Uncharted 4: A Thief’s End + Owlboy + Donut County + Shenmue

Uncharted 4 for PS4; Image credit: Wired.com

We’re finally here at the end of our “Played in 2019” series! We finish our trios with a quartet bonus. Thank you so much for tuning in! We look forward to more after a season break.

Uncharted 4 (2016)

No series consistently delivers blockbuster entertainment like Uncharted. Nathan Drake is a globe-trotting treasure-hunting banter-spouting rogue. It took awhile for Nathan to become something more than an Indiana Jones or Lara Croft surrogate, but the games soon found their own voice. For instance, while the Tomb Raider became more open-world and incorporated elements like hunting, crafting, and unlocking skills, Uncharted remains a streamlined, linear experience, with only occasional collectables off the beaten path. There is usually some big-ticket goal and reaching it alternates through stealth, shooting, climbing, and light puzzle-solving, punctuated by the game’s signature cinematic action set pieces. 

For some, Uncharted may feel dumbed-down compared to more complicated games, but the tight focus allows developer Naughty Dog to control the pacing with exquisite precision. There are a lot of smart tricks to maintain momentum: subtle indicators of where you can jump and hang, automatic healing after a few moments free from gunfire (no scrounging for medkits or popping open inventory screens), and backstory delivered via organic conversations while you drive (and I will defend the driving against Kelley’s aspersions!).  It comes as close to playing a movie as I’ve ever experienced. It lacks innovation, but makes up for it with polish.

Uncharted 4 has Nathan returning to his roots: reuniting with his long-lost brother to seek pirate treasure. However, the real tension isn’t whether he’ll find the gold (of course he’ll find the gold!), it’s whether he’ll pursue his self-destructive tendencies towards monomania and risk-taking, or accept the life-style changes like responsibility and stability that are requisites for marriage and family. I’ve really enjoyed getting to see franchises like Uncharted and God of War mature. Playing as Nathan Drake or Kratos was always fun, but I never expected to actually care about them like I do novel or movie characters. That’s a leap forward at least as impressive as the ones in gameplay and graphics. (Did I mention that game looks stunning?)

Score: 9.5 / 10

–Brian

I went into Uncharted 4 completely ignorant about the characters and the series as a whole.  I had a vague understanding that I would be controlling a man, but that was it.

From the first moments of the game, it did an excellent job bringing the uneducated masses (i.e. me) up-to-speed on the life and many adventures of Nathan Drake.  It genuinely felt like a movie sequel that provided a well-constructed recap of what happened in the previous films, without spoiling anything big from the other titles in the series. It also gave a good backstory to the character before diving into the tutorial, where the game flashes between Nathan’s first experiences with B&E and a treasure hunt gone-wrong.

The whole game revolves around helping Sam, Nathan’s older brother, out of an unfortunate situation with some unpleasant individuals.  Nathan runs, jumps, climbs, and shoots to get closer to his goal of pirate treasure and saving Sam. The game is entirely linear, but that adds to the feeling that you are playing a character in a movie instead of a video game.  The story is fluid and constantly moving forward, with well-placed cut scenes to add to or break moments of tension. This feeling was compounded by the lack of loading screens that occur during chapter breaks. 

The one thing I will say against Uncharted 4 is that I disliked the vehicle sections of the game.  There is a rather elaborate car chase that I found long and gratuitous.  I was also not terribly fond of the jeep-driving portions, but thought these made sense to show how Drake and co. traveled in the game.  

I enjoyed this experience so much, I went back and completed the first Uncharted game.  More on that in a future review.

Score: 9 / 10

–Kelley

Owlboy (2016)

Owlboy for PC; Image credit: Destroid.com

I suspect that many games affecting a retro aesthetic are just being lazy. Owlboy, a 7-hour side-scroller that spent almost 10 years in production, is safely immune to that accusation. If ever there was a modern game where every background pixel felt hand-chiseled by a master jeweler, here it is. And the soundtrack is similarly excellent: nostalgically rooted in the best tunes of classic SNES RPGs, but never derivative. The gameplay isn’t quite as perfect, but it still offers originality, challenge, and a brisk pace studded with set-pieces. 

Since Owlboy can fly from day one, half the history of platforming gets chucked out the window and replaced with something akin to a chill SHMUP dungeon-crawl with a few stealth segments. I wished Owlboy was longer, with more abilities and places to explore, but it’s actually nice to play a metroidvania that is lean and focused. One change I would insist upon is to give the main character a voice. Silent protagonists are rarely engaging and Owlboy’s meek muteness never won me over. 

Score: 7.5 / 10

–Brian

Donut County (2018)

Donut County for PC; Image credit: Annapurna Interactive

You play a hole. When things fall into you, you grow bigger and, thus, can swallow larger objects. This is the essential gameplay loop of Donut County, and there are worse ideas to build a game around, but there are also many better ideas. The problem is the general lack of substance. Donut County could really have used a few more mechanics to build out some puzzles or obstacles. Is it too obvious if I suggest there’s a bit of a hole at the center? That said, it’s partially redeemed by an amusing and occasionally even sweet plot involving a raccoon conspiracy to create more trash. So if you’re looking for something short, silly, and relaxing, Donut County might be worth the small investment, but you’re probably better off with its clearest inspiration: Katamari Damacy

Score: 5 / 10

–Brian

I love donuts.  Seriously – I think they’re amazing.  What’s not to love about fried, airy cake you get to eat for breakfast?!?  I digress.

When Brian pitched this game to me, I was skeptical and maybe slightly misled due to my donut lust.  I firmly believed that you played as a donut (you do not) and that it was a prerequisite of the game that you eat donuts while playing (sadly, also no).  You are a hole. Read that again, I wasn’t trying to be rude. You honestly play a hole that consumes everything from cobblestones to cacti. I also vaguely recall some sort of plot that involved raccoons and a quadcopter, but that was secondary to the oddly cathartic joy that came from swallowing that donut-shaped donut shop.  If you have always desired to consume random objects in a cartoon world, Donut County is your game.

Score: 6 / 10

–Kelley

Shenmue (1999)

Shenmue for PC; Image credit: DualShockers

I’m going to get the good stuff out of the way first: Shenmue basically invented open-world gameplay. It’s a small, ugly open world, but populated with dozens of individual character models who move through 1980s Yokosuka on custom routines that span a full day-night cycle. End of the good stuff.

A Chinese gangster killed your father. You swear revenge. Excited? Don’t be. The search for clues involves quizzing random shopkeepers and dockworkers for variations on “I can’t help you with that,” and “I can’t talk right now,” until someone directs you to the next story trigger. This loop riveted folk in 1999 and fans continue to look forward to the next installment literally to this day. The appeal escapes me. Occasionally you get to punch and kick people, which is certainly a nice treat, but you’ll need to train your moves for them to be effective. And by train, I don’t mean spar against an AI. I mean find an empty parking lot and press the button combos over and over again alone. 400 times each for mastery. Shockingly, this isn’t even #1 or #2 on the countdown of most tedious Shenmue mechanics! 

2nd place belongs to the job you can land (spoiler: it’s the only job and you have to take it) carting crates between identical warehouses using a forklift. If you rush, these segments will take about 5 hours. Period reviews effusively praised the realistic forklift controls. And who doesn’t love a good crate, the classic workhorse of video game design? 

But the grand prize for bad game design belongs to waiting for required time windows to roll around. There is no mechanism for jumping to specific hours. I kept a book on my lap for the many occasions in which 5-30 real-time minutes needed to be burned before a story trigger. Endure all this drudgery and your reward will be a consolation prize cliff-hanger without so much as a glimpse of the man who killed your pa. 

