'll never enjoy the format of this game.  Too much of it is spent under the thumb of a tyrannical wizard.

Sunday, February 4, 2018

"Dragon Age II Legacy" DLC Review

Publisher:  Bioware/EA

Genre:  RPG

Summary:  An attack by the Carta leads Hawke to investigate an ancient Grey Warden prison in the mountains and discover secrets of the past.

Gameplay:  Combat is the same as the rest of the game, although there are some new darkspawn enemy types.  There are a couple minor puzzles, mostly optional.

Style:  The Warden prison in all its layers is atmospheric and interesting, as are the new stylized darkspawn designs.

Story:  The backstory involving Hawke's father (and possible involvement of Hawke's sibling in discovering this backstory) is nice, and I always enjoy learning more about the Wardens and Thedas lore.  However, all of the fighting dwarves and darkspawn in and down and then up again really drags, especially on replays.

The ending might feel disheartening to some given later revelations (the choice at the end, for example, is actually moot.)  I still enjoy having a choice, however, and something being ultimately depressing certainly fits in with the rest of Dragon Age II, anyway.

Conclusion:  Although it adds to the world of Thedas and has some nice character moments, I wish "Legacy" wasn't so long and had less combat.

Friday, January 26, 2018

"The Blind Griffin" Review

Publisher:  Asphodel Quartet

Website:  https://asphodelquartet.itch.io/blind-griffin

Genre:  Visual Novel

Summary:  A new job bartending at a speakeasy in the 1920s leads to you discovering magical ability and thus the need for a teacher.

Gameplay:  Gameplay consists solely of occasional choices.

Style:  The art and menus are all nice.  The music is also, although the "tension" theme can get overplayed.

Story:  The setting in a magical San Francisco speakeasy is interesting, as are the variety of characters that populate it.  The game makes good use of the time period by using twenties' slang (and includes a dictionary for terms in case you get confused.)

While the story in all its permutations is engaging, it is also relatively short, and often feels like it could be longer.  It's also frustrating that different choices lead to different endings without much rhyme or reason sometimes.

Conclusion:  "The Blind Griffin" is a fun game in a neat setting, but has weaknesses in length and randomness.

Saturday, January 20, 2018

"This, My Soul" Review

Publisher:  Agashi

Website:  https://agashi.itch.io/thismysoul

Genre:  Visual Novel

Summary:  While recovering from emergency cryosleep, an android is your only companion.

Gameplay:  You often have choices in dialogue and actions, which leads to a slightly different story and several different endings.

Style:  The art is nice and distinct, but the occasional picture inserts don't seem to quite match the figures.

Story:  The science fiction trope of getting to know an android is well done, with a nice pace as your character gradually gets better under his care.  It does feel silly that a maintenance craft has all this stuff, and the initial disaster that starts the story feels like an ignored mystery.  It can sometimes be frustrating to find out information when the android is reluctant to talk.  Finally, a possible romance with an artificial lifeform that must obey stringent rules raises interesting questions about consent and sentience, but the game doesn't really delve into these.

Conclusion:  Although not so philosophical and occasionally frustrating, "Alas, My Soul" provides an entertaining, well-illustrated, and sometimes romantic science fiction story.