Tag Archives: Adventure

Questing and Surviving

A few months ago while looking for a new adventure-ish game to couch co-op through we noticed King’s Quest episode 1 for free on Xbox Live. Being a bit of a PC adventure game fanatic I’m, of course, quite familiar with the King’s Quest series. My girlfriend had probably never even heard of it, but I think the aesthetics and production value of the new game were intriguing enough on their own to get her attention. We grabbed the Xbox 360 version and made it through most of the episode, enjoying it immensely and vowing to return to finish it off. Many months later, we finally dedicated ourselves to playing through the entire run.

The Kingdom of Daventry!
“The Kingdom of Daventry!”

The second time around we grabbed the Xbox One version, which wasn’t notably different, and bought the season pass. Re-playing episode one and then, eventually, making our way through all of the episodes, our opinions never really waned despite the fact that each episode is somewhat of a departure from the last. That is, they each have slightly different tones and even different gameplay focuses. The first episode felt like some of the more traditional (pre-Walking Dead) Telltale games, and exuded a whimsical, storybook tone while episode 2 was much darker with a lot more traditional graphical adventure game style puzzles. Episode 3 was a mixed bag but overall much more story focused, episode 4 had tons of back to back logic puzzles, not unlike something like Myst, and episode 5 seemed to mix up all of these flavors into one final, satisfying, and somewhat emotional finale. This is an interesting strategy to keep each episode feeling fresh, but looking at comments online I found that it often seemed to have a negative effect – everyone seemed to have his or her own favorite episode and was disappointed that the others weren’t more of the same.

The lure of adventure still calls out to old geezers like King Graham and I.
“The lure of adventure still calls out to old geezers like King Graham and I.”

Speaking of personal preference, oh man is this game beautiful, but it’s art is highly stylized and I’m sure a small percentage of players found it immediately objectionable. Hopefully a little less divisive is the great voice acting across the board, including notable appearances from Christopher Lloyd and Wallace Shawn. Not only does Wallace Shawn shamelessly re-visit his role as Vizzini from The Princess Bride but oddly there are even numerous nods and references to his scenes in the film. The music, while fairly unobtrusive, is also well done, with some notable callbacks to the themes of the original games. The whole package feels highly polished overall and you can really tell The Odd Gentlemen spent a lot of time and care researching and designing this game from the ground up.

The story arc takes you through King Graham’s life as an adventurer, from before he was King all the way until the end of his reign, and while each episode has its own plot, the story that connects the episodes feels much better written than the loose, probably largely ad-hoc, through-lines that tied the original King’s Quest games together. It mostly attempts to expand upon and tie together some of the gaps in the fiction of the original games as well as re-imagine some of them entirely. For instance, the plot of the first episode barrows many elements from the original King’s Quest game, yet tells a bit of a different story, and the plot of the third episode is almost a re-telling of King’s Quest II: Romancing the Throne without invalidating too much of it. Episode 4 seems to draw heavily from King’s Quest III: To Heir Is Human. Beyond that, there’s all kinds of other nods and references to the original series of games which nostalgic fans will probably get a major kick out of, and there’s even some direct flashbacks to the old AGI and SCI engines.

King's Quest almost looks animated, a la Dragon's Lair, in stills.
“King’s Quest almost looks animated, a la Dragon’s Lair, in stills.”

While I’m sure there are some, maybe even many, King’s Quest fans who didn’t enjoy this new series, I’m personally delighted by this reboot, or re-imagining as they prefer to call it, and love seeing Sierra’s name once again tied to a whimsical, clever, and beautiful adventure game. It seems like relatively few people I know have played through these episodes, even some who would seem to be in its target audience, but it’s such a complete package on its own that if poor sales don’t lead directly to a sequel I can’t say I’d be too disappointed. If you are one of those people, however, I’d encourage you to at least check out the first (free) episode and see if you think you might like more.

Speaking of co-op experience, I finally took the plunge and grabbed the Xbox One version of 7 Days to Die. If you’re not familiar with the game, it started life as a Minecraft clone aimed at focusing on the survival element of the game, dropping you in a bleak zombie apocalypse. The more development time the game got more it came into its own, both in terms of presentation, with graphics now much more realistic, and gameplay, a little more hardcore, bringing in some of the statistics heavy elements some survival games are known for.