Score: 3 / 10

–Brian

For more in this series see 2019 Trios.

Sniper Elite 4 + Planescape Torment + Star Wars: Knights of the Old Republic

Sniper Elite 4 for PS4; Image credit: developer (via Steam)

Sniper Elite 4 (2017)

Anyone who shares this hobby knows that games can be so much more than shooty murder simulators and is sick of having to defend them. That said, Sniper Elite 4 is such a good shooty murder simulator! It will make even a peace-loving, puzzle-platformer like myself wonder if their true calling wasn’t long-distance assassin. This is a game that understands how inured I’ve become to headshots. It knows that I need my accuracy recorded down to the level of “eye shot.” That my mastery of sniping should be memorialized with zoomed-in, slow-motion x-rays that showcase every shattered bone fragment and punctured vital organ perpetrated by my bullet. And it’s all morally OK (right?) because I’m killing Nazis, and who’s going to defend Nazis?

WWII-era Italy’s undulating hillsides, cobblestoned alleys, exposed bridges, perch-festooned monasteries, and foliage-dense vineyards have been exquisitely distilled into ten sniper-friendly jungle gyms. The fun tends to evaporate if you charge in guns blazing, but for those keen to patiently await the perfect shot (adjust the range on your sight, hold your breath to steady aim, gently squeeze the trigger) and set booby traps on the trail of corpses littered behind you, this is a magical experience. 

For players wisely using the cutscenes to take restroom breaks, the plot has something or other to do with guided missiles.

Score: 8 / 10

–Brian

Planescape Torment (1999)

Planescape: Torment for PC; Image credit: https://geekandsundry.com/

Despite losing myself in Baldur’s Gate II a couple decades back, I approached Planescape Torment with caution. Would those old BioWare infinity engine games still hold up? Would there be a lot of fiddly dungeons and dragons systems to relearn (oh god, yes) and tedious dungeon grinding to be weathered (actually, no)? What I discovered is a game that still works by virtue of its unparalleled world-building, original story, bizarre characters, and deep themes. What was always great about Planescape Torment remains timeless. 

Some of the gameplay design decisions have aged less gracefully. The role-playing is based on AD&D 2nd edition, which to an outsider like myself, is needlessly complicated and confusing. Understanding armor class and spell casting is unintuitive at first, but not hard once explained. Unfortunately, that explanation isn’t actually in the game. (I actually adore the tutorial area, but isn’t very forthcoming about how to actually play.) I’d recommend reading a few online guides before even doing character setup: in contrast to most games where strength and constitution are emphasized, wisdom, intelligence, and charisma are the critical stats. This is reflected in the game itself: combat is certainly present, it will even occasionally kick your ass, but clashing swords takes a backseat to dialog and exploration. 

It helps that your nameless amnesiac character is immortal, so dying is just an inconvenient setback. At the heart of the story is understanding this immortality – a quest that takes you across a land as deeply scarred by your past lives as your own tattooed body. The central city of Sigil is a crossroad between inhospitable planes of warring alignments and clashing clans of rival philosophies. This is a world where beliefs shape reality, where a floating skull might be your best friend or a faithless liar (or both), and where finally learning your own name (surprisingly easy to miss) is a greater achievement than any boss battle.

Score: 9 / 10

–Brian

Star Wars: Knights of the Old Republic (2003)

Star Wars: KOTOR for PC; Image credit: mobygames

Few properties know how to pull the levers of fandom and hype like Star Wars, and customers oblige by pouring out money like a clone army. Knights of the Old Republic (KOTOR as we say on the internet) is no different than the films in that regard: it established a popular and critical reputation that latecomers might find a bit… excessive. But even Star Wars skeptics like myself have to admit that the lore-rich, alien-packed, and infinitely permutable setting is tailor-made for video game adaptations, and there have been no shortage. Jedi abilities, in particular, are pretty much the perfect RPG-friendly power fantasy, so it’s no surprise that my favorite Star Wars game crams it into the title twice: Jedi Knight 2: Jedi Outcast.   

KOTOR was ambitious for 2003, and that ambition remains impressive even when underserved by the technical and mechanical elements. The story begins in media res with your character escape podding away from a Sith ambush and trying to remain undercover on the metropolis of Taris. Famed Republic Jedi Bastila Shan is rumored to have survived as well, but lost deep with caste-delineated Taris interior. In due time you’ll visit several mostly-ugly planets, recruit diverse mostly-interesting allies, and, of course, get inducted into the Jedi order yourself. 

Storytelling is KOTOR’s strongest asset, and it makes full use of the Star Wars universe to stretch its narrative muscles. Skip over the rote framing device leading you from one planet to another, and get lost in Wookie politics, dubious bounty hunting, and an undersea murder mystery (the latter, sadly, slightly botched in the execution of the trial sequence). Fall blissfully down dialog rabbit holes with fan-favorite assassin-droid HK-47, cynical ‘grey’ Jedi Jolee Bindo, and vulnerable Twilek punk Mission Vao. Experience maybe the best twist in video game history (it still holds up!).

But to do all this, you’ll have to actually play the game, and there’s the rub.

Caught halfway between a turn-based tabletop RPG and a third-person action game, KOTOR emerges as an awkward, discordant hybrid. The player must constantly switch between characters to assign actions lest the AI assistant squander force powers or walk into clearly visible landmines. Actions unfold as a series of thinly-disguised dice rolls, constantly interrupted by pausing. Enemies impotently swing lightsabers in front of each other for several minutes, with a good swing causing a red number to appear and a bad swing (an identical animation) having no effect. There’s even “saving throws” for fortitude, reflex, and will, but 40 hours in, I still had no idea how they work or if they matter. The minigames are even worse: luck-based card game Pazaak and curve-free Swoop racing. 

KOTOR is celebrated for giving the player freedom, but I found this vastly overstated in practice. Stealth is so broken it should probably have been cut. Traps are tedious, buggy, and likely to backfire. Charisma, dialog, and negotiation can in no way alter the main quest. Hacking is viable in the very specific cases where it is available, but the implementation is laughably shallow. Basically you can choose to approach most situations with melee or ranged weapons. After you get a lightsaber, only the very stubborn (like me) will continue with ranged. 

I think that the “freedom” that people actually mean when they talk about KOTOR is the choice between light vs dark, and to be honest, this is where Star Wars’s manichean essentialism undermines a story that deserves better. The real world, or even a decent fictional world, is more complicated than this binary. Too often KOTOR, against its more nuanced instincts, forces you to roleplay as a prissy do-gooder or a raging asshole, with nothing in-between.

Score: 6 / 10

–Brian

For more in this series see 2019 Trios.

Zelda: Breath of the Wild + The Last Guardian + Timespinner

Zelda: Breath of the Wild for Nintendo Switch; Image credit: Tech4Gamers

Zelda: Breath of the Wild (2017)

What more can be said about Breath of the Wild? It’s so obviously good, so unanimously praised by critics, and so deservingly loved by fans. Perhaps just to be contrary I will open by finding faults just to prove they exist? Here goes…

These are some of the least memorable bosses in a major Zelda game, and they all basically look the same. For how large the world is, I felt like I kept running into the same handful of enemy models. The recipe system is so cumbersome (no catalog feature?) that most players ignore it or only bother with a small fraction. The nicest thing anybody can say about the weapon durability is that it forces players to try out different fighting styles. Too many combat trial shrines and not enough full-fledged dungeons. Another silent protagonist with a cipher personality.

