The Longest Journey (and the Dreamfall games after it) begins with a prologue, so that's where my playthrough shall as well. Even this comparatively short bit of game is long on me rambling (especially with the pictures) so if you wish to read on, continue below the prologue title.
"A lion is in the streets"
Thursday, April 20, 2017
Friday, April 7, 2017
"Ascension" Review
Publisher: RinmaruGames
Website: http://impqueen.com/ascension-123.html
Genre: Visual Novel
Summary: After investigating an ancient ruin with her friend Sky, Aida finds herself involved with political plots, assassins, and ancient magic. New friends, revelations about her own past, and, possibly, romance await.
Gameplay: The first chapter has occasional grab-with-the-mouse games that aren't required to proceed but give bonuses in the form of gold or the like. Later chapter puzzles have similarly unnecessary rewards, but involve things like memory challenges and riddles.
Beyond this, gameplay mostly involves decisions. Aida's responses can be diplomatic, clever, or mean, and sometimes success on a particular quest or at least method will require concentration on one of these methods over the other. There are also plot decisions like who to romance, as well as minor choices like how to dress.
Unfortunately, the game is online-only. It worked fine as far as I could tell (although I don't believe saved games will last if you close your browser), but I worry about websites disappearing someday.
Style: I enjoyed the art style, and I really loved having options when it came to the protagonist and occasionally her friends' hair and clothes. Everyone's expressions go well with their dialogue, and the occasional brief animation really adds to the game.
The spelling and grammar are horrendous and almost turned me off the game at the beginning. Fortunately, they gradually improve. Also, the music, while lovely, is often way too loud and I could find no way to turn it down.
Story: Ascension is well-paced over its three chapters, each of which tells a complete tale while also being part of the overarching story. I wouldn't say the story of Ascension is unique, but it did manage to surprise me at moments.
I also enjoyed the fantasy universe with copious races, legends, histories, and magics. (I appreciate any game that has the option to read unnecessary setting details.) And I liked all the choices in romance and quests and even outfits.
But the best part of the game for me was the overall snarky humor. Not every line works, but there were still many laughs. I really appreciate when I want to hear a sarcastic response and then I do. Plus the humor doesn't undermine some genuine emotional moments.
Conclusion: Ascension's weaknesses in design and grammar are fortunately outweighed by a long, entertaining story with choice, drama, and fun.
Website: http://impqueen.com/ascension-123.html
Genre: Visual Novel
Summary: After investigating an ancient ruin with her friend Sky, Aida finds herself involved with political plots, assassins, and ancient magic. New friends, revelations about her own past, and, possibly, romance await.
Gameplay: The first chapter has occasional grab-with-the-mouse games that aren't required to proceed but give bonuses in the form of gold or the like. Later chapter puzzles have similarly unnecessary rewards, but involve things like memory challenges and riddles.
Beyond this, gameplay mostly involves decisions. Aida's responses can be diplomatic, clever, or mean, and sometimes success on a particular quest or at least method will require concentration on one of these methods over the other. There are also plot decisions like who to romance, as well as minor choices like how to dress.
Unfortunately, the game is online-only. It worked fine as far as I could tell (although I don't believe saved games will last if you close your browser), but I worry about websites disappearing someday.
Style: I enjoyed the art style, and I really loved having options when it came to the protagonist and occasionally her friends' hair and clothes. Everyone's expressions go well with their dialogue, and the occasional brief animation really adds to the game.
The spelling and grammar are horrendous and almost turned me off the game at the beginning. Fortunately, they gradually improve. Also, the music, while lovely, is often way too loud and I could find no way to turn it down.
Story: Ascension is well-paced over its three chapters, each of which tells a complete tale while also being part of the overarching story. I wouldn't say the story of Ascension is unique, but it did manage to surprise me at moments.
I also enjoyed the fantasy universe with copious races, legends, histories, and magics. (I appreciate any game that has the option to read unnecessary setting details.) And I liked all the choices in romance and quests and even outfits.
