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Aug 1st, 2016 at 11:36:18 - Legend of Grimrock II (PC) |
I’m absolutely loving Legend of Grimrock II (LoG), and I'm totally annoyed that school is starting and I won't be able to finish it for a while. Oh summer, I will miss you dearly.
One of my absolute favorite things about LoG is that I'm always learning something (often after being stumped by a puzzle). It's interesting playing this after coming off of Grim Fandango. The latter follows that bizarre adventure game logic, while LoG is highly rational. It's more rational than I am used to thinking. For example, I was stumped yesterday on how to gain entry to the Crystal Mines. At the entrance were three pressure plates in a line and two statue heads flanking the last plate in front of a gap in a stone wall. Obviously you are supposed to go through that gap to reach the Mines. I stepped on the first pressure plate, and a gate sprouted from the ground, sealing off the gap. Crap. I stepped on the next pressure plate. Nothing. And walked to the third. The two statue heads shot a poison bolt at me, ew.
No worries. There's always some trick to the pressure plate puzzles. But it seems that this one triggered that gate when I stepped on the first plate, and the gate won't go back down. Maybe I should place an item on each pressure plate. Hmm, these are a bit different. It seems only my weight will trigger the plates (usually you can place rocks and other items on them, but not always). What to do, what to do? I suddenly remember finding a hint some time earlier about how to get in the Mines. It said something about walking the path of the snail. Hmm. I went and stood on the first pressure plate for a minute. No click of a mechanism, nothing. Hmm. I'd put a snail figurine on a pedestal for another puzzle in another area, so I went and retrieved it. But what do I do with it? I walked across the plates with the snail in my inventory. No luck. I put the snail down on each plate. No luck. Hmmmmmm. No other snail-related items around...
So I did what I do in these situations in LoG: turn to the walkthrough. I've used a walkthrough about 5 times to help me when I'm out of places to go. I've always failed to get a key puzzle. One time, I knew I had to do something with pressure plates on the other side of a gate, but I couldn't figure out how to get to them or how to get objects on them. I'd try to throw a rock through the gate, but you can't throw things through gates. I eventually looked up the puzzle because I couldn't figure it out for the life of me. And do you know what? You have to *drop* an item through the gate, not throw it. Who knew?! Well, I should have because when I was reading my entries for Legend of Grimrock 1 which I played last year, and I quote: "I admit to looking at a walkthrough one time only, and that was because I didn't realize I could drop items through a gate (hint: you can drop items through gates)." I also didn't realize in the previous game that you could put items into sacks that you picked up (and I wondered why my inventory was always full), but I figured that out quickly this time.
So back to my snail story. I said that LoG was highly rational in its logic. To get the gate to open, you have to walk...really...slowly...across the pressure plates, standing on each one for a few seconds before progressing. Omg. So literal. I was close. I would have figured it out if there were some audio cue like a switch sound when I stood on the first plate for a while thinking, but there was no audio cue, so I didn't know I was on the right track. Such a clever little puzzle! And as it has been with LoG II, I'll explore the Crystal Mines, and hopefully solve the important puzzles and make my way to new areas, but will probably peek at a walkthrough after another few hours of unaided exploration.
A couple other odds and ends: LoG II is HUGELY expanded over the first game. The first one was set in one dungeon that you went down, down, down into. LoG II is set on an island and there are many dungeons and caves and locations (30 in all, versus 13 in the original). There are so many secrets, hidden paths, items to find, puzzles to solve. It is really fantastic level design. Since a large part of the game is outdoors, there's a day/night cycle, which is of course key to some puzzles and secrets and things. Carry plenty of torches until your mage (I hope you have a mage!) learns the Light spell. I feel like I've learned a lot of spells, though I have mostly relied on the basic fireball spell for most of the game.
I've had a couple mishaps in character creation. My shortbow-wielding rogue is supposed to also be an alchemist, but I realized probably 10 hours in that I *really* should have figured out how to make potions by now. Turns out I missed picking up a mortar and pestle early on. Oops. Glad I didn't put more than one point in Alchemy. On the bright side, his inventory space is freed up after throwing away 100+ flowers. Then my minotaur fighter was supposed to be dual-wielding two-handed weapons by now, but I misread: the heavy weapon feat to wield 2-h weapons in one hand does not state that you can dual wield these 2-h weapons. You can only dual-wield 1-h weapons. Though I wonder if you get the feat to dual wield 1-h weapons, if you can have a 2-h in one hand and a 1-h in the other. I can interpret the rule either way.
Aaaand finally for now, there are other cool additions, like the rope, shovel, and timepiece. These items are practical. The rope lets you descend into pits without falling and taking the accompanying beating from that; the shovel lets you dig for secret buried chests and items; the timepiece lets you know where in the day/night cycle you are, which is super useful in no small part because night time is scary in LoG. It's nice to be able to rest until you know it's dawn and skip the night.
