Read more “Papo & Yo”
This third person adventure game was completed in less than four hours, but somehow it felt a little longer than that. It was for the most part easy but also charming, and with many original puzzle ideas. The closest thing I can find to compare it with is the American McGee’s Alice series, only without the combat. It had the same level of surrealism and also felt like it could maybe sort of fit into that universe somehow.
The game touches upon a light story of the small kid Quico and his alcoholic father in a few brief cutscenes, but by far most of the game is spent solving puzzles in arena after arena with metaphorical substitutes. In the beginning there’s another kid that teases you, and it doesn’t take long before you get the small robot Lula on your back as a jet to make double jumps possible. Lula can also be asked to fly over and activate a circle by clicking the right mouse button.
A general style of puzzle design is that white chalk lines means interactive stuff. Animated cogwheels drawn on walls can be clicked to make a building walk to a different place so you can jump across roofs. Handles can be pushed or pulled to tip over a stack of buildings into a “snake” you can run across. Keys can be turned to open up a passage, typically by walls and buildings being lifted away.
Read more “Diary Games: The Beginning of the Millennium”
This is a post in a nostalgic series with transcriptions of my diary sessions of the many games I played from 2000 and onwards, translated and adapted from Danish.
In fact, this is the very first one with the first play sessions in 2000. As is the case with so many hobbies just like this one, it started in a casual manner and only gradually became more serious. It wasn’t like hitting a switch and suddenly I was writing hundreds of lines in each session.
I started writing diaries about my life in 1996 and have kept it up since then. Games were rarely mentioned as something I played one evening. I wasn’t really into gaming until I had sort of an epiphany with Gunman Chronicles, as you can read here below. In the end of the 90’s, it was mostly about coding and composing. I did complete Rama, Sanitarium and the first three Tomb Raider games in the end of the 90’s, but their sessions were sometimes months apart and the comments very brief.
Although better for the following ten games, the descriptions are still plain and the details few. However, it gets a lot more interesting in later blog posts as I dig deeper into my diaries. Later I also started grabbing my own screenshots, but for this blog post they are all courtesy of MobyGames.
Read more “Alone in Space”
Developer: Butterflyware | Released: 2016 | Genre: Adventure, First Person
I completed this first person action adventure in less than 4 hours. I woke up alone in a desolated space station on a stormy planet and had to find my way off. There was an abundance of corridors with tilted chairs and a ton of boxes that gave the game a very samey look. Most of the areas were mazes and there were connect or sliding puzzles to open doors, pass codes to find in big widescreen log screens, stationary lasers to cut doors open, sizzling magenta anomalies to traverse carefully, and much more.
I’ve seen reviewers on Steam pushing down the walking simulator stamp, but that’s not fair. Yes, there are sizable periods of time where you’re not doing much else than traverse a maze, but there are enough puzzles and dangerous passages to make it a real game. In fact, some of the dangerous passages even got me quite aggravated. There are no monsters or humans to be found, but the anomalies zapped me dead until I figured out how to throw down a metal bolt step by step to find my way through the parts that didn’t zap me. There was also a section with flaming gas leaks where I kept coughing and had to crouch or close rooms to kill the flames, and enough coughing meant death. Lightning could sometimes zap me dead in a corridor if my timing was off. There were a couple of sections with the air being sucked out fast.
And of course, don’t get in front of a stationary laser.
Read more “Technobabylon”
Developer: Technocrat Games | Released: 2015 | Genre: Adventure, Point & Click
This was an excellent AGS cyberpunk adventure game, at least as good as (if not better than) Beneath a Steel Sky and Gemini Rue. After the fifth Broken Sword I thought I was through with adventure games, but this game managed to fondle gray adventure cells I thought had gone extinct. All it took was the right futuristic setting, the right story, and the right puzzles – along with great voice acting.
Part of the reason I liked this game so much was also that none of the areas (or chapters) were too big. Less than half a dozen screens and for the most part even less than that. The inventory was usually also small, rarely were there enough items to make a second page necessary. It made for a nice balance where nothing felt too difficult, yet it wasn’t so easy that I could just stroll along.