But if I’m being honest, the things I remember most about Z:BotW (I finished it in January 2019, so I’m already nostalgic) aren’t the faults. Those rarely got in the way of the fun. What stands out is the excitement of cutting a swath towards a distant tower, or finally getting a hardwon glimpse over what was previously the horizon. It’s losing whole afternoons hunting for koroks (adorable leaf creatures hidden absolutely everywhere) just for the sheer pleasure of peering into every nook and cranny. It’s the emergent gameplay of the physics engine where magnetism and electricity, fire and explosives, water and ice, momentum and stasis, all come together in clever puzzles and half-baked experiments. 

The gaming industry has many franchises with enduring reputations — Mario, Pokemon, GTA — but for me Zelda has remained at the top because its consistency doesn’t mean complacency. Zelda is the rare blockbuster that continues to innovate. I look forward to mapping each new Hyrule like unwrapping a gift from someone who knows me well: I can expect delight, surprise, and gratitude.

Score: 9.5 / 10

–Brian

Breath of the Wild was my first foray into the land of Hyrule.  I went in with very little knowledge about the franchise, other than the fact that it was fantasy-based and I would not be playing a character named Zelda. 

From the very first tutorial area, I loved the game.  It was friendly to those who had never played before – giving hints and clear instructions – but also was cognisant that many players knew the series well.  Each pot smashed and corner turned brought something new and interesting while still guiding the player through the initial stages of the game and preparing them for the vast open world to come.  This was also where they introduced the concept that your items can break. While controversial among die-hard Zelda fans, it wasn’t anything more than a mild nuisance to me.

After completing the tutorial area, the entire world opens before you.  As this was the first large open world game I had played, I found it more than a little overwhelming at first.  Where do I begin??? Thankfully, the game has a generous save system, so my plunge-ahead-and-hope-not-to-die strategy wasn’t always bad.  

In addition to the game being so huge, the amount of detail in it is astounding.  From recipes written on the walls of stables to the plethora of koroks to find, it seemed I was constantly discovering something new.  As Brian said in his review, it was easy to lose hours searching for resources or hidden surprises. This wasn’t frustrating, but rather led to a feeling of surprise whenever I checked my real world clock.  (BotW quickly became a game that I played with an alarm set to remind myself to go to bed, do chores, go outside, etc.)  The sense of exploration when uncovering a new biome and the accomplishment of finding just the right spot to take a picture was so satisfying.   

If I had two complaints about BotW, they would be thus: 1) more puzzles and 2) provide a recipe book where you can record the successful (and unsuccessful?) combinations of food and what bonuses they have when cooked.

I absolutely loved this game.

Score: 10/10

-Kelley

The Last Guardian (2016)

The Last Guardian for PC; Image credit: Twinfinite,com

In my mind, the debate over whether video games are art is inextricably connected with designer Fumito Ueda. His games Ico and Shadow of the Colossus were among the first games that cast a spell over me with their control of atmosphere and mood and to evoke interior states using purely visual tools. Ueda’s austere sun-bleached ruins, reminiscent of de Chirico landscapes, are worlds of lonely mystery and ominous beauty. Stone structures and monumental geography dwarf the player’s frail, nameless characters, and beg to be explored. With non-verbal story-telling, Ueda builds powerful emotional connections between the player and a single oasis of sympathy. In Ico there’s a princess beset by shadow creatures. In Shadow of the Colossus, it’s a loyal horse. In The Last Guardian, it’s Trico, a blood-splattered mythical beast that you wake up next to in a cavernous castle. He looks something like a puppy crossed with a bat, but giant-sized.

Trico is both the best part of The Last Guardian, a pet/steed/companion that represents a culmination of Ueda’s quest to capture the relationship between awkwardly asymmetric beings that share an elegantly symmetric bond. Trico’s animation is a constant marvel, full of lifelike animal mannerisms and a naturalistic interplay of muscle and feather, movement and expression. 

Trico is also the worst part of The Last Guardian, since he’s exasperatingly independent and often willfully ignores your inputs, dragging out otherwise excellent traversal puzzles by making them a pain to execute. I think The Last Guardian could have benefitted from testing the player’s patience less, but it rarely mars the fuller experience of leaping between the castle’s spires, evading its armored soldiers, and climbing towards the enigmatic force at the center of it all. 

Score: 7.5 / 10

–Brian

Timespinner (2018)

Timespinner for PC; Image credit: CGMagazine

The first time I saw a trailer for Timespinner, I kicked myself for missing the Kickstarter. A female-led, time-travelling metroidvania sounded so promising. And yet getting my hands on the long-awaited release was sadly disappointing.

Timespinner clearly draws from all the right influences. The retro art style is convincingly vintage SNES. Old friends like double-jumping and upgradable weapons are present and accounted for. You’ll also get some more distinctive abilities like friendly familiars and sand that lets you temporarily freeze time. What’s missing is inspiration. Timespinner homages so hard that it feels like a retread. Much of the level design is routine, which is especially irksome because it could have been so much more interesting if it put its time-travel mechanism to better use. The sidequests are especially guilty of padding (kill X of enemy Y, collect X of resource Y, etc.), but even the central characters and overarching narrative, though well-intentioned, felt a tad flat.

I didn’t hate my time with Timespinner, I just can’t think of any highlights. In a genre with so many strong alternatives (Ori and the Blind Forest, Hollow Knight, Axiom Verge, to name a few), Timespinner fails to distinguish itself from the herd.

Score: 5 / 10

–Brian

For more in this series see 2019 Trios.

Outer Wilds + Borderlands: The Pre-Sequel + Graveyard Keeper

Outer Wilds for PC (Epic store timed exclusive). Image credit Xbox & Play Games

Outer Wilds (2019)

Today is your first day as an astronaut and a whole solar system of mind-boggling cosmic phenomena and ancient alien secrets awaits your discovery! That’s the good news. The bad news is there are only 22 minutes until your local sun goes supernova. 

Outer Wilds isn’t a short game, however, as you’re caught in a time loop reliving the end of the universe, giving you essentially infinite opportunities to investigate that hollow shell planet, or that storm-racked ocean world, or that binary orbit situation. This is one of the most truly open and purely exploration-based games I’ve ever had the pleasure of experiencing. To appreciate how pure, here’s a list of things not in this game: weapons, combat, bad guys, bosses, xp, skill points, abilities, an inventory, collectables, crafting, pushing/pulling objects, fetch quests, doors that need keys, levels, checkpoints. And yet I always felt like there was plenty to do, especially as the game pulls you into its network of cerebral sci-fi mysteries, largely hinging around messages, artifacts, and ruins left by a previous alien race called the Nomai. (Full disclosure, Outer Wilds does have you hunting about for text logs, but gives the concept a unique spin.) There are puzzles, but they are extremely well integrated into the environment and usually take the form of, “How do I safely reach this place?”

This isn’t a perfect game, but it offers something so unique, wonderful, even awe-inspiring, that I’m willing to forgive its shortcomings. But they are worth pointing out. Firstly, there is a tonal mismatch between its laidback NPCs and faintly cartoonish aesthetic and the demanding traversal and brutal lethality of the environment. Despite some fairly forgiving physics, like a liberal buffer between what counts as landing vs crashing, you are always a short misstep from death. I like the sense of danger, but lacking a save mechanic means that failing to guess exactly what the game wants or just failing to execute, means replaying long stretches on the next attempt. Imagine Groundhog Day, but you have to watch Bill Murray learn French and ice-sculpting in real time. 

I consider time-wasting and repetition cardinal sins in video games, so the time loop premise was always going to be a struggle for me. A triple-A studio would probably have provided quality-of-life mechanisms to relieve the strain (several systems come to mind), not to mention smoothing the difficulty and upgrading the graphics, but what triple-A studio would have the imagination or guts to make a game like this?