That's all for now! More...later.
*Edit on 8/4* I ended up finishing sooner rather than later after all. Nothing new to report. Technically, I watched the end on YouTube. The last boss was really hard, but I could have gotten him if I were more patient. Excellent game.
This entry has been edited 1 time. It was last edited on Aug 4th, 2016 at 17:51:05.
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Jul 25th, 2016 at 21:55:32 - Grim Fandango Remastered (PC) |
Funny old adventure game from Tim Schafer. I never played it back in the day, and I'm glad I picked up the remastered version on Steam. It works well with a controller, though there are some directional issues after screen transitions. Grim Fandango's got a quirky story and gets mega bonus points from me for having a lot of references to Marxism.
The plot is basically that main character Manny Calavera is a salesman of sorts in the underworld. The system is corrupt, and he winds up chasing after a girl. He finds himself on the side of some revolutionaries and travels through the underworld across four years to help them dismantle capitalism. Wait no, they don't dismantle capitalism! Manny just gets the girl and kills the bad guy. But he does meet communists and beatniks and striking workers, and carries around what is essentially a pocket Communist Manifesto for a while. It's all very amusing.
In true 90s adventure game fashion, the puzzles are nonsensical. I made it about an hour (halfway through Year 1) before turning to a walkthrough, and shortly thereafter just used it for the rest of the game (thanks Eurogamer!). Here's what stumped me enough to finally quit thinking for myself:
"Sneak into Domino's empty office via the window, then hit the punching bad inside until you get a blue mouthguard [???]. Take it, walk over to the desk, then take the piece of coral from the drawer. Leave the office via the same window you crawled in through. Make your way back to the rope and grab the other end of it [I had no idea there were two ends]. Tie the coral to the rope, then throw it towards the ladder [???]. You can now make your way across to the ladder and climb all the way up onto the roof. Walk along the roof until you come to a ventilation point. Use the cat balloon on the bowl here [why the hell would I use a balloon on a bowl?], then use the bread from the stall by the clown on the bowl. When the birds come over to nibble on the bread, they'll burst the balloon and be startled enough to fly off [who saw that coming?!]. You can now nab their eggs."
Ah, CLASSIC. It doesn't help that a lot of times when you use an object, you're not standing in just the right place, so the action doesn't trigger. That is SO annoying when you think or know you are doing something right, and you get a false negative. Totally throws you off the trail.
I was talking with a friend about video game hint lines from back in the day. She never used them; my parents never let me, but I totally would have been on the phone with Nintendo about The Legend of Zelda and LucasArts about The Dig and Full Throttle, and would have wasted a lot of money, I'm sure. Were we smarter back then? More patient? Easier to play these games if we think like kids and don't bind ourselves with logic? You can get into the logic of these games and it makes them more doable, but man, it's some serious effort. It's easier to read Foucault than figure out these puzzles.
But that's what walkthroughs are for! Making old games fun! I really enjoyed my playthrough of Grim Fandango. The writing is excellent, and yeah the plot and puzzles are weird, but it's funny and got a lot of love put into it, you can tell. Looking forward to the Day of the Tentacle remaster next time.
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Jul 21st, 2016 at 09:37:12 - Spec Ops: The Line (PC) |
I know the answers to my questions, but they've been bouncing around in my head for a week after playing the excellent Spec Ops: The Line: How is this game not more popular? How are people so into Call of Duty and Battlefield but not this? Why don't Call of Duty and Battlefield tackle tough questions about war like this game does? This is the best military-themed shooter I've played possibly ever. The story is brilliant. I don't care if it forces you into committing war crimes; that's the point: to think about this kind of thing from the perspective of soldiers who are stressed out, under fire, surviving, negotiating between commands, protocols, common sense, personal morality, ethical responsibility, mission objectives, situational factors, etc., etc. Until there are more games that quit letting us all play the hero all the time, we aren't going to de-glorify war and we aren't going to understand what it is like to be in situations where, yeah you theoretically have a choice, but it is constrained to the point of nonexistence or pure reaction and sometimes really bad things result.
War is traumatic, not entertainment, and that's what Spec Ops argues. It puts you in a terrible situation, a wrecked Dubai caught in a sand storm. Another Army group, the Damned 33rd, led by a guy named Konrad, had previously gone in en route from Afghanistan to evacuate the population, but they ended up taking over the ruined city and establishing martial law. So you and your team are sent in to recon for survivors after a radio broadcast from the Damned 33rd somehow gets out from behind the sand storm wall. You quickly learn that the Damned 33rd under Konrad has carried out atrocities against the Emirate civilians and foreign workers stuck in the city, so you (as the commander of your 3-man squad) decide to intervene. What follows is an epic journey to the heart of Dubai and ultimately through the mind of your character. This game takes clear influence from Heart of Darkness (character Konrad, character Kurtz, author Conrad) and Apocalypse Now.
