GameLogBlogging the experience of gameplayhttp://www.gamelog.cl/gamers/GamerPage.php?idgamer=Sherlock Holmes: Crimes and Punishments (PS4) - 21 Apr 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7707This game is way more interesting than I initially gave it credit for (and I might even play all the cases, I'm that curious!) There's a bunch of cases, you're Sherlock and you gather clues, investigate locations, use your special "eyesight", interrogate suspects, and more. So far, this is what you'd expect. Some clues become more important and they show up in your "brain" where you can pair it up with another clue (if it's the correct one) to deduce something. Once you have enough of those, you can reach a conclusion. ALSO, once you've reached a conclusion you can decide how to act on it (usually it's either call the cops or call Mycroft - i think...). What's really wild is that in the brain-connecting clues interface, you can reach lots of different conclusions! (I think it's 4 per case, at least it has been that so far and I've completed two cases). OH! And, as far as I can tell, the you can get it wrong! And, you just move on...the game calls some of them moral choices - which I'm confused by. But the idea that you could arrive at an incorrect conclusion and the game just moves on to the next case is pretty wild. So far, I've gotten both right (because there's abutton you can press that even warns you - like "spoiler alert" and it shows my result in green - which I assume is that I got it right). Anyways, that's super cool! Oh, and the game haslots of little mini-games that you play once, and they're part of the story (e.g. taking sherlock's pulse, or arm-wrestling with a sailor).. The 2nd case is pretty neat - it takes place in the UK, there's a missing train...and there are rich Chilean (and Mexican) businessmen involved! Whoah.jpSun, 21 Apr 2024 00:26:13 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7707&iddiary=13215Fights in Tight Spaces (PC) - 21 Apr 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7706This one's a bit weird and I'll confess I didn't play it that much (just played one mission - which is like 1/5 of a full run?). It looks like it wants to be SuperHot, but it isn't - that's ok. But, it has a "play the movie" of what you just did in a level that you would think would play fast and smooth and super action-y. But now, it's slow and it even pauses between card plays...so it looks rather boring, which is a real shame. As for the game, there's interesting stuff going on, but I haven't fully understood everything: a. There's a typical energy system for casting, but a secondary system (combo) that lets you play some cards with a combo cost. If you move in your turn you lose combo so it's sometimes tricky to get everything to pull off. b. While playing I was disappointed (because it seemed unfair) that there are objectives (bonus ones) in each level - and I wasn't getting any because I didn't know what they were! Apparently they're actually shown on screen, but in a place I did not see or notice. c. The game seemed a bit slow - I was just moving and getting out of the way as I waited to draw into a good hand of cards. This cuts the momentum for sure and also made it hard/impossible to accidentally hit the secret (not really secret) objectives. So, I'm curious to go back and try again with awareness of the objectives. They should help a lot - in that I'm more likely to try to "solve the puzzle" of each turn and hopefully get the bonus objectives. d. It's strange that you have to pay to heal, but I thought it was neat that you can upgrade several cards (if you have the money) and that some cards are cheap to upgrade - there's different pricing for them!jpSun, 21 Apr 2024 00:19:38 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7706&iddiary=13214Hadean Tactics (PC) - 21 Apr 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7701Ok, I've now cleared the game (not unlocked everything, of course) and it really is quite fun and interesting. The 3rd character (which I was waiting on to try out because I wanted to clear the game with the 2nd one) is pretty neat as well though as I write this all I can really remember is that it has an orb mechanic similar to one of the characters in Slay the Spire. The harder ending is basically another 3 levels, but they get shorter! The last one, if I remember correctly, is just the boss. I don't remember what deck I was running, but it was pretty good - in the sense that I had picked up some good combos..traps and all. I'm going to stop playing, for now, mostly because the list of games too look at keeps on growing - one a week - because of the design seminar I'm teaching.jpSun, 21 Apr 2024 00:11:34 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7701&iddiary=13213Before Your Eyes (PC) - 14 Apr 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7703I've been looking forward to playing this, especially after playing One Hand Clapping, which had a singing mechanic. That game activates your mic and you use your voice, raising and lowering pitch, to interact with the game. Before Your Eyes was similar in that the game activates your webcam and uses your eye blinks as input. Before Your Eyes works WAY better than One Hand Clapping, and it's the better game all around. I figure that detecting blinks (yes/no) is easier than detecting notes along the range of human vocal pitch, so kudos to One Hand Clapping for trying. Blinking in Before Your Eyes doesn't do anything unless you do it over a prompt (mouse over the prompt, then blink to interact) or unless you do it when the metronome icon is visible, which progresses the story to the next scene. The rules are simple, and it became a game in and of itself for me to blink strategically. I imagined that at the end of A Clockwork Orange, Alex's eyes are forced open so that he could successfully complete this game. At times, I felt like holding my eyes open with my fingers. This is because your eyes will get tired/dry/itchy while