But the best part of the game for me was the overall snarky humor. Not every line works, but there were still many laughs. I really appreciate when I want to hear a sarcastic response and then I do. Plus the humor doesn't undermine some genuine emotional moments.
Conclusion: Ascension's weaknesses in design and grammar are fortunately outweighed by a long, entertaining story with choice, drama, and fun.
Saturday, March 25, 2017
The Longest Journey Begins
The Longest Journey and its sequels, Dreamfall and Dreamfall: Chapters are games of deep stories and emotion that I've enjoyed a lot over the years. It's been almost a year now since the last chapter of the last game was released, bringing an end to the saga. For some time now I've been meaning to chronicle a playthrough of all the games, making note of my thoughts on the games' interconnections, artistry, and all the various little things I dislike or love.
All the games are conveniently divided into chapters, so I'll try tackling them one post per chapter. I'll try not to bluntly spoil anything, but I will be pointing out some foreshadowing.
The Longest Journey is still one of my favorite games, but before I truly start the game, let's examine the menu screen (...I suspect the chapter posts will be long.) Here it is:
There are children's drawings (and April's diary), with each a different menu choice. Children's drawings are a recurring motif in all three games, so it's great to see them right from the start. I'm not exactly sure what the grate or stone background represents. Stark in general? April's room specifically? But the dark, cold CGI contrasts nicely with the warmth of the drawings (a dichotomy that will be repeated in the game, although I don't think the poorness of the CGI is intentional.)
Looking at the drawings in detail, there are some sort of water and flying creatures (credits), April's diary (settings), a sea monster (the Book of Secrets, the bonus material), a person with a stick bundle setting out on a journey towards mountains (starting the game), a campfire scene from a certain point in the game (continuing the game from a save), and the House of All Worlds (exiting the game.) The same stick person (dressed in red) is in the last three, and I'm assuming it's April.
I'll talk more about what the drawings might mean or represent when I get to certain points in the game. Now, to actually start a game!
All the games are conveniently divided into chapters, so I'll try tackling them one post per chapter. I'll try not to bluntly spoil anything, but I will be pointing out some foreshadowing.
The Longest Journey is still one of my favorite games, but before I truly start the game, let's examine the menu screen (...I suspect the chapter posts will be long.) Here it is:
There are children's drawings (and April's diary), with each a different menu choice. Children's drawings are a recurring motif in all three games, so it's great to see them right from the start. I'm not exactly sure what the grate or stone background represents. Stark in general? April's room specifically? But the dark, cold CGI contrasts nicely with the warmth of the drawings (a dichotomy that will be repeated in the game, although I don't think the poorness of the CGI is intentional.)
Looking at the drawings in detail, there are some sort of water and flying creatures (credits), April's diary (settings), a sea monster (the Book of Secrets, the bonus material), a person with a stick bundle setting out on a journey towards mountains (starting the game), a campfire scene from a certain point in the game (continuing the game from a save), and the House of All Worlds (exiting the game.) The same stick person (dressed in red) is in the last three, and I'm assuming it's April.
I'll talk more about what the drawings might mean or represent when I get to certain points in the game. Now, to actually start a game!
Sunday, March 19, 2017
"King's Quest II: Romancing the Stones" Review
Publisher: AGDInteractive Studios
Website: http://www.agdinteractive.com/games/kq2/about/about.html
Genre: Adventure
Summary: After having a vision of a beautiful woman trapped in a tower, King Graham travels to the treacherous land of Kolyma to seek three magical gems to free her.
Gameplay: Among the updates to the 1985 original version is a point-and-click interface, which is very welcome. There is also voice acting, which I don't generally bother with (I don't mind characters being voiced, but narration generally annoys me.) It can be turned off in favor of text, but I can't seem skip past the text boxes in some scenes, which is irritating.