That being said, I never felt the need for a walkthrough.
Developer: Amanita Design | Released: 2012 | Genre: Adventure, Point & Click
I absolutely loved this one. Irresistibly cute and easy on both ears and eyes. Made by the creators of the Samorost series and Machinarium, I controlled a small team of five weird inhabitants of a tree culture, walking along branches to solve puzzles or collect items for a broader purpose. The game is filled to the brim with hilarious animals animated in an even more hilarious manner, and the sound effects performed by humans match perfectly.
Each of the half dozen of levels consists of a large number of flip screens to traverse. Some of the screens just have weird creatures to interact with for entertainment, others would eventually reward me with an important item or open up a new passage. Pointing and clicking is not the only thing, I also had to nudge floating or swaying items. Sometimes I even had to choose one of my team members for a specific task. Everything is shown with animations or signs, there is no language involved in the gameplay.
The game generally felt easier than Machinarium, but some of the later levels had quite a few screens or items to collect, such as 14 chickens from small huts all over. The penultimate level contains a staggering amount of screens, so many that the developers felt it necessary to put helpful icons on each exit. There was a leaf in my inventory that functioned as sort of a map, but I didn’t find it necessary to refer to it.
Without spoiling too much, I only controlled one of five in the last level of darkness. There was one section here that kind of simulated a shoot’em up by alternating clicks on a floating character versus incoming enemy icons, but it wasn’t difficult. Not a lot of dexterity was required to get through this game.
It took me about four hours to get complete it. I got 104 out of 123 cards and 42 out of 53 achievements. Fraps wouldn’t grab any screenshots as it was essentially a Flash game.
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To see a page with all the PC games I have played – along with an explanation of the abbreviations – click here.
Read more “Completed: The Witness”
Developer: Thekla | Released: 2016 | Genre: Adventure, First Person
I finally managed to complete The Witness after six sessions. The last save game said I solved 359 puzzles, and according to Steam it took me 26 hours. It has a tendency to exaggerate, but somewhere in the early twenties is probably right. Only 7 out of 11 lasers needed to be switched on in order to enter the mountain and I decided to settle with that. I never had any intentions to be a completionist about this game.
Another good reason for not wanting to solve everything in this game is that I actually didn’t like many of the later puzzles. I never cheated or read any hints and I can honestly say I figured it all out on my own, but some of the puzzles were too difficult for me to find them fun. I really had to be on the nails of my toes with some of these. Especially inside the mountain the puzzles got really vicious, mixing existing rules with damaged or combined panels. Some where inventive, some very difficult to observe at all, and many were combined across smaller and bigger puzzles.
Without spoiling too much, I almost thought I found my final nemesis puzzle in the bottom of a big shaft inside the mountain. It was another one of those where several smaller puzzles were combined with a big one to make everything come together. I had such a hard time with that one that I actually had to draw the board and pieces on paper, cut them out, and spend hours puzzling them together at my dinner table. I imagine many other players would have given up here and found the solution on the internet, but I was very stubborn. I got this far and I wanted to complete the game without cheating. Eventually I did succeed in finding the correct combination of pieces, flipped the answer, and the door went up.
Read more “The Witness: First Impressions”
Developer: Thekla | Released: 2016 | Genre: Adventure, First Person
After completing Pneuma, one of my friends gifted me this game on Steam – removing it from my wish list. He spoke of his endeavors in this game and it got me enticed. I installed and started it almost immediately and played it for more than 5 hours yesterday. Enough to dish out my first impressions about it.
I completed Jonathan Blow’s puzzle platformer Braid back in 2012 and have had an eye on his next game ever since. It seemed like quite a quantum leap from Braid – from a 2D platformer to a completely open world puzzle game in a pretty 3D engine. I didn’t care much for the pretentious story and ditto quotes in Braid, but the gameplay was truly awesome. It had so many time manipulating ideas that really surprised me by how ingenious they were. And just as I thought I had seen it all, Jonathan Blow managed to conjure up yet another fresh approach.
Suffice to say, I was very curious about The Witness.