playing and you will screw up and blink when you don't mean to, skipping dialogue or ending a scene early. That's frustrating enough. Make sure you do the blink calibration, but I think that no matter how well you do it, it will still occasionally register some non-blinks as blinks. This really didn't happen much for me; through calibration, I think I turned the sensitivity way down, and I wonder what effect wearing glasses had. But like I said, it works surprisingly well. So, the game itself is narrative-heavy. It's an obvious play on the idea that a life can pass in the "blink of an eye." You're picked up by a ferryman of souls who asks you to tell the story of your life. Back in time you go to remember it: your childhood, your parents, your career, etc., blinking your way through each scene. I won't spoil the story, but there is a twist that I absolutely did not see coming (though I should have paid more attention to the mysterious dark scenes) that changes the narrative and the tone of the game. This is one you can spend time reflecting on. Aesthetically, it's got a simple visual presentation, sort of painterly, with some really nice piano music. The voice acting is good, with the exception of the girl-next-door (who sounds the same at 10 as she does at 40). For some reason, they also used the same voice actor for your dad and her dad, which made the one scene with her dad calling her very confusing ("Why is my dad at her house?!"). But I liked the dad and mom's performances. I was wondering through the whole game if your character was mute and/or on the spectrum because he doesn't talk--only through a typewriter later in the game--and otherwise expresses himself through his prodigious musical and artistic talents. But I think he's just a silent main character, not actually mute. Anyway, the game won a BAFTA for a reason. It didn't blow my mind, but it's a neat experience that's worth having. It's short too, doesn't waste your time. I'm considering incorporating it into a class. dkirschnerSun, 14 Apr 2024 13:51:13 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7703&iddiary=13212Stray (PC) - 13 Apr 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7670Patrick and I have been playing this together this semester, and finished it a couple weeks ago. We were talking after beating it about despite how simple and straightforward of a game this is, it manages to be something new. Playing as a cat (and being able to do cat things like curl up and sleep, scratch things, knock objects off tables, etc., so cuuuute) was novel, and the setting and story were interesting. But really, playing as a cat. I smiled a whole lot throughout the game. The lil companion robot was cute too. On the other hand, I was often tired and bored while playing, and literally fell asleep during several sessions. Patrick would be making dinner or something in the kitchen, and I'd snap awake, cat walking into a wall, and I'd pretend I had not fallen asleep, and that I was just watching the cat walk into the wall and thinking. Like how my dad always used to claim he was "resting his eyes" when he'd fall asleep on the couch. I would not call the game exciting. It was a lot of wandering around the city and talking to robot NPCs, fetching things for them. The city is a really good-looking dystopia, and the robots are quirky, but I wish they had more dialogue. You don't get a sense that many of them have personalities besides whatever one-note thing they do. I mean, the lack of dialogue makes sense, and it's not really "dialogue" since the cat can't talk. The fact that you are a cat adds a whole layer of silly to the game. Like, why has this lil robot befriended a cat? Why are all these robots putting all their faith in a cat to save them? Cats don't understand what we're saying to them, and cats do whatever they want! Playing as a cat in a game where you're doing fetch quests (fetching is dog stuff!) and doing things to help people is very un-cat-like. But, you know what? The ability to play as a cat and do cat things trumps how little sense it makes, and I would play as a cat in this dystopia again. Idea for next time: more cats. And what do you think? Were there cats at the end?! Optimistically, I think so. dkirschnerSat, 13 Apr 2024 12:00:39 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7670&iddiary=13211Hadean Tactics (PC) - 07 Apr 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7701This game is supposed to be a deck-building tactical game and it sort of isn't, but very lightly is - at least in my experience so far. So, like CD2: Trap Master this game REALLY wears it's Slay the Spire inspirations on its sleeve. Again, there's a path you that branches and you need to pick which nodes to visit - and there's fights, boss fights, resting spots, stores, artifact/rewards, and shops. Oh, there's also "story encounters" where you make a choice that often results in a benefit and a drawback. VERY Slay the Spire - though I noticed the way the events are distributed is different and that it's much more important to plan your way through it since the paths intersect a lot less and you can, for example in my last run, set yourself up with 4 rest/upgrade a card spots in a row! In addition to a deck of cards you have the character you chose and two "minions" (they're all monsters) that exist on a 2D grid that's quite typical of tactical games. The enemies will spawn, you have energy to cast your cards - generally you cast your cards, unpause and wait for the timer to pause the game when it hits the threshold (7 seconds) for your hand to flush, a new hand is drawn, and you get more mana to cast spells. What isn't really tactical about it is that all the fighting on the tactical grid (which includes everyone having abilities they cast once their mana is full) happens automatically. You can't (afaik) give orders to anyone. At best, if you have the right spells, you can move creatures around (your own or enemy), but they then move back to whatever it is they want to do (e.g. attack the nearest enemy). One of my runs used a character that had access to "trap" cards which are pretty neat since you lay them on the grid and then have to trigger them (with a different card) and ALL the trap laid will trigger. Some do damage, others heal your allies, and so on. So, the game isn't tactical at all in the turn-by-turn combat and movement decision-making sense. Yes, you choose whom to roll into a fight with, which spells to cast on whom, and when to cast things. But, since you don't directly control your combat units it all feels pretty indirect. Where the game goes pretty wild (and above/beyond what Slay the Spire does) is that once you've cleared a run - you gain access to making your own hero - choose skills/talents from a list AND choose which spells will be available (again from a list, which only has the ones you've unlocked). So, in this sense the game has a lot, lot more options/replayability and that sort of thing. But, I'm not sure it's that much more interesting? Oh, there is a meta-progression. When I beat my first run a giant death/reaper creature appeared and said "ok, now you can start to make progress towards winning - you have to collect wings". And I've collected a few since, you get them from killing the stage end bosses (which is nice in that you don't have to get all the way to the end). I need to get 7 - so I wonder if I'll just have to play over and over until I randomly get the right bosses or will the game feed me different ones until I get them all? I've also unlocked a new (third) character...but I kind of don't want to use it because I want to get all the wings with the character I've made some progress with. I've played about 4 hours and I've really enjoyed the "decay" and "trap" mechanics... we'll see how it goes!jpSun, 07 Apr 2024 13:32:36 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7701&iddiary=13210Deathloop (PS4) - 04 Apr 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7636Argh. The longer you go without playing, the worse this game's experience becomes. This is almost entirely due to me forgetting both how to play, but also all the localized information and knowledge you pick up - like who is where, when, and so on. I love the idea of a "clockwork" game where you deftly navigate your way through things that happen and certain times and places - there's a sense of beauty and elegance to the choreography you develop and create (sort of like when you watch those time loop movies and see a character weave through people and places because they know what's going to happen when and they've just learned it). BUT, that beauty also creates an entry barrier - at least a psychological one for me, because the game's on-ramp is past and now you're in the thick of it. But you've forgotten everything...jpThu, 04 Apr 2024 11:14:36 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7636&iddiary=13209Devil May Cry 5 (PS4) - 04 Apr 2024 - by jphttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7690So I took a break - and then came back to the game and had forgotten how to play. It took a bit to remember (I purposefully avoided looking stuff up because I wanted to see how easy it was for me to remember). So, some of the fights with V took longer than they should have - because I had forgotten that V has to "finish off" the enemies...lol. While I often focus (for my own personal interests) on game play and game design aspects of a game - I realized as I was playing this game that..wow, the visual design of the large enemies really is phenomenal. They're both beautiful, awesome, creepy, gross, and disgusting. It's quite the accomplishment and I really appreciated it. And, this is in the context of me playing a game that is ~7 years old and running on last gen hardware. Perhaps I haven't played enough PS5 games yet so I'm still too impressionable? Have things moved that far in terms of photorealism? I have decided to move on even though I realize, from the back of the box, that I'll miss out on the 3rd playable character. It's no fault or problem with DMC5...it's just that I've got too many games to play and I think I've understood enough about this game to move on to another.jpThu, 04 Apr 2024 11:09:05 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7690&iddiary=13208Dorfromantik (PC) - 24 Mar 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7698Got this for free at some point and decided to give it a shot since it is well-reviewed and seemed like something outside of my usual. I wasn’t quite sure what to expect. It looks like a casual city-builder and mobile game. It’s definitely casual and definitely a builder of sorts, but it’s more of a puzzle game than anything. Your goal is to place various sorts of hexagonal tiles to build a landscape. Tiles can have, on any of their six sides, water, trees, grassland, fields, houses, and railroad tracks. You can rotate tiles and, ideally, match like sides. This nets you points. Not matching sides doesn’t net you points. You need points in order to get more tiles. If you run out of tiles, it’s game over. So, you have to strategically place tiles such that you maximize aligning edges with the same properties. To complicate this, some tiles have “quests,” which require you to string together x number of trees, houses, railroads, etc. So then you’re not simply matching sides, but you’re also trying to cluster certain types together in certain places depending on which quests you get. I found myself lost in it before realizing that I was almost out of tiles. I refocused and hit a stride, getting achievement after achievement for making long railroads, villages with tons of houses, etc., and built my stack of tiles back up. However, I have realized that if you don’t match like tiles early on, you’ll be disadvantaged later because you are “missing out” on points that you would have earned had you been more careful, and it will be difficult to “fill in” gaps that you’ve created. Another thing I realized is that you can’t “branch out” too