Friday, March 25, 2016

Thirty Flights of Loving

Blendo Games - 2012 - PC

I just finished Thirty Flights of Loving and I'm not sure what I just played. I do know that it's a roughly 10-15 minute experience telling a story about spies... carrying out a heist? ...I think? What I do know is that it was created by Brendon Chung, the one-man team behind Blendo Games who is also responsible for Flotilla, Atom Zombie Smasher and the upcoming Quadrilateral Cowboy. Thirty Flights of Loving (TFOL) was created as part of a Kickstarter campaign to support the Idle Thumbs podcast, of which I am a frequent listener. According to Chung, TFOL was an excercise in creating a game that tells a story without any dialogue. TFOL is certinaly a realization of that concept, but I don't think it's very successful in telling a clear and understandable story

Part of the problem here is that in order to get the whole picture of what's going on in TFOL, you had to have played some of Chung's previous games. TFOL opens by announcing that it's the sequel to a game called Gravity Bone, which is jarring to anyone (myself included) who wasn't aware of Gravity Bone and was expecting TFOL to be a standalone experience. I found TFOL to be a pretty hard and confusing game to parse through. Part of it is the lack of any dialogue, part of it is the smash cuts and non-linear presentation of the story, and part of it is the expectation that the audience has also played Gravity Bone. By doing a bit of research and also watching an excellent video by Errant Signal, I was able to find out that Gravity Bone is part of Chung's long running series of games called "Citizen Abel". Now I'm not sure if playing all of the other Citizen Abel games helps TFOL make more sense, but that's a lot to expect your audience to do espiecially considering some of the older Citizen Abel games are Quake II and Half Life II mods. And if having played those games doesn't contribute anything to the understanding of TFOL, why brand it as the