It's an ugly, desolate wasteland, but it's home.
“It’s an ugly, desolate wasteland, but it’s home.”

I had actually purchased the game on Steam ages ago but it didn’t run on my old gaming machine worth a damn so I barely touched it. When the console version of the game launched relatively recently I was amused by how harsh the feedback was. People were turned off by the graphics, not realizing the game’s roots. Instead of looking like a realistic take on Minecraft’s big, cartoony voxels, people saw an ugly attempt at a more modern game. Still, between people attacking the game’s relatively unsophisticated visuals, there were smatterings of people who were absolutely loving the game. The console port, in particular, has the increasingly rare feature of supporting same screen couch co-op, which seemed to be one of its more endearing aspects to people. It definitely is to us!

So how is it? Imagine Minecraft (Okay, sorry to keep harping on this, but it was my original frame of reference for this game) if it had a that gritty, more realistic art style I mentioned, and… oh yeah, guns. Imagine if instead of mining and farming, that game was more focused on scavenging and crafting. That’s it, in a nutshell. Sounds fun? Yes, it’s fun!

Modern day Detroit, MI. width=
“Modern day Detroit, MI.”

One thing I’m finding a little unusual is that this game has a reputation of being brutally difficult. In fact, the title comes from the fact that every 7 days the zombies will aggressively swarm to your location. Maybe we were just playing it a bit more cautiously than a lot of people, but we’ve yet to be too challenged. We immediately took over an old farmhouse and began fortifying it. We then used it as our base from which we went on limited scavenging and exploration runs in an increasing radius around us. Other than running into some harry spots in some more dense cities, it’s been relatively easy going thus far.

We’re still playing this game in 2 or so hour chunks at a time and, I’m guessing, will continue to play it here and there for quite awhile. It’s still fun, and we still sometimes find ourselves unable to put our controllers down. In fact, one of the first times we played it together we found ourselves up until 2 in the morning, which is rare for us – surely a good sign!

At long last, I also FINALLY started putting real effort into playing through Skyrim with the release of the new remastered “Special Edition.” I grabbed the Xbox One version of it with the intention of letting my girlfriend play through it again, yet she ended up getting more satisfaction out of peer pressuring me to play it and watching me stumble around like an idiot while she amuses herself with the supreme power foreknowledge. Well…

All Draugr really need is hugs. Hugs and lightening bolts.
“All Draugr really need is hugs. Hugs and lightening bolts.”

So, seriously, what is there to say about Skyrim at this point that everyone hasn’t already heard? I’m playing a grizzled orc warrior and having an utter blast, which, frankly, is no surprise to me and shouldn’t be much of one to anyone who has ever glanced at this blog before, as I’m a huge Elder Scrolls fan. Sure, every Elder Scrolls title is a little divisive, even among fans, but ultimately Skyrim, for all of its pluses and negatives, is an Elder Scroll-ass game and a great one at that. The only downside is that this unfortunately means it’ll probably be quite a while before I move onto my next console game…

Xbox 360 and Xbox One screenshots stolen by the Khajiit and traded for sweet rolls…

Stalactites and Stabbing Knights

My partner and I have been playing a few newer, console based, narrative heavy adventure-ish games lately, mostly as a way to play something semi-cooperatively as those types of games seem to work great for passing the controller and working together on choices and puzzles. I’ve mentioned playing all of The Walking Dead games on Xbox 360 and we also had a incredibly enjoyable but tragically unfinished foray into the first four Life is Strange episodes (more on that when we eventually go back to it and beat it) but for our next game I wanted to introduce her to something more puzzle focused, more like the classic adventure games I cut my teeth on. Low and behold, I remembered that I bought a copy of Double Fine’s The Cave, a game highly influenced by such adventure games, and what it lacks in narrative it makes up for by supporting simultaneous, same-screen co-operative play. Perfect!

Our cast, all complete and total bastards.
“Our cast, all complete and total bastards.”

The Cave was written and directed by Ron Gilbert, one of the legendary LucasArts designers who helped bring us the absolute adventure genre classics Maniac Mansion and The Secret of Monkey Island, along with some of their sequels. Some of that influence is immediately obvious, in fact. Right off the bat you’re presented with a sarcastic narrator, a creepy, cartoony world, and asked to pick 3 characters that you can switch between to take on your adventure. There’s also a wacky, if not somewhat macabre sense of humor throughout (mostly from aforementioned hilarious narrator) which definitely feels like a throwback to the days of “talkie” LucasArts and Sierra games. Something I miss, frankly.