Score: 8.5 / 10

–Brian

Borderlands: The Pre-Sequel (2014)

Borderlands Pre-Sequel for PC; Image credit: videogamesblogger.com

The Borderlands games can be love-it-or-hate-it affairs, sometimes in a single sitting. The franchise formula isn’t immediately predictable as a box-office success: an irreverent sci-fi co-op shooter with a cartoon aesthetic and a very Australian sense of humor (complete with some thick accents). If you haven’t played a Borderlands game, the style is Mad Max meets Adult Swim in an outer space gold rush where mercenaries, thieves, hunters, and every manner of opportunist have gathered at the ass-end of the galaxy to search for vaults of ancient alien technology. If you’ve played a Borderlands game, here’s what’s new: freshly-minted classes (all playable characters are formerly NPCs from previous games, including villains and sidekicks), freeze weapons, a low-gravity moon, and oxygen management (which is frankly a bit annoying). 

The writing is sometimes hilarious, sometimes obnoxious. The various areas are sometimes jaw-dropping jungle gyms, sometimes bland but convoluted labyrinths. The gameplay is frantic, rampaging, barely-controlled chaos that is amplified by couch co-op synergy, but can also be repetitive and wildly inconsistent in difficulty. What redeems many of these caveats is the loot and gear systems. Kelley and I were maniacally competitive about ransacking every new area for guns and money. The guns, which have tiered rarity, procedurally generated stats, all manner of crazy effects (corrosion, electricity, burst fire, exploding on reload, etc.), and even bizarre scopes, are perhaps Borderlands signature feature. You’ll spend a lot of time selling off garbage weapons that you couldn’t be paid to slaughter aliens with, but when you find that special hand cannon that feels just right, it is a thing of loud and brutal beauty.

Score: 7.5 / 10

–Brian

I genuinely had no idea what to expect when we fired up Borderlands: The Pre-Sequel for the first time.  The name alone had me perplexed, but struck a tone for the humor that we were about to encounter.  

First-person games are not my thing.  I find the perspective extremely disorienting on a screen.  Though I operate as a first-person human in my day-to-day life, I find that third-person games provide me with a greater understanding of the world around my character.  As a bonus, I also can give myself motion sickness in first-person games. Borderlands did a good job giving me a near-constant close-up object (my weapon) that I could use as a focal point.  This cut down on my headaches. Borderlands also provided a side-by-side split-screen for couch co-op.  This small change made it easier for me to visualize my place so much more easily than the wider, but more compressed top-and-bottom version (also included).

Borderlands was fun and so very colorful.  The humor wasn’t my style, but I appreciate the amount of time they put into all of the dialog and voice acting.  The cartoonish-nature of the graphics and the completely ridiculous plot brought a lighthearted air to what could have been an extremely violent game.

Score: 6 / 10

–Kelley

Graveyard Keeper

Graveyard Keeper for PC; Image credit: altchar.com

Have you ever thought that you would be great at running a medieval-esque graveyard, navigating church politics, and making zombie-like drone workers ?  Graveyard Keeper may be the game for you.

Let me start by saying that I really, really wanted to like this game.  It combines time management, dark humor, and a lot of crafting. For the first several hours, I really enjoyed myself.  The game walked you through collecting the bodies of the dead, prepping them for burial, and how to keep your graveyard as aesthetically pleasing as possible.  The goals and quests started simply enough, but it all quickly got bogged down in crafting menus.  

As you’ve read in my previous reviews (she types, making a huge assumption), I love a crafting game.  However, I’ve started to get pickier about what I need from a crafting game in order to help prevent frustration.  I need you to tell me what ingredients/components I need, what machines/alchemy tables I require, and I do not want to have to go on the internet every five minutes to try and figure it out myself.  My biggest problem with Graveyard Keeper was the complete lack of direction.  How am I supposed to know that crafting a paperback book requires me to skin a corpse at the Preparation Place, turn that into pigskin paper at the Church Workbench, turn the paper into a chapter at the Desk, make a softcover back at the Church Workbench, and then combine it all at the Desk?  Oh, and the Preparation Place and the Workbench are in different buildings.

My favorite crafting mechanics are the ones that tell you in the quest or recipe book that you “fill in” where you need to make the final product and what other pieces of machinery are needed to accomplish that goal. Bonus points if they also tell you how many of each ingredient or have submenus where you can click on the components to see their crafting cost, location, and speed.  (My Time at Portia did this very well.)  Graveyard Keeper had so many layers in the crafting that didn’t clearly link to each other that it got too complicated too quickly. 

By the end, the only thing I was crafting was my own frustration.

Score: 4 / 10

–Kelley

Terraria + Dust: An Elysian Tale + Hexcells Infinite

Terraria for PC. Image credit: fanart on official Terraria twitter account

Terraria (2011)

Last year I tried to plug some of the holes in my gaming experience — especially RPGs like Elder Scrolls, Mass Effect, Planescape Torment, and Persona — but several prominent gaps remain: World of Warcraft, MOBAs, Minecraft. Not playing this latter makes it hard for me to evaluate Terraria in its full context: Terraria’s elevator pitch is “2D Minecraft.” If you, like me, hadn’t played the cubed classic, here’s the gist: you are dropped into a grid-aligned forest with a simple pickaxe and dig, build, craft, dig more, build more, craft more, etc. At night, monsters come out and you may need to withdraw into your fortress and batten down the hatches. Over time you repeat a relatively simple yet satisfying loop where each round of new equipment allows you to go deeper and further to collect the resources to make yet better equipment.

As with Minecraft there is an almost overwhelming degree of freedom in Terraria. Many players spend their time building literal castles in the sky. I whiled away hours of domestic bliss constructing a vast underground library, a rooftop statue garden, a marble-lined indoor pool, and a network of minecart railways to reach the furthest corners of the kingdom. Kelley was more into exploration and combat, mapping out the many surface and subsurface biomes, gathering resources, and thinning out the hordes of undead with her trusty yo-yo. For us, a key feature of Terraria was progression (not to be mistaken for actual story) that provided direction when we felt goal-oriented. Working together to find rare artifacts, fight bosses, and break into harder areas was exhilarating, and I suspect I’ll struggle to find the same motivation in a more open-ended sandbox environment.

Terraria won’t win many points for originality, but it deserves credit for taking Minecraft’s formula in its own direction and supporting their community with a truly insane amount of free content for many years beyond the original release. Kelley and I each topped the 100 hour mark, sometimes playing late into the night, in what was easily our favorite explicitly co-op experience of 2019.

Score: 10 / 10

–Brian

Writing up this Terraria review is particularly timely, given that I started playing Minecraft just last month.  The games have a lot of similarities – you have blocks, you build with them, you explore, you craft, and you stave off mobs of bad guys.  However, the sheer delight that I got from Terraria is far, far greater than any I have experienced in Minecraft.  

Terraria is bright, colorful, dynamic, and chock-full of interesting things to uncover.  Underground mushroom land? Yes. Evil unicorns? Sure. The ability to mine cloud blocks?  Absolutely. The creators clearly had fun coming up with whimsical ideas and incorporating them into the game that made each discovery enjoyable.  I truly loved setting out on an adventure, coming across something I had never seen, and hearing the slight tinge of jealousy in Brian’s voice as I announced my discovery.  (The jealousy thing went both ways.)

The one mark against Terraria was the lack of direction with crafting.  There are literally hundreds of items that you can create, but no in-game guidance explaining how, why, or if you should even bother.  We spent hours on the wiki trying to figure out if, for example, cactus armor was better than tin armor and then what was needed (materials and equipment) to make it.  Every time we had to pull out our phones to look at the wiki snapped us out of the otherwise blissful trance.  