Numerous puzzles are also changed or added. Some of this is welcome to flesh out the story, but sometimes it's a bit much. A lot of the puzzles are finicky (items that only have one use, for example) or the solutions don't feel very intuitive (granted, this was also true of the original.) There's too much backtracking, and the game overall feels longer than it needs to be.
Style: The graphics have been updated and look nice. Sometimes close-ups are rather awkward, however. I greatly enjoyed the music, especially when it used cues from other games in the series in appropriate instances.
Story: An early game like "King's Quest II: Romancing the Throne" was pretty bare-bones when it came to plot, so I appreciate efforts to add more, and many of the ways the AGD team ties together the very disparate plot elements of the original are quite clever. As the game draws to a close, references to future King's Quest games and some more dramatic plot elements really enrich the story.
Not everything works, however. There are some bits that could have used a bit more set-up. And, most importantly, I think the game feels a bit too dark and violent for King's Quest, especially the "second" game in the series. The original docked you points for killing a snake. In this game Graham threatens several people with a sword and definitely kills one person (getting points for it.) I can't help but feel there could have been some lighter solutions to problems (particularly in the area of Count Caldaur.)
Conclusion: Although an improvement over its simple predecessor and containing some great moments, "Romancing the Stones" is dogged by too many puzzles and some rough plot elements.
Website: http://www.agdinteractive.com/games/kq2/about/about.html
Genre: Adventure
Summary: After having a vision of a beautiful woman trapped in a tower, King Graham travels to the treacherous land of Kolyma to seek three magical gems to free her.
Gameplay: Among the updates to the 1985 original version is a point-and-click interface, which is very welcome. There is also voice acting, which I don't generally bother with (I don't mind characters being voiced, but narration generally annoys me.) It can be turned off in favor of text, but I can't seem skip past the text boxes in some scenes, which is irritating.
Numerous puzzles are also changed or added. Some of this is welcome to flesh out the story, but sometimes it's a bit much. A lot of the puzzles are finicky (items that only have one use, for example) or the solutions don't feel very intuitive (granted, this was also true of the original.) There's too much backtracking, and the game overall feels longer than it needs to be.
Style: The graphics have been updated and look nice. Sometimes close-ups are rather awkward, however. I greatly enjoyed the music, especially when it used cues from other games in the series in appropriate instances.
Story: An early game like "King's Quest II: Romancing the Throne" was pretty bare-bones when it came to plot, so I appreciate efforts to add more, and many of the ways the AGD team ties together the very disparate plot elements of the original are quite clever. As the game draws to a close, references to future King's Quest games and some more dramatic plot elements really enrich the story.
Not everything works, however. There are some bits that could have used a bit more set-up. And, most importantly, I think the game feels a bit too dark and violent for King's Quest, especially the "second" game in the series. The original docked you points for killing a snake. In this game Graham threatens several people with a sword and definitely kills one person (getting points for it.) I can't help but feel there could have been some lighter solutions to problems (particularly in the area of Count Caldaur.)
Conclusion: Although an improvement over its simple predecessor and containing some great moments, "Romancing the Stones" is dogged by too many puzzles and some rough plot elements.
Tuesday, February 14, 2017
"Blackwell Unbound" Review
Publisher: Wadjet Eye Games
Genre: Adventure
Summary: Lauren Blackwell, a spirit medium helps ghosts move on with her ghostly guide Joey in 1970's New York City. They discover a strange connection between two spirits they must help.
Gameplay: There are a few confusing puzzles, but most are straightforward. I tripped up most remembering that I might have to keep asking about the same topic to get all the information I needed (there's no indication when a subject is exhausted.)
For the first time, you can switch between the incorporeal Joey and alive Lauren, and some puzzles require this. And, refreshingly appropriate for the time period, research involves a phone book (luckily everyone is open late.)
Style: The graphics and music combine nicely, although nothing is spectacular.