The game itself is a side scrolling puzzle platformer, but the big twist is that its puzzles aren’t based on platforming or physics so much, as old school, often baffling, location and object based adventure game puzzle design, in what, to me, is in an interesting and fairly unique way. Sure, there have been plenty of platformers that threw a few similar puzzles in here and there, but I can’t think of any as utterly focused on this style of puzzle solving as The Cave is. It’s almost a new genre. One of the ways it adapts to the more action orientated control scheme of a platformer is by utterly stripping the inventory system down to its bare essentials – you can only ever hold a single item at a time, and the puzzles are cleverly designed so that, despite how it may seem at times, you never need more than that to solve a puzzle.

I mean, who didn't love The Twins?!
“I mean, who didn’t love The Twins?!”

Each of the three characters has one unique ability that is vital to solving some of the puzzles, and since you can use any combination of characters you may end up with wildly different solutions to the same puzzles. Furthermore, it uses the fact that you’ve got three characters that can be placed in different locations, and using different items, as a key component to solving the majority of the puzzles, much like some of the puzzles in Maniac Mansion. Again, very clever design.

Each character also brings with it its own unique gameplay sections which are the best and most challenging in the game. They also each get their own backstories explaining how they wound up in The Cave. Ultimately it turns out that each of the seemingly harmless adventurers has a dark side, and while The Cave rewards them with the selfish ends they seek, it also hilariously rubs their face in the repercussions of their terrible behavior. This game has some seriously funny moments, definitely one of the funniest games I’ve played in a while.

The Knight has what he came for...
“The Knight has what he came for…”

The Cave isn’t perfect, but it’s probably closer than most of Double Fine’s other efforts recently. Other than being a little loose controlling and having some (pedigree appropriately) insane puzzles here and there, the biggest issues in my mind are the areas that repeat no matter which characters you’re playing, which can be a bit of a chore to re-play over and over again, and the fact that having to choose from a pool of 7 characters means you have to play through the game a third time, re-playing two of the stories you’ve already completed, to truly complete the game. Ultimately these are minor quibbles though, I admit.

Adventure game fan? Pick it up. Fan of old school adventure game humor? Pick it up. Puzzle platformer fan? Pick it up. Just looking for something new to play co-op for a bit? Pick it up.

Random Mass Effect 3 Screenshot
“Random Mass Effect 3 Screenshot”

I also had the pleasure of watching my girlfriend play through the entirety of the Mass Effect series. Sure, I took the controller here and there, but for the most part I just watched. Yes, all three games. Damn. It was a cool experience though, both reminding me of how much I enjoyed the first Mass Effect along with finally exposing me to Mass Effect 2 and Mass Effect 3. I admit I started to check out a little bit with ME3, both in part to how surprisingly long it was, and because I definitely want to go back and ME2 and ME3 myself one of these days.

Like most people who Ezio meets, this Borgia guard is about to die in a brutal fashion.
“Like most people who Ezio meets, this Borgia guard is about to die in a brutal fashion.”

Finally, wanting something a little different to sink my own teeth into, I dug Assassin’s Creed: Brotherhood out of my backlog and completed it and its DLC. I loved the first couple of games and, as noted here, was pretty skeptical about them turning Assassin’s Creed 2 into a trilogy. I’m happy to report that I definitely really enjoyed the second piece of that trilogy, Brotherhood. Of course, I did take a comically long 6 year break between playing AC2 and AC: Brotherhood, but I digress, I enjoyed it immensely and I’m looking forward to playing Revelations sooner or later.

What did I think?