I loved Terraria and do not regret a single one of the 100+ hours.

Score: 10 / 10

–Kelley

Dust: An Elysian Tail (2012)

Dust: An Elysian Tail for PC. Image credit Video Games Museum

Too many games start with a conveniently amnesiac protagonist.  Sometimes, this ends up working and the story goes in interesting and unexpected ways.  Sometimes it falls completely flat and nothing feels novel or new. Dust: An Elysian Tail lies somewhere in the middle: there were times the amnesia was groan-worthy, but it also allowed for some plot-driven moments that worked pretty well.

In Dust, you play a character searching to understand who he is and why he came to be in a forest outside of a small town.  A sentient sword (and it’s guardian, Fidget) join with you as you begin to realize the world you have found yourself in.  Beasts are ravaging the land and the Moonbloods, a race with strong magical powers, are dying off and fighting back. Over the course of the game, you learn a lot about the Moonbloods and General Gaius, the ruler of the land, as you run around on fetch-quests, fight beasts with your sword, and perform some solid platforming.  I’m going to stop there to avoid any spoilers.

Dust wasn’t a particularly difficult game, but it was very engaging.  The art style was appealing, with a lot of charmingly-drawn anthropomorphized characters.  The story was surprisingly deep in places and had some turns I did not expect. In all, I enjoyed Dust quite a bit and would play another title set in this world.

Score: 8 / 10

–Kelley

Hexcells Infinite (2014)

Hexcells Infinite for PC; Image credit: Informer Technologies

This is minesweeper on hexagons. You now have everything you need to determine if you are in or out on Hexcells, or really any Matthew Brown puzzle game. The 36 pre-built custom levels gradually introduce the rules and nomenclature, and the rest is up to your pure, unadulterated logical reasoning. Skills honed on Picross or Sudoku will carry you far, but expect to switch between mental algorithms more often.

For those who groove this vibe, Infinite Mode procedurally generates new puzzles so you’ll never be bored on public transport again. For my taste, however, there just isn’t enough variety or progression to keep coming back. This is the type puzzle game that is perfect for passing the time without shutting off your brain; but I’m not looking to merely pass my time.

Score: 4.5 / 10

–Brian

For more in this series see 2019 Trios.

Grand Theft Auto 5 + Super Mario Maker 2 + Vignettes

Grand Theft Auto 5 for PC; Image credit: Rockstar Games

Grand Theft Auto 5 (2013)

Of all the games I played in 2019, Rockstar’s 2013 GTA installment is the one I find hardest to rank. The gameplay holds up, “a high-water mark in open world design” as they say, and the franchise continues to innovate even as it polishes its core mechanics. But the juvenile satire has aged poorly and the obnoxious characters grate.  

Let’s dive into the good stuff. The LA-based Los Santos is incredible. The various regions and neighborhoods are distinct, but cohesive, and just hotwiring cars, speeding around, crashing, and dispensing a bit of mayhem is a blast. The patterns of life and attention to detail are so good you often forget it all had to be programmed. You can turn on the radio and listen to literal days of audio content, licensed and original (or in the case of Tangerine Dream, both).

As usual for the franchise there is a ton of stuff you can do while ignoring the story, many of which would’ve once been considered full games in their own right: racing, golf, tennis, planes, shooting ranges, rampages, taxi cab fares, location-specific events. There’s also a ton of optional content I found boring or poorly implemented (playing the stock market, triathlons, hang-gliding, helicopters, collectables, real estate, hunting, all the RPG stat-boosting stuff) but that probably appeal to others and certainly adds to the general sense that you can do anything and everything. Except the firetruck and ambulance missions of previous titles, conspicuously absent here.  

Pre-5, I wouldn’t blame anyone for neglecting the main missions, as they were often frustrating chores compared to venting steam in an urban sandbox, but GTA 5 takes a more cinematic and streamlined approach. For starters, we finally get mid-mission checkpoints! Even more refreshing is switching between three playable characters: gang-member turned ambitious repo-man Franklin Clinton, unhappily retired bank robber Michael De Santa, and psychopathic redneck meth-kingpin Trevor Philips. The story sees them uneasily teaming up to stage elaborate heists where the player chooses the methodology and hires henchmen. The three leads have special abilities (respectively, bullet-time driving, bullet-time shooting, and berserker combat) providing some strategic decision-making about when and where to switch between characters and trigger their powers.

But the characters themselves and their stories falter. For a work with a “mature audiences only” reputation, GTA refuses to grow up. When I played GTA 3 in 2001 I was tolerant-bordering-on-mildly-amused by the broad satire, but twelve years later why were they still somehow treading water with the same shtick? Forget the overblown controversies about sex and violence; that’s just savvy marketing. The problem with GTA is the lazy stereotypes and restrictive worldview. The writing is on auto-pilot, loudly saying little. The indictments of the entertainment industry ring especially hollow coming from what is now the most financially lucrative entertainment product ever.

It is possible for a game to mix thematic criticism of capitalism, violence, and machismo with gameplay that celebrates it, but it’s a balancing act requiring finesse Rockstar lacks. I like satire, but good satire should be funny, meaningful, and on some deeper level true to life. I think Rockstar is capable of delivering that, but it probably means that their flawed heroes should occasionally make rational decisions, have selfless moments, experience emotions other than anger, form real relationships, react to trauma, and, you know, seem human. And, after 11 installments, can’t we have a story from a female perspective? I hope Rockstar does some soul-searching, and I hope they find something there. And I don’t just mean the missing firetruck minigame.

Score: 9 / 10

–Brian

Super Mario Maker 2 (2019)

Super Mario Maker 2 for Nintendo Switch; Image Credit: CNET

Nintendo’s Mario team(s) have had hundreds of good ideas in the years their mascot has served as de facto metonym of the video game industry at large. The hard-working Italian plumber has side-scrolled, kart-raced, golfed, partied, gone 3D and flattened back out again, and has never lacked for variations on villains, dungeon designs, death traps, acrobatic moves, or power-ups. But one of Nintendo’s best and bravest inspirations is to take their overstuffed portfolio of platforming components and put it at the disposal of the untutored masses. Enter Super Mario Maker, a user-friendly toolset for every aspiring level designer who grew up dropping Bowser into lava and dreaming green pipedreams.

SMM2 comes with a campaign mode that showcases many of the features, palettes, and potential combinations available to creators. It’s also an entertaining and hefty level pack in its own right. Mario titles aren’t typically known for their plots, but SMM2’s “story” is especially thin. While I appreciated the variety on display, it occasionally reminded me of a buffet with an overwhelming selection and not a single memorable dish. 

The real draw of SMM2 is the roiling mosh pit of crowd-sourced content, where you’re equally likely to find yourself in the broken garbage of a child dilettante, the torture chamber of a fiendish troll, or the lost masterpiece of the next Shigeru Miyamoto. If I’m honest, I’ve never experienced this mode directly, but Kelley and I are proudly addicted to youtube videos by twitch-streamer Ryukahr where he faces off against the SMM’s good, bad, and ugly. These make perfect 15-minute nightcaps of mindless entertainment, and I’ll always be thankful to SMM for giving us that.

Score: 7.5 / 10

–Brian

I was trying to figure out what I could add to Brian’s review that would add a different spin.  Instead, I’ll promise that later in the year, I will create a new post on this blog that details my first experience creating and uploading a SMM2 level.  Wish me luck and fortitude from the trolls (including Brian).

