“It’s a lovely day in the village, and you are a horrible goose.” This delightful bit of ad copy aptly describes Untitled Goose Game, which came out this past Friday on the Switch and at the Epic Games Store. I picked up the Switch version, having been charmed by it the past couple of PAXes, and was not disappointed. It’s a wholesome and funny nugget of gaming goodness suitable for just about anyone.
As the horrible goose mentioned in the game’s description, I annoyed an assortment of humans in a small town, crossing off to-do list entries along the way. Tasks include stealing items and bringing them to various places; inconveniencing people by trapping them, making them fall, getting them wet, and so on; and just generally being a nuisance. Figuring out how to do some of these things can take a bit of thinking and experimenting, but there are no time limits or other significant obstacles, so progressing through the game is a reasonably leisurely affair. The graphics are simple, flat designs, albeit very well animated ones, and the piano soundtrack, which alters depending on the action on-screen, fits this look perfectly. It’s a short game, but one that’s very well paced and realized, and it can be as much fun to watch as it is to play.
Untitled Goose Game has some bonus objectives after the credits roll, and its these goals which I’m currently working through at the moment. I’m also continuing on with Pandora’s Tower on the Wii and Shadow Warrior on PC, both of which I started over a week ago.
For those who might’ve missed it, P.S. Triple Classic wrapped up a little over a week ago, with a fanart farewell post. You can now read the entire official English-language run of P.S. Triple online, along with commentary and some articles related to this comic. I’m still considering my options for the abandonware iOS apps, but I will try and make them available somehow, probably in the near future.
As for what else has been going on, I’ve been hard at work on the next 10th anniversary project, which will hopefully launch soon. I’ve also been playing a bunch of games, so let’s dive into those.
Another year has ended, and with it, another pile of games beaten. My Backloggery breakdown for the previous year once again wound up in the negative, but what else is new? I can’t speak for whether this has been a great year for gaming, as the vast majority of what I played were pre-2018 releases, though I did enjoy myself.
If you’ve read one of my past year in review posts, you know the drill: every game here is one that I’ve beaten or completed in 2018, regardless of release date. This time, in addition to my top ten and five honorable mentions, I’d like to give special shoutouts to two games.
We had skipped PAX West (formerly PAX Prime) last year, and missed it terribly, so deciding how to spend our 2018 Labor Day weekend was a no-brainer. As usual, the whole process of obtaining the tickets was a white-knuckle affair—most especially and unexpectedly a few days before the show, when one of our PAX friends’ passes got lost in the mail. Fortunately, he was able to get things sorted out, and after a week of preparations on our end (including taking care of our own little emergency involving a pet sitting cancellation), we all met up in Seattle. This even included one of our group who had decided to skip PAX, but wanted to be in town nonetheless. PAX was here!
The following four days were packed with panels, games, and some delicious food, including some from longtime favorites Juicy Cafe and MOD Pizza. Downtown Seattle’s Rock Bottom Grill, our regular post-show spot, had since closed, but the Gordon Biersch in a nearby mall was a decent substitute; it was also the location of the first post-PAX Cheap Ass Gamer meetup that I organized seven years ago.
As usual, it’s been too long since my last post. Since then, I saw the rest of Nier‘s endings, rewatched the Utena movie, finished that Pile o’ Tezuka as well as three manga series that I’d been reading for awhile (My Love Story!!, Master Keaton, and Otherworld Barbara), and went on my first trip to Hawaii, among other things.
I’ve also been getting back into playing short games on the weekends. This time around, in addition to indies, I played a couple of promotional tie-in games, one of which was excellent for what basically amounted to an ad. Let’s get to discussing them all, shall we?
Digging and Derring-Do: Shovel Knight (2014, Yacht Club Games, Windows)
A disclaimer before I begin: the version of the game I have is Shovel Knight: Treasure Trove, though this review is only for the main campaign. The other campaigns originally began life as free updates before the overall name change, but they’ve been put on the backburner for now.