Seriously though, Rome is pretty amazing...
“Seriously though, Rome is pretty amazing…”

Let me try to keep this short and sweet: Ezio is still a badass, the world building is still amazing, and renaissance era Rome is great, the occasional times when the free running glitches out and you drop when you didn’t mean to, or jump off the wrong direction, are still a major buzzkill, and it seems like the more items and options they keep adding to this game the more opportunity there is for these types of glitches to pop up, the Facebook game-like follower missions are fairly pointless, but on the flipside being able to call in followers to take out targets is pretty awesome, I was disappointed that several of the 100% synchronization requirements were fairly difficult, though I enjoyed trying to 100% as many of them as I reasonably could pull off as a bit of an extra challenge, Leonardo’s war machines were some wacky fun, I liked that the game was confined to a single, massive city, but I wasn’t a fan of the fact that they still felt the need to block off certain sections of the map until later chapters, and while the story was fine, it wasn’t quite as enjoyable as AC2’s, I still loved to hate Cesare Borgia though, and finally the Desmond stuff was almost totally incidental beyond the cryptic ending.

I think that about does it. I liked it a lot, over all, and I’m itching to play another one, especially to revisit Altair’s story in Revelations. If only there weren’t, by now, another 6 full, long, potentially extremely repetitive Assassin’s Creed games out. What the fuck?!

More console game shenanigans coming soon!

Sorry! As usual my Xbox 360 screenshots were actually pilfered from caves across renaissance Italy rather than my own console.

Fear of the Dead

Somehow I never played Monolith’s F.E.A.R. First Encounter Assault Recon despite being super into PC games, especially online first person shooters, right around the time it came out. In fact I specifically remember a couple of my old Planetside clanmates playing the online only “F.E.A.R. Combat” pretty hardcore for a time. I suppose I was too into military and sci-fi shooters and snubbed F.E.A.R. for it’s whole supernatural/horror angle, which is odd since F.E.A.R. has arguably more in common with military and sci-fi shooters than most games, but I honestly don’t recall my exact rationale at the time.

Fast forward to 2009 when F.E.A.R. 2: Project Origin was released and somehow it really caught my attention. Some of my friends evidently picked up on that and got me a copy for the Xbox 360 version for my birthday after it had very quickly hit the bargain bins despite generally favorable reviews. You guys know me and my massive backlog by now though, right? Yeah, I never played it though it has been in my “play this” stack since then. Several years later I was aimlessly wandering around in a random consignment store when I happened across a lone copy of the first F.E.A.R. game for Xbox 360 still shrinkwrapped for under 10 bucks. I hadn’t really planned on playing it on the 360 since I was more familiar with it as a PC game, but I figured what the hell and picked it up.

John Woo'ing out with a slow-mo powered firefight.
“John Woo’ing out with a slow-mo powered firefight.”

Given that F.E.A.R. and F.E.A.R. 2 are both relatively short single player experiences and, apart from a few excursions into some really old games it feels like it has been ages since I played a traditional-ish first person shooter, I decided to bump them up on my backlog.

F.E.A.R. First Encounter Assault Recon (ugh, that acronym!) has you cast as the newest member of a secret special operations group tasked with confronting supernatural threats. Imagine if Fox Mulder had his own, dedicated SEAL Team at his disposal and you’re not too far off. As the newbie to the squad you’re of course assigned to be the point man, you know, the guy who gets to scout ahead in front of the rest of the team by himself. I like to imagine that this is some sort of elaborate vetting process by which only the very strongest new F.E.A.R. recruits survive being pelted with anvils by angry poltergeists over and over again to be promoted to full-time members of the team. I mean, none of the other characters in the game seem to think there’s anything all too unusual about sending “the new guy” out to investigate a small army of heavily armed clone soldiers and mech suits lead by a physic cannibal, armed only with a submachine gun and an inability to speak. I digress…

Remember back when nail guns were a thing in games?
“Remember back when nail guns were a thing in games?”

While F.E.A.R.’s mechanics feel more than a little aged to me, remembering 2005 rather fondly it’s easy for me to imagine how this game’s take on Rainbow 6 like semi-realistic first person tactics coupled with a unique enemy AI was actually probably a small but important stepping stone in the evolution of the FPS genre. The noticeably not-completely-linear design of the levels and the occasional focus on gimmicky feeling Half Life 2 style physics puzzles and scripted events were a little jarring to me. Being able to slow down time is neat though, and the Monolith guys went kind of crazy with the destructible objects and particle effects to make an already cool looking effect look totally fucking awesome. From what I’ve seen these effects are a little more subdued in the Xbox 360 version I played, but even there they were eye catching and intense at times, especially against the often incredibly dark spaces in the game. Seriously, this has to be one of the darkest games I’ve played since Doom 3 or perhaps Chronicles of Riddick: Escape from Butcher Bay. Unfortunately the rest of the presentation is a little lacking – environments are mostly empty with far too little variation over the course of the campaign. It feels like I spent half of the damn game in the same office building but come to think of it, maybe I did?