Of course The Witness just had to be one of those modern games that starts immediately without a title screen, just like e.g. Limbo. You could say that as long as the spot is as secluded and safe as it is, but I don’t know. I’m probably old fashioned, but I actually like a title screen up front as the first thing.
Then again, ten years ago I didn’t care much for digital games and stubbornly wanted a disc in a box, and look at me now. Why waste shelf space on a box when you can have it on Steam?
So maybe in a few years, title screens will be the annoying thing.
The game started with very small baby steps indeed. Almost all puzzles seemed to be based on using the mouse to draw a line through a maze on a panel, and it started with the basic straight line, then an angled line, and so forth. Soon mazes appeared with dead ends, and the starter area made it clear how the panels turned on more panels through wires now lit up, meandering through the grass and over walls. So, lots of following wires and finding new panels with puzzles to solve.
Read more “Pneuma: Breath of Life”
Developer: Deco Digital | Released: 2015 | Genre: Adventure, First Person
I spent this Saturday morning playing through this charming first person puzzle adventure game. It took only about 2 hours to get through it, but I was fine with that. I’ve actually been yearning for shorter games lately. Of course, the length depends on the genre but especially platform, puzzle and adventure games can easily overstay their welcome in my book. (Maybe it’s because I’ve completed so many of them?)
One thing that puzzled me about this game was a warning I was shown when starting it up. Fraps has been known to crash D3D11. Okay. I’ve been using Fraps as my loyal companion for years on end, snapshotting screenshots for hundreds of games without trouble – but that message was probably pointed towards video recording (which I almost never do).
Either way, the message felt out of place. It almost looks like a personal vendetta against Fraps.
As a first person puzzle it used the recent fad of having an eloquent narrator comment on a lot of findings, sometimes philosophizing his existence as the god he clearly believes he is. He reminded me quite a lot of the narrator in The Stanley Parable. Sometimes entering a room triggered a long debate which went on a bit too far, but for the most part he was entertaining. Especially towards the end, where he became extremely paranoid. I won’t spoil it for you, but it was certainly interesting.
Read more “Valiant Hearts: The Great War”
Developer: Ubisoft Montpellier | Released: 2014 | Genre: Adventure, World War I
This was a really charming adventure game with minor stealth and action elements. I’ve always been fond of European graphic novels and thus the comic book art style, the multiple parallax layers and the cute animation was right up my alley. Most of the time it was strictly side-scrolling with exits (like a doorway) to another plane closer or farther away, but there were also healing mini-games, minor QTE, and pursuits in a car driving towards the camera. The game was also educational. Sometimes a piece of history could be popped up with a paragraph about what really went on in the first world war.
While the game itself was charming and had relatively easy puzzles, the story and the depiction of the first world war was anything but. It followed the story of Emile and Karl (both drafted into the war on each side), Anna the nurse, and Freddie the American that joined voluntarily after his wife was killed. They met up and got separated repeatedly on several occasions, and sometimes they even got captured or wounded. There were many grim sequences with lots of blood and death. Bombs falling, explosions, shooting from afar, planes, tanks, armies – lots of pain and despair to be seen and felt all over the place.
Read more “The Cave”
Developer: Double Fine Productions | Released: 2013 | Genre: Platform, Adventure
This was much more of a platform game than I thought it would be. Descriptions of it led me to believe it was very much an adventure game with just a tiny bit of rare platform action required, kind of like some of the first polygon versions in the Broken Sword series. But platform action turned out to not only be quite prevalent, it also made the levels feel bigger than they really needed to be. The platform action was very light, as in definitely not difficult, but there was a lot of walking up and down ladders, jumping ropes, and pushing objects. It often felt a little overwhelming.
Three switchable characters had to be navigated independently, adding a lot of backtracking. Sometimes the two others automatically joined across certain level thresholds, but most of the time I was yearning for some kind of “recall party” or “follow me” function. The collaboration between them was quite good, though. There were lots of puzzles where two or three characters were required in different locations to make it work. Because of the big levels and the abundance of ladders and corridors, there was a long stretch between the few NPC that lined up what needed to be done in that particular area.