Anyway, on with the review. When I first tried out Shovel Knight at PAX Prime one year, I was impressed by how much closer it hewed to the aesthetic of 8-bit games than other indie titles inspired by that era; the color palette and the insistence on showing single screens one at a time were its most memorable touches. After playing through the main campaign, it’s clear to me now that it’s not quite a true 8-bit throwback—I doubt it could run on a Nintendo Entertainment System without some further modifications—but it still plays as solidly as I remembered from that short session.
Some apparent inspirations for this platformer include Mega Man, Super Mario Bros. 3, and Capcom’s DuckTales, but Shovel Knight has a bit of its own flavor as well. Though it’s not an easy game, it’s also not as difficult as any of those classics (especially the Capcom ones), and manages to be fair in its toughness. There are new abilities to collect throughout the game, though as best as I could tell, none are required to get through the main story. Speaking of which, one thing I really like is that it’s possible to go back to previous levels to grind for additional money to purchase those abilities and other upgrades. Jake Kaufman and Manami Matsumae’s soundtrack is delightful and catchy, but the story less so, consisting of a cloying plot involving an imprisoned knight (female, of course), whom the title character sets off to rescue.
The DS dungeon crawler Shin Megami Tensei: Strange Journey is one of the better MegaTen spinoffs out there, and as it happens, a 3DS rerelease has recently come out in Japan. To promote this new version, Atlus published Synchronicity Prologue, a free metroidvania for Windows PCs set in Strange Journey‘s universe starring series mascot Jack Frost (luckily for us English-speakers, a fan translation patch for the dialogue soon followed). For a piece of promotional material, this game wound up being very, very good.
Like Strange Journey, Synchronicity Prologue takes place in Antarctica and deals with an anomaly there. As Jack Frost, the player teams up with Jack O’Lantern (aka Pyro Jack) to track down an antagonistic Black Frost. There’s a handful of familiar demons and callbacks to Strange Journey, and the story is fairly basic though a little confusing at times. The areas are huge and sprawling, filled with the usual metroidvania-style barriers to encourage later backtracking to get at various hidden upgrades, and the boss battles each have their own unique flavor. If you’re a fellow MegaTen fan, especially one who’s played Strange Journey, you’ll get a kick out of Synchronicity Prologue. However, be sure to download it soon; it’s only available until December 24th.
Hyrule Graphics: My Nintendo Picross: The Legend of Zelda: Twilight Princess (2016, Jupiter, 3DS)
This is the other promotional game I played recently, though this time, it wasn’t exactly free. It cost me 1000 Platinum Points over at My Nintendo. As a Picross fan, it naturally caught my attention, so I saved those points and picked it up.
For those of you unfamiliar with Picross, it’s an excellent puzzle game series by Jupiter and Nintendo where you use number hints to fill in squares on a grid to create a picture. It has a bit of a learning curve, but each game in the series tends to come with a good tutorial and starts players off slowly with small puzzles before ramping up to the larger, more complex ones. This particular Picross release is themed around Twilight Princess, so the puzzles’ images include tools, characters, and locales from said game. It’s a relatively short entry at forty-five puzzles, but for a piece of promo material, it’s a got pretty decent amount of content.
I normally love the games in this series, and this one is very good as well, though I do have two gripes. First off, the tutorial is mandatory; you can’t even see the main puzzle menus until it’s completed. Secondly, the Mega Picross puzzles are the same images from the regular Picross mode, just presented in a different order and with more complex rules. While I’d normally be fine with this, these modes are presented in such a way as to suggest that they’re two completely separate sets of puzzles. With these issues taken into account, this is merely an okay Picross release.
Spelunking… for America: Shadow Complex Remastered (2015, ChAIR Entertainment, Windows)
And here’s our second metroidvania for this installment. I haven’t looked up how this version is “remastered”, but at any rate, it’s a multi-platform rerelease of the 2009 Xbox Live Arcade hit Shadow Complex, which I remember being sort of a big deal back then. It combines the 3D sci-fi/military aesthetic of your average big-budget Western title with a genre that doesn’t normally see games in this style. Once again, the story is simple, but is somewhat amusing in its extremes: a guy goes exploring a cave with a girl he just met and reluctantly gets caught up in trying to stop a conspiracy to take over the United States. In the meantime, he comes across various weapons, special equipment, and upgrades to help him explore a gigantic underground base.
One of the abilities he gets, a dashing move which enables him to crash through certain objects, is rather tricky to use, and largely because of that, I ended up passing on a handful of upgrades because I wasn’t really sure how to get to them with said move. However, the others are fairly straightforward, and include things like double-jumping and infinite underwater breathing. There’s also the matter of the map, which could use a little bit more information in regards to marking inaccessible areas for later backtracking; many areas get noted, but not all of them. The final battle is gimmicky and too easy on Normal difficulty, but otherwise, the combat is fairly satisfying. Despite these problems, this is a reasonably polished, though imperfect, action-adventure game.
Nuts for Nuts: Super Little Acorns 3D Turbo (2013, Team Pesky, 3DS)
Finally, here’s something else I picked up as a My Nintendo reward. As of this writing, it is still available for the low, low price of 60 Gold Points (and unlike the Zelda Picross game, it can also be found on the eShop). I had never heard of the game before Nintendo started this promotion, but it sounded like the sort of thing I would like, so I decided to go for it.
The basic plot is that a papa squirrel sets out to get back the acorns that were stolen from his family’s stash. He does this by collecting all the acorns strewn across seasonally-themed levels before the timer runs out, avoiding obstacles like bats, bugs, and water. He starts off with a basic run and jump, and later gains a rope to swing from specially designated points; there are also timed power-ups, for higher jumps and other effects, in various levels. Each season wraps up with a level where baby squirrels have to be collected in addition to acorns, and every one of the game’s three “years” has a boss battle at the end, which is actually more of a boss race. Additional goals are included in every level for completionists, and there are unlockable costume options and achievements as well.
Though it reminds me of games like Toki Tori, it is less puzzle-oriented, with the main problem in each level being how to find the fastest, most efficient route. It should also be noted that the platforming physics run on the slidier side, with the rope-swinging in particular taking an extra bit of getting used to. Aesthetically, it recalls a second-tier mobile game from the Angry Birds school of visual design. Not a bad little game, but not noteworthy, either.
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As far as beating games goes, this has been shaping up to be a somewhat productive summer. I’ve beaten seven games and two DLCs/expansions since my previous post, including a few titles I obtained during Steam’s annual Summer Sale. Right now, my biggest pickup from that sale, the much-lauded 2016 version of Doom, is sitting on one of my hard drives, having been freshly downloaded from Steam’s servers this past Tuesday.
Doom 2016 is one of my very rare triple-A indulgences, and a graphical beast; even on the lowest settings, the demo looked fantastic. There’s tons of options to tweak, as one would expect of a game from a storied PC developer like id Software, and I’m looking forward to seeing how the game itself will run on my (admittedly) offbeat PC gaming hardware of choice, a 2013 Mac Pro running Boot Camp. My little taste of it back in June was quite delicious, with a red-drenched palette and hints of the sort of over-the-top badassery one expects from the Doom franchise.
Before I could start Doom 2016, and after beating Doom II back in early May, I finished my tour of the older id-crafted parts of the franchise with Doom 3 and its companion pieces, “Resurrection of Evil” and the BFG Edition-exclusive “Lost Mission”. Doom 3 did well when it came to the look and feel of the weapons and enemies, but atmospherically, it was, for the most part, not Doom. The story took itself a bit more seriously than it had in Doom and Doom II—even the difficulty setting names were straight-laced—and on top of that, the shadowy environments and heavy emphasis on sound effects lent the game more of a horror feel, rather than the goofy action movie style I was used to (given this situation, the famed flashlight controversy is especially interesting). It was sort of like a scarier, less puzzley, and less wry Half-Life set in the Doomiverse. That’s not to say there weren’t any funny or adrenaline-pumping moments—there most certainly were—but Doom 3 stands out a little as an odd duck. It was a fun game, though, especially the last third or so, which includes the requisite trip to Hell. The two bonus campaigns retread some familiar ground, story-wise, but are also fairly decent, especially “Resurrection of Evil”; “Lost Mission” felt a little slapdash in comparison.
Before I wrapped up Doom 3, I defeated the final boss in a very different sort of game: The Guided Fate Paradox, a roguelike developed by Nippon Ichi for the PS3. It was a shrewd choice to be Nippon Ichi’s 20th anniversary title, not just because of its genre, but also its setting: Celestia, the angelic counterpart to the Netherworld where so many of the company’s games take place. In this particular entry in Nippon Ichi’s multidimensional canon, the player character is Renya, a high school student who wins the title of “God” in a shopping arcade lottery. Despite the wacky setup, much of the rest of the story, in which Renya fulfills prayers and wishes hand-picked by his team of angels, is played fairly straight, with very few forays into outright comedy. Some potential is there—an innuendous angel, a chuunibyou angel, a mission that involves helping zombies—but it never gets as comedic as many of the studio’s other works.
As for the story that is there, it’s a heaping pile of jargon-laden anime bullshit with a few entertaining bits here and there. Much of the game’s plot seems to exist solely to justify the mechanics of fighting, picking up items, leveling up, dying, and then doing most all of it over again from scratch. Other such games are happy enough hand-waving away the peculiarities of the roguelike format when it comes to storytelling, but The Guided Fate Paradox isn’t. In a way, I’m glad they took this approach, since it fits very well with Nippon Ichi’s house style, but there were times when it all felt a touch too complicated or serious for them. Despite all that, the dungeon crawling parts were mostly outstanding, with some neat chapter-specific gimmicks, snappy movement and attack speeds, loads of customization options (including some basic stats which can be improved permanently), and, save for a grindy endgame, a fair difficulty curve. If you like this sort of game at least as much as I do and can stomach or ignore the less-than-great story bits, The Guided Fate Paradox is worth a try.
Other than that, I beat Pokemon Blue Version, ending my journeys through both Kanto and Pokemon’s origins. I also played Evoland II, which is both bigger and not as good in certain ways as its predecessor: though the plotting is amazingly thorough and most of the gameplay bits are solid, there’s too many superfluous references to other games and too much rambling dialogue (see this post I made in CAG’s current RPG Thread for more detailed impressions). As for some more of those aforementioned Summer Sale games, Witch and Hero was a nice and chaotic little J-indie nugget, Bejeweled 3 was (and continues to be) so very good, and DLC Quest was pleasantly goofy, if a little ugly to look at, and didn’t wear out its welcome.
As for stuff I’m still playing, besides trying to get the last two (very tough) achievements in Bejeweled 3, there’s Project CARS, Fantasy Life, and Pokemon GO. As I only typically buy one sim racer per generation, the PC version of Project CARS had a lot riding on it, but I’m enjoying its career mode thus far. It’s quite deep, but also very approachable thanks to its bevy of difficulty modifiers, which is great for filthy casual racing fans like myself. Fantasy Life is much like most any other game wholly conceived and developed by Level-5: beautiful, dense with variety, and with a story and world that’s pleasantly vanilla. Sometimes this latter point works against them, as it did for me with Professor Layton and the Curious Village, but the results here are a bit more mixed; I’m not quite sure what to make of it yet. Lastly, there’s Pokemon GO. As Pokemon games go, it’s one of the shallowest ever made, but the real world trappings are a neat novelty, and, at the very least, it’s getting me out and walking a bit more.
Soon, Doom 2016 will join that list. I’ve already been to Hell and back again with Doomguy a handful of times this year, but I’d be lying if I said that I wasn’t looking forward to one more trip.
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