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 17, 2018
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.
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.
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.
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.
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.
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.
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.
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