Story: I enjoyed this prequel more than "The Blackwell Legacy." Lauren Blackwell's chain-smoking character exudes an air of bitterness that is very intriguing and, frankly, endearing. Her well-worn relationship with Joey is an interesting comparison to the new partnership of "Legacy." The ghostly plots of the game are poignant and build up to an intense and satisfying conclusion.
Conclusion: "Blackwell Unbound" isn't a long game, but I found it a rich experience. The characters are memorable and the 1970s New York setting is put to good use.
Genre: Adventure
Summary: Lauren Blackwell, a spirit medium helps ghosts move on with her ghostly guide Joey in 1970's New York City. They discover a strange connection between two spirits they must help.
Gameplay: There are a few confusing puzzles, but most are straightforward. I tripped up most remembering that I might have to keep asking about the same topic to get all the information I needed (there's no indication when a subject is exhausted.)
For the first time, you can switch between the incorporeal Joey and alive Lauren, and some puzzles require this. And, refreshingly appropriate for the time period, research involves a phone book (luckily everyone is open late.)
Style: The graphics and music combine nicely, although nothing is spectacular.
Story: I enjoyed this prequel more than "The Blackwell Legacy." Lauren Blackwell's chain-smoking character exudes an air of bitterness that is very intriguing and, frankly, endearing. Her well-worn relationship with Joey is an interesting comparison to the new partnership of "Legacy." The ghostly plots of the game are poignant and build up to an intense and satisfying conclusion.
Conclusion: "Blackwell Unbound" isn't a long game, but I found it a rich experience. The characters are memorable and the 1970s New York setting is put to good use.
Tuesday, January 31, 2017
"The Blackwell Legacy" Review
Publisher: Wadjet Eye Games
Genre: Adventure
Summary: Rosangela Blackwell discovers she's a medium, and with the helpful of her ghostly companion, Joey, must help ghosts cross over.
Gameplay: The puzzles are mostly dialogue-based, which is a nice change of pace. Sometimes Rosa must combine notes to figure out a new fact, which feels organic. It can cause a problem, however, if you figure something out but forget to actually have the character combine the notes to do so. (This was more of a problem the second playthrough, since I already knew what was happening.)
Style: The old-school adventure game graphics aren't fancy, but the environments are nice. Voice acting is good, as is the music.
Story: I enjoyed the story of Rosangela dealing with the pain and confusion of Joey appearing and worrying about her sanity. The characters of the game are intriguing and set up a lot of possibilities for the series (and there is even a nice choice to make at the end.)
The only major problem, then, is length. The game just feels like it's starting and then it ends. Blackwell finishes her first "case" and that's it. It's but an introduction.
Conclusion: I like this game as an introduction to these characters and their game universe, but I think I would be upset if I'd gotten it by full price or not in a bundle, given its shortness.
Genre: Adventure
Summary: Rosangela Blackwell discovers she's a medium, and with the helpful of her ghostly companion, Joey, must help ghosts cross over.
Gameplay: The puzzles are mostly dialogue-based, which is a nice change of pace. Sometimes Rosa must combine notes to figure out a new fact, which feels organic. It can cause a problem, however, if you figure something out but forget to actually have the character combine the notes to do so. (This was more of a problem the second playthrough, since I already knew what was happening.)
Style: The old-school adventure game graphics aren't fancy, but the environments are nice. Voice acting is good, as is the music.
Story: I enjoyed the story of Rosangela dealing with the pain and confusion of Joey appearing and worrying about her sanity. The characters of the game are intriguing and set up a lot of possibilities for the series (and there is even a nice choice to make at the end.)
The only major problem, then, is length. The game just feels like it's starting and then it ends. Blackwell finishes her first "case" and that's it. It's but an introduction.
Conclusion: I like this game as an introduction to these characters and their game universe, but I think I would be upset if I'd gotten it by full price or not in a bundle, given its shortness.
Saturday, December 31, 2016
Random Thoughts About "Dragon Age: Inquisition"
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