much. You’ve got to remain clustered. If you branch out too much, then each tile you place can’t generate many points. It’s 10 points per matched side, so if you’re just like building a river straight out, each tile is only netting 10 points. If you are more clustered and placing each tile next to two or three others, then you’re getting 20 or 30 points per tile, and generating more tiles. It’s an interesting balancing act. There is no story; it’s a sandbox. There is infinite replayability to chase high scores and achievements. I’d be interested in giving it another shot and doing better, but I think I did really well for my first try. Maybe I’ll keep it on hand for a relaxing puzzle game. But I’ve got other stuff to get to! dkirschnerSun, 24 Mar 2024 19:54:36 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7698&iddiary=13207Trials of Fire (PC) - 24 Mar 2024 - by dkirschnerhttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7696I shouldn’t have purchased this. I must have been on a card battler kick, probably when I was playing Slay the Spire and Monster Train last year. There’s nothing wrong with Trials of Fire; it just doesn’t have the personality or the pizzazz that better card battlers have. In fact, playing it after Wildermyth, it comes off as a way less interesting take on the card battler/tactical RPG genre, and I can’t help but compare the two. The main difference, of course, is that Wildermyth has no cards; it’s a tactics RPG with procedural storytelling and character development that was really, really cool. Trials of Fire doesn’t have anything that is really, really cool. Trials of Fire has: - An overworld that manages to be duller than Wildermyth’s. The landscape is drab, and you just move around following a quest arrow, stopping on whatever blue question marks are around to try and find crafting supplies, food, obsidian (money), equipment, followers, battles (which is how you level up), and so on. - A stamina bar that means you have to rest and eat food. Resting or dragging food onto a character is also how you recover health lost in battle or through random events. As your stamina drops, your characters get stuck with debuff cards in battle, so you have to stop to restore stamina. - Time management that is not as interesting as Wildermyth’s. You have to make progress toward the golden quest arrow on the edge of the map, and if you are too slow, then your morale drops. If it drops all the way, it’s game over. So you are basically balancing your morale with your stamina and trying to keep your characters’ level high enough to win combat encounters (i.e., since combat is how you gain XP, you have to stop and fight to level up, but can’t stop too much lest you spend too much time fighting and your morale drops). This was less interesting than the incursion and enemy strength timers in Wildermyth. - Cards to collect and upgrade. Upon each level up, you can replace one of your existing class cards with another one, or choose to upgrade an existing class card. - Equipment to wear and upgrade. Equipment can be upgraded with crafting supplies when resting. Each piece of equipment bestows various cards on the wearer, and upgrading the equipment upgrades its cards, which is cool. - Unlockable character classes that can level up to award more class cards. The classes level up after a campaign, and I suppose that newly unlocked cards are available in future campaigns. - A bare bones story, random and generic events, simple quests, all of which totally pale in comparison to Wildermyth’s (and most other games). - Characters with no personality whatsoever, such a stark contrast to Wildermyth. - Bosses that pose a real threat! Regarding the latter, at the end of each quest stage (there were three stages in the quest campaign I played), there is a boss battle. The first two of these were easy enough, but the last one just about killed me. It was a dragon with 90 health (double the previous boss). It killed two of my characters, and only my hunter remained. My hunter had like 13 health and 11 armor, and the dragon was at about the same. My hunter was also backed into a corner, and in one more turn, the dragon would have moved in melee range and my hunter would have been stuck (you can’t use ranged attacks in melee range of your target). But I drew like the perfect combination of cards, did double damage with my first attack and then my last card did x damage, and if the target was then below y HP, it automatically died. Well, the math was perfect, and I killed the dragon. If I had drawn different cards, the dragon would have killed me. Intense for sure, but what the hell! The difficulty came out of nowhere in the last battle. Battles are not repeatable, by the way. If your party wipes, it’s game over and you start the whole campaign over. I would have been pissed, because, like Wildermyth, these campaigns are not short. Upon winning, your classes level up and you unlock some new cards for each of them. I unlocked a new class for achieving something or other. Then you just go back to the menu and start over with another quest. Wildermyth has that cool Legacy system with persistent characters that grow over time, but there’s nothing like that here. Given that the storyline for the quest campaign I did was so generic, I’m not motivated to play another one (and there is only one more story quest, then the others are like roguelike situations where you just play with daily modifiers or create custom campaigns or do a seasonal challenge or whatever). There are surely a bunch more cards to unlock, and there are 9 classes in total to unlock (for completing x quests, for killing y bosses, for spending z crafting materials, etc.), so there is more to do in terms of progression. But it’s just not that compelling! Again though, nothing is bad about the game, but man, I guess it’s just rare that I play something that is so disappointlingly generic. dkirschnerSun, 24 Mar 2024 16:38:43 UTChttp://www.gamelog.cl/logs/LogPage.php?Log_Id=7696&iddiary=13206