Score: 8/10 (but subject to change after my experiment)

-Kelley

Vignettes (2019)

Vignettes for Android; Image credit: Noodlecake Studios

Vignettes is a mobile game where you rotate simple objects. Seen from certain angles object A might look identical identical to object B and you’ll exploit this to magically transform one item into another. For instance, a drum seen edge-on might become a lampshade. It’s a simple mechanism (probably better seen than described), that provides little bursts of delight. Unfortunately, it isn’t much to sustain a full game. On a few occasions Vignettes recognizes this and builds higher level puzzles onto its central concept (a map section and Halloween DLC are the best examples), but for the most part Vignettes is a quick, quiet game with a relaxing, untaxing vibe.

Score: 5.5 / 10

–Brian

For more in this series see 2019 Trios.

Ibb & Obb + Bayonetta + Human Resource Machine

Ibb & Obb for PC; Image credit: gamingonlinux.com

Ibb & Obb (2013)

Kelley and I play a lot of co-op together, and it’s always interesting to see how game design decisions effect are interactions: pursue our individual whims or stick together as a team, communicate constantly or silently collaborate, compete for loot or share resources strategically. Ibb & Obb, a puzzle platformer whose cute cartoon art (reminiscent of My Neighbor Totoro) masks a brutal gauntlet of intellectual and dexterity challenges, put some stress on those interactions. I screwed up. She screwed up. There was shouting. We loved this game!

Ibb & Obb eases you in, but makes it clear from the get-go that collaboration is absolutely necessary. You literally run into a wall until you figure out how to jump on your pal’s head and have them boost you higher. Much of the complexity comes from your ability to pass through the ground into a mirror world where gravity is reversed. As you progress through 15 tightly-designed stages, the game introduces new complications like enemy monsters, player-specific portals, bubbles of upside-down gravity, boost pads, and wrap-around physics. There are optional crystals to collect which control how hard your avatars party at chapter breaks and we became rabid about achieving maximum dance. For those who believe their co-op relationship can survive any trial, try the hardcore hidden levels.

Score: 8 / 10

–Brian

 Ibb & Obb was an extremely challenging co-op puzzler with a charming aesthetic. While it started relatively easy with needing to jump on your partner’s head in order to reach a new platform, it quickly became much more complicated endeavor.  There were trampoline platforms, gravity switches, and a lot of communication breakdowns between us as players. The game was pretty kind about resetting when we died, but there were some long sections that were rather tense. It was worth it for the end-of-stage dancing.

In all, a great co-op puzzle game.  Highly recommend.

Score: 9 / 10

-Kelley

Bayonetta (2009)

Bayonetta for PC; Image Credit; segalization.com

I’m not sure if there’s a translation issue at play, but Bayonetta’s Wikipedia page quotes the director as saying that the theme of Bayonetta is “partial nudity.” It’s accurate. Our heroine is Bayonetta, a certified product of the male gaze who wouldn’t be out of place in a strip club ad, and yet she managed to subvert many female video game character cliches. It helps that she has the levels of capability, agency, and casually badassity usually reserved for male protagonists like director Hideki Kamiya’s previous creation, Dante of Devil May Cry. She’s also a shapeshifting witch who sports reading glasses.

Bayonetta is over the top in every sense, and the earlier you accept its ludicrous and violent aesthetic, the better your experience will be. For starters, the plot is a mishmash of action movie cliches (trying ever so hard to be cool, and succeeding maybe 50-50) and distorted christian mythology. This translates into surprisingly great gameplay: frenetic hack-n-slash combat against an inventively-rendered angelic host. All four of your limbs are weapon slots, so feel free to equip shotguns on your high heels or shred cherubs by breakdancing on them with magic ice skates. You hair summons demons. The epic boss battles are monstrous incarnations of the cardinal virtues: Courage, Justice, Temperance, and Prudence. 

You can get pretty far fighting just by mashing buttons (wicked fun!), but there’s hidden depths. For all the self-conscious shallowness, the same is true of the rest of the game. Bayonetta’s quest to reclaim her past hits a trope I’m partial to: the loner who reluctantly forms meaningful attachments, in this case with her best-friend-turned-rival-turned-(spoiler alert)-best-friend Jeanne and a young girl who (spoilers everywhere) is actually her younger self. There’s also a token human male love interest, which Bayonetta, and the game as a whole, treats with mild disdain. He’s largely decorative when not filling in as the damsel in distress.

I have mixed feelings about Bayonetta. It’s doing that Charlie’s Angels (Charlie’s Demons?) thing where you have your cake and eat it too, creating an empowered female action hero, but laying on enough sex appeals that even Joe Misogynist can have a good time. But it has a clear and distinctive authorial voice, style to burn, and a missile riding sequence. I support those things.

Score: 7 / 10

–Brian

Human Resource Machine (2015)

Human Resource Machine for PC; Image credit: Sobtanian via YouTube

There’s a subgenre of puzzle games where you complete programming tasks, often using an unusual visual programming language or under specific syntax limitations. Dry as this probably sounds, sometimes I find these to be brilliant tests of coder talent (SpaceChem is my personal favorite), but at other times it can be a little too close to my day job. 

Human Resource Machine is in many ways, a parody of day jobs, with you playing a balding salaryman assigned arbitrary tasks by a dystopian megacorporation. Each level, classical programming problems like multiplication, Fibonacci sequences, and string storting, are used as a snapshot from a year in the career of our nameless drone. As time passes and your work gets more complicated, we see the world collapsing outside, caught in odd glimpses of news coverage, half-suppressed cries for help, and vaguely amusing cutscenes.

HRM never quite came alive for me. The challenges are often trivial for coders, but boring for non-coders. The story is so abstract, it’s hard to attach any meaning to it. Our hero is intentionally a non-entity. I liked attempting to solve programs in the fewest commands or the fewest steps, but little else felt fulfilling. 

After finishing HRM I was not surprised to learn it was developed by Tomorrow Corporation. Their previous work includes the critically-acclaimed, but vastly overrated Little Inferno, which depending on who you ask, is either a waste of time or a satire of wasting time, a distinction I was not able to discern.

Score: 5 / 10

–Brian

For more in this series see 2019 Trios.

Witcher 3 + Towerfall Ascension + Cluster Truck

Witcher 3 for PC; Image Credit: Pocket-lint

The Witcher 3: Wild Hunt (2015)

When I was school-age, my heart would jump at the prospect of a new 100-hour RPGs. What better way to stretch my meager resources for maximum entertainment? But there comes an age where video games take up a smaller proportion of time and attention, and most of those games elicit something between an exhausted groan and a hard pass. Random battles? Dungeon labyrinths? All that grinding for XP and loot?  It takes a work like Witcher 3 to remind me that a grueling epic can be worth it. 

I dived into the series having bypassed the first two entries and would recommend a primer for anyone doing the same, since appreciating the history, both personal and political, will help you immerse in one of the richest and deepest fantasy worlds the medium has to offer. You play Geralt, a well-connected mercenary monster hunter, who is searching for your adopted daughter. She’s fleeing from a ghost army across a war-torn medieval landscape and you’re always one step behind. Yennefer and Triss, powerful sorcerers and former flames, are among the allies aiding the hunt. They are two of the most fully-realized and capable female characters in RPG history, but they have plenty of reservations about you. 

Games get labeled ‘mature’ because of unthinking violence or nudity, which are certainly on display here, but the Witcher’s real maturity comes from its willingness to grapple with a world where few things are black and white. War has ravaged the country. Both sides are guilty of atrocities. The average citizen is just looking to survive. Others maneuver for power, strive for ideals, or run amok in the chaos. Magic spells tend to impress less than food and medicinal herbs. Engaging with the cultures of exotic creatures is a thin line away from being torn apart by a monster. Witcher 3’s signature subplot is an early episode based around a local warlord called the Bloody Baron, a master class in nuanced world-building, complex characters, and tough decisions. 