So you’re exploring these extremely dark, often repeated factory corridors, office spaces, and warehouses taking out these clone soldiers who do all kinds of wacky flanking and just generally don’t seem to behave like most FPS foes, when all of the sudden the face of a mutilated corpse flashes on your screen and all of the shit on the shelf you just looted for ammo comes flying off behind you. *gulp* Then you walk a little bit further when all of the sudden you swear you just saw a creepy ghost child in the corner of the room as you swept your flashlight across it, but now your flashlight’s batteries are drained. It’s not until after you empty your entire magazine into said corner that your flashlight is finally charged up again and you can verify that you were, in fact, just shooting at nothing like a total idiot. Ahh, that’s where the horror stuff comes in! Neat.

Alma fucking with me... again.
“Alma fucking with me… again.”

Honestly, while at first I was a little anxious as I made my way through the levels I suppose I got so used to that tension that I found myself pretty much unphased by the vast majority of the jump scares and other horror elements the game threw at me. It wasn’t until the very last chapter that I felt truly creeped out and even that probably had more to do with the fact that I knew the plot reaching its climax than all of the freaky ghost shit that was going down. One nod I’ll gladly give the game in regards to creating an atmosphere of “horror” though, is to the soundtrack. Wow, what a fucking soundtrack! Dark, foreboding, atmospheric? Its rare that a game soundtrack stands out to me while I’m playing it but this one certainly made an impression.

So did I like it? Eh, yes. Probably not nearly as much as I would have liked it back in 2005, but like I implied, it at least feels like a relic of its time that, along with something like Half Life 2, can easily be enjoyed in a vacuum for what it is. The good parts of the game (the sometimes frantic, sometimes almost tactical gunplay against interesting enemy AIs, the dark, spooky soundtrack, and the other weird horror stuff, mostly) didn’t elevate it beyond that for me, but they do have me very curious to finally play F.E.A.R. 2 next.

Oh hey, speaking of short single player experiences! I also noticed that Telltale released The Walking Dead: Michonne and I immediately hopped on that, and I just wrapped up the third and final episode. This is probably the first time I’ve ever played a Telltale game’s episodes as they were released and while I probably still prefer playing them back to back, overall it was a cool way to digest a campaign.

Remembering the not-so-good old days.
“Remembering the not-so-good old days.”

Now, I liked The Walking Dead quite a bit, and The Walking Dead Season 2 maybe even more so, and by and large this Michonne centered spin-off is largely the same quality. Good writing, a cool graphic novel inspired aesthetic, excellent voice acting, and interesting choices. It was short and didn’t necessarily go anywhere too interesting, especially considering how little time we’re given to invest anything in most of the new characters we meet in the game, but it was still a fun little side-story and shed some interesting light on Michonne’s past. It almost felt like an expanded take on the style of side stories we got with the 400 Days bonus episode from the first season in that respect.

That said, I have to say ONCE AGAIN, that Telltale REALLY needs to scrap their aging engine. Maybe this has to do with playing the Xbox 360 build of the game rather than a version for a more modern platform, but this has to be the jankiest of Telltale’s games yet: freezing, major hitching, audio desynchronization and muting… bah! The otherwise polished presentation of the game was utterly let down by this piece of shit engine, especially as action heavy as the Walking Dead games can sometimes be. Again, I’m sure playing this on the now positively ancient Xbox 360 probably didn’t help, but I’ve played much better looking games that ran silky smooth so I can’t really excuse it. I mean, if they didn’t want to put the time into making the game AT LEAST reasonably presentable on the system then they shouldn’t have bothered releasing it on it at all. I’m hoping when I go back and play The Wolf Amongst Us and the Game of Thrones game soon they won’t have quite the same level of problems as this poor game has.

If you’re playing it on one of the current consoles or, better yet, PC, and liked the previous Telltale Walking Dead games I’d say it’s an easy recommendation.

Now, time for some F.E.A.R. 2…