I can't say too much about the story without spoiling key moments, but if you've read anything about this game, then you've read about the white phosphorous scene. It is horrific, far more upsetting than I had imagined. It makes me think what it might have been like in Hiroshima and Nagasaki and Tokyo and Dresden or some other place that was obliterated by people putting the "greater good" above the lives of tens of thousands of civilians. It makes me think about the people who gave the orders for these bombings and the people who created weapons of war and Oppenheimer's famous quoting from the Bhagavad-Gita, "Now I am become Death, the destroyer of worlds." It makes me think about drone attacks in the Middle East, and about the power of fear and moral crusading and the consequences of (competing) rigid ideologies.
And there are more scenes than just the white phosphorous one that elicit similar reactions, though it was by far the heaviest. But this is the kind of thing people need to experience, the perspective that people need to be exposed to, even if they disagree in the end. In video games, it's a perspective on war that hasn't been much explored, the perspective that war is hell; it is not about playing the hero. I look forward to playing some other recent games that challenge dominant perspectives on war, that challenge the good guy/bad guy dichotomy, that make me think. I just got This War of Mine during the last Steam sale, which provides a civilian perspective, and I've got Valiant Hearts queued up to play soon.
Spec Ops: The Line is a really important game thematically. It's not the most innovative shooter or anything. I found the gameplay fun, engaging, and polished, but this is the kind of game that by the end you are playing to see what happens. There is a cool mechanic with the sand. If you see sand falling or piled up outside a window, you can shoot the glass out and cause a sand avalanche that drowns or stuns enemies. Anyway, that's about it. Do yourself a favor and play this!
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Jul 18th, 2016 at 15:47:29 - Dungeons of Dredmor (PC) |
I played the tutorial and thought I'd soon get to this 8 months ago now! That's what happens when I get the bright idea to play a game at work. It doesn't happen. Except today. I re-played the tutorial, and played a couple games of Dungeons of Dredmor. Long story short, I died a few times and got bored.
Dungeons of Dredmor is a funny roguelike. It parodies all manner of RPG mechanic and trope. For example, you get quests by praying to shrines of Inconsequentia, Goddess of Sidequests, and they are utterly ridiculous stock fantasy stuff like "Azanoth the Usurper must die! And when you kill her, take the Ring of Fancy Runes and return it to Mrrgl the Mermaid in the River of the Merfolkian Peninsula." Then I think Azanoth or whatever item you need spawns in the level and you can happen upon completing the quest.
Weapons, armor, other items (and there must be hundreds), spells, etc., etc. all have silly descriptions that made me laugh plenty. Character creation is pretty wide open. There are like 100 perks you can choose, from like Swordsman (good with swords) to Pirate (you get a high Caddish stat), to Communist (this is hilarious; I leveled up enough to get the "Dialectical Materialism" feat, which gives you random Communist skills for a while). You choose like 7 or 8 perks, so there is a huge bunch of types of characters you can create. I chose pretty basic ones at first, then goofed around with some sillier sounding ones.
So you enter the dungeon, move square by square on the grid, find treasure, and kill monsters. Basically. It's a roguelike, so duh. Each square you move technically is like a turn, and enemies will take an action when you do. There are a bajillion items, and your inventory will fill up quickly. This was a source of frustration for me because you find so much shit all over the place. I started ignoring all reagents, then ignoring food because I was gaining levels and getting way strong for where I was and didn't need it. So it turned into pixel hunting on the ground and tedious inventory management after a little bit. You can sell items and buy more at stores and vending machines.
There are all sorts of other wacky things in the levels that I found. There are satanic transporters that teleport you around the level; there is a shrine to some fish god where you can make offerings of fish; there are statues of Dredmor (the titular big baddie) that you can smash for XP; there are tons of treasure chests, crates, and barrels to smash for loot, and more. If you like loot, you'll like this game. But you have to like to micromanage it a lot too...
I quit in the end because I found a set of "wizard keys." Intrigued, I used them and they whisked me away to my own private realm. I couldn't figure out exactly what to do there. There was a portal control, so I clicked it. It prompted me to type a name in, so I typed Aa and a portal opened. I shouldn't have done that because I got teleported to what I later learned was "Diggle Hell" and promptly massacred. The enemies usually aren't too difficult or unfair, but what the heck?! Why did I get teleported to Diggle Hell with overpowering enemies? Well, if I were to play again, I'd avoid messing with that teleporter.
When it comes down to it, there are much better roguelikes out there. Dungeons of Dredmor is fine, and I really like the humor, but if I want to die repeatedly, I'd rather do it in Spelunky or FTL. Glad to finally get this out of my backlog.
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