My only substantial complaint is that for all of Witcher’s rather over-complicated systems (more alchemy, concoctions, weapon oils, bomb types, crafting items, horse trophies, and perks than anyone needs) the combat doesn’t have enough meaningful progression to keep up with the vast open world and long winding story. I often preferred to pass time playing Gwent, Witcher’s totally unnecessary, but absurdly fun CCG minigame.

Score: 9 / 10

–Brian

TowerFall Ascension (2013)

TowerFall Ascension for PC; Image Credit: PC Gamer

In TowerFall, each player controls a figure in a wrap-around one-screen platforming arena.  Armed with your bow and a very small number of retrievable arrows, you work together to fend off waves of attacks from fantastical creatures and bosses.  Oh, and there’s friendly fire. This was particularly important when considering the wrap-around nature of the screen. There were so many occasions when we thought we were going to hit a bad guy, but instead watched the shot sail off one side of the arena and into the back of our teammate on the other side.  Oops?  

I’ve had mixed success with archery mechanics in games.  Often I don’t agree with the trajectories of shots and find the often-more-complicated series of button presses needed to activate archery to be clunky.  Somehow with the cartoonish style, the simplicity of the arena design and control scheme, and sheer absurdity of repeatedly accidentally shooting your fellow player, it works in TowerFall.  

Score: 7 / 10

–Kelley

TowerFall Ascension, by the creator of Celeste, is best known for its party-friendly deathmatch, but Kelley and I were both a little underwhelmed until switching to the co-op campaign. Though the controls are minimal and the “dungeons” are a just single screen where you fend off 5-10 waves of monsters (think Joust or the original non-super Mario Bros), there is enough complexity to give hardcore gamers something to master (dashing, arrow catching, wall-jumping, fast falling, looping, specialty arrows), with enough chaos to give even beginners a chance.

The co-op campaign is hard, bordering on unfair at my intermediate skill level, and a bit repetitive, but the fast reflex gameplay and relatively short sessions brings out that “just one more try” urge. I appreciated that while Towerfall Ascension could have stuck with just the casual party game audience, there area ton of unlockable secret characters and stages that kept us returning for more.

Score: 7 / 10

–Brian

Clustertruck (2016)

Cluster Truck for PC

What can be said about the little-loved genus of the novelty game? Shall I discuss the aesthetic and sociological values of silly names, surreal moments, gimmicky premises, unpolished gameplay, janky physics, self-sabotaging controls, and cult fandoms? The defense of these messy black sheep lies somewhere in their amusing playfulness, child-like abandon, and the gleeful scuttling of games as art.  Or perhaps that’s what makes them art? At their best they have the secret brilliance of the court jester.

But what is Clustertruck? It is the panic of leaping between semis as they careen downstream like stampeding wildebeests. It is the absurdity of taking this sweat-soaked white-knuckle serious, as siege engine hammers swing through traffic, lava rises, and laser beams splice the very air. Can you keep this up while launching off ramps? In outer space? In hell? Thank god for short levels, instant restarts, and a handful of special abilities: double jump, slow time, all the usual suspects. Clustertruck is adrenaline mixed with the best scene from a bad action movie. If only the controls were not quite so awful.

Score: 6 / 10

–Brian

For more in this series see 2019 Trios.

God of War + Yoku’s Island Express + Professor Layton 3: The Unwound Future

God of War for PS4; Image Credit: Business Insider

God of War (2018)

In the original God of War trilogy, Kratos was a Spartan warrior who pretty much genocided the Greek pantheon, including his father Zeus. Now self-exiled in the Midgard of Norse mythology, he’s trying to raise his own son, Atreus, while keeping him ignorant of his heritage and its baggage. Father figures are a well-trod topic in modern video-gaming, but what’s fresh here is that Kratos isn’t just struggling to protect Atreus from a legitimately cruel world, but also the cyclical abuse of immortals like themselves and, frankly, the toxic masculinity that typified the older games. Their dynamic is incredibly rich, sometimes funny, occasionally painful, and wisely complemented by the combat system. You never feel like you are escorting a helpless character; Atreus is an asset – wielding a bow, summoning animals, and translating foreign texts. 

The fluid action, rewarding exploration, and deep immersion (there are no “camera cuts” in the entire game!) make this an extremely cinematic and well-rounded gaming experience. The superb graphics bring life to a host of gods and monsters, not to mention the fabled realms they guard. Oft-overlooked is the puzzle design, which breaks up the forebrain-free axe-hurling without ruining the pacing or instilling frustration. 

Though I’m full of praise for God of War, I do have one protest cry I must let loose: let the player fast-travel right off the bat!

Score: 10 / 10

–Brian

Yoku’s Island Express (2018)

Yoku’s Island Express for PC; Image Credit: Playstation Blog

Have you ever harbored a secret desire to be a postmaster?  Would you enjoy saving an island from inevitable doom? What are your thoughts on controlling a cartoon dung beetle?  If all of these were positive, this “platforming pinball adventure” might be for you!

In the game, you control Yoku, the newly-arrived postmaster of an island.  Attached to your dung beetle self is a ball. This ball is your primary source of movement as you get to know the island’s inhabitants, deliver letters, and stumble into a larger mystery.  Yoku can move left and right, but cannot jump. That is where the pinball aspect of the game comes in. Anytime Yoku needs to move vertically, there are traditional pinball obstacles that need to be overcome.  The player controls the flippers to fling Yoku to different objectives, to bust through walls, or to collect items. As the game progresses, these sections get increasingly difficult.  

This game is charming, aesthetically adorable, and oddly different from anything else I have ever played.   It’s extremely engaging – I played the entire game in one too-long sitting. The adventure-game-meets-pinball was a bit strange at times, but it worked in ways I never expected.

Score: 8 / 10

-Kelley

I love the originality of mashing up such disparate genres, especially since I’m an old school pinball fan, but I couldn’t get into this one. Maybe I’ll give it another go later this year.

–Brian

Professor Layton and the Unwound Future (2008)

Professor Layton 3 and the Unwound Future for Nintendo DS; Image Credit: GamesRadar

Here is the formula for a Professor Layton game: Top hat-doffing gentleman-detective Layton and his plucky apprentice Luke travel somewhere exotic, but comfy, to investigate seemingly supernatural circumstances, solving very-loosely related riddles, math problems, and logic puzzles along the way. Imagine a book of brainteasers adapted into an anime Scooby Doo starring an off-brand Sherlock Holmes. Part of the charm comes from every character responding to every situation by offering another puzzle:

Layton: “Have you seen a man with a bloody ax?”

NPC: “Speaking of axes, that reminds me of a riddle: three lumberjacks must divide a forest so that each plot had an equal number of trees.” 

or

Layton: “We have five minutes to defuse this bomb!”

NPC: “Have you heard this one: over the course of five minutes how many degrees do the minute hand and hour hand rotate when combined?”

You get the picture.

Kelley and I became Layton fans working together on the first two entries. We still occasionally quote the lovably earnest leads. (“A true gentleman leaves no puzzle unsolved!”) Maybe we were just burnt out by the time we got to Unwound Future. There are a few too many trick questions and repetitions. The plot seems especially impractical. It also tries too hard to be bigger, resulting in dull stretches and backtracking. Also under-exploited is the central time-travel conceit, a missed opportunity for time-travel puzzles and paradoxes. If you are in the market for a collection of digital brainteasers, stick to the original: Professor Layton and the Curious Village.

Score: 5 / 10

–Brian

The Professor Layton series was a pleasant jaunt through a quirky, fantastical, quasi-Industrial Revolution Britain.  The story was not the strong point of the game – man sees girl, girl looks familiar, time travel ensues – but it also feels like it wasn’t meant to be.  The story was a convenient way to meet characters who turn almost every conversation into a way to introduce a puzzle. Half the joy was trying to figure out which random snippet of dialog would become the centerpiece of your next diversion.  (The other half, naturally, was solving said puzzles.) Were the themes absurd? Yes. Was that okay? Yes. Did the main character have the best quotations about hats and how to be gentlemanly by solving puzzles?  How is that even a question!

Though I found the series delightful, I lost steam during this third installment.  As Brian mentions, the sheer number of trick puzzles were unappealing. Many of the others, though technically different, felt too close to those we solved in the previous games.  Also, the amount of backtracking we had to do on filler screens was extremely time-consuming and disappointing. Overall, Layton and his hat will remain a fond gaming memory for me.  Luke? – not so much.

Score: 4 / 10

–Kelley

For more in this series see 2019 Trios.

Night in the Woods + Overcooked 2 + Titanfall 2 + Out Run

Night in the Woods for PC; Image Credit: Wrong Questions

Some shorter reviews today, but you get a bonus game!

Night in the Woods (2017)

Sometimes life gets the best of you, plans fall apart, dreams fade, you hurt someone, or get hurt, and lacking any better opportunity, you return to your childhood home to rest up and cobble your shit back together. But going home is rarely a solution to problems. At best it’s a holding pattern, at worst it’s more problems. Well-meaning parents who don’t understand you. Old-friends you’ve drifted apart from. People you called friends because circumstances put you into constant proximity during your formative years. This is the milieu of Night in the Woods; the story of Mae Borowski and her low-key buds in the dying rust-belt town of Possum Springs. It’s a slow-burn, but a slyly wise sliver of zeitgeist, that drew me in with its memorable characters, chipped wit, and bittersweet tone. It’s a bit like playing a season of Daria starring an anthropomorphic cast.  

What will inevitably limit the audience for Night in the Woods is its hipster-millennial malaise, that fits hand-in-paw with the almost-pushed-past-the-breaking-point lack of action. The game simulates the anxious, yet idle, middle-ground between life stages. Mae has dropped out of school, but isn’t ready to find a job. She bums around town, shoots the breeze with her quirky friends, aimlessly explores rooftops, listens to street poetry, copes with depression, and experiences creepy dreams. 

Night in the Woods pulls off something rare: a work about boredom that isn’t boring. The low-rent adventures, intimate hijinks, emotional honesty, and some damn fine dialog are extremely engaging. And Mae eventually gets caught up in a local conspiracy, perhaps more to stave off boredom than pure altruism, or because even arty games need rising action and catharsis, but either way it provides a nice narrative crutch in the few spots where the pacing limps. 

When I think about my time playing Night in the Woods, I’m filled with nostalgia for a misspent youth that wasn’t quite mine and a run-down home town that’s oddly familiar. I look forward to the day I’ll go back.

Score: 8.5 / 10

–Brian

Overcooked 2 (2018)

Overcooked 2 for Nintedo Switch; Image Credit: PC Gamer

Diner Dash-type time management games are a tough sell for me. I’m no longer in food service, but that entire species of stress is borderline triggering. Yet when the original Overcooked turned chopping veggies, cooking soups, and serving impatient customers into a cooperative party game, I admit that good times were had. The series relies on cute cartoon animals (points for inclusivity; there are even chefs in wheelchairs) and absurd humor to leaven the unremitting pace, raging kitchen fires, inevitable verbal abuse from your fellow players, and the agonizing shame of a burnt hamburger. 

Prepare yourself to cook hot meals in hot air balloons. Also graveyards, wizard’s towers, mineshafts, whitewater rafts, and worse. No actual cooking skills required, just a willingness to shout, “Where are the onions? I need diced onion, like, YESTERDAY!” at your friends or significant other. The sequel introduces new recipes (obligatory), teleporters (a bit perfunctory), the ability to throw items (a blessing), and conveyor belts (a curse). However the level layouts lean a little too far towards annoying in their attempt to offer fresh challenges, so I’d probably suggest sticking to the original unless you’re a diehard fan.

Score: 6.5 / 10

–Brian

Contrary to Brian, I enjoy time management games.  There’s something about the way you need to be organized and think through your plan that really appeals to me.  And in video games, the angry customer can’t hurt your feelings! (I used to work retail.)

I bought this game having never played the original Overcooked, but interested in the cooperative play style.  Brian was only too kind to indulge me. We chopped, boiled, steamed, and served up plates of pasta, sushi, burgers, dumplings, and pizza to the waiting masses.  We cooked, using only our wits and our increasingly raised voices, to puzzle through the orders coming in and the atmospheric challenges in front of us. My two main complaints from the game: 1) other than needing to return to the Onion Kingdom every world to touch base with His Majesty on the current “Unbread” situation, the story was almost non-existent and 2) the final level, which included snippets of almost every scenario and obstacle created in the game, was very difficult for two players.

Score: 7 / 10

–Kelley

Titanfall 2 (2016)

Titanfall 2 for PS4; Image Credit: Unilad

Sometimes giant robots need to punch each other. And to be fair, developer Respawn could have just muttered this timeless truism and phoned it in, cashing in on their previous multiplayer-only success. Instead they developed a single-player campaign (suddenly I’m interested!) and jammed it full of energy, action, and even inspiration, if not… intelligence. 

The pacing is a nice balance of traditional FPS combat with delightfully empowering guns (my favorite, the Mastiff, burps horizontal bullet walls), scenic traversal featuring the best wall-running around, and chunky mech battles that are suitably slower, heavier, and louder. The writing is essentially sci-fi Call of Duty (all you need to know is that the protagonist’s name is ‘Jack Cooper,’ because of course), but the level design is where the game comes to life.

Each chapter has a distinct theme, providing not just a change to the visual palette, but affecting how you approach navigation and combat. The highlights are a vast city-building factory and an all-to-short segment where you can swap between post-apocalyptic present and technofascist past at the click of a button. Less exciting is the section where you operate a bunch of cranes. 

Score: 8 / 10

–Brian

Out Run (1986)

Out Run for Arcade; rewritten for PC by CannonBall Github

If Out Run is remembered at all today, it’s often due to its influence on the 2010s synthwave/vaporwave splinter that co-opted the name. However, back in 1986 Out Run was a hit arcade racer from Sega, designed by Shenmue creator Yu Suzuki. It’s no wonder that Out Run belatedly spawned a music subgenre: it was the first game to let you adjust the radio, selecting from several memorable surf-rock beats. The graphics don’t quite have the longevity of the soundtrack, but the Europe-inspired scenery is colorful and distinctive enough. 

I played several other vintage racing games recently and most are not even worth mentioning, but Out Run holds up because of its rather simple – though modern – ethos: driving should be fun. The roads are wide (5 lanes for many stretches) and gracefully sinuous (no whiplash hairpins, obstacles, or gimmicks). Instead of aggressive rival racers you pass by law-abiding traffic. Instead of draining your store of quarters with grueling, punishing difficulty, you’re given a generous 16 chill-but-challenging, forgiving-but-fair branching routes that encourage replays. I’m of the opinion that few games from the 1980s are still playable today outside of nostalgia, but Out Run is a surprising exception and a retro treat.

Score: 5 / 10

–Brian

For more in this series see 2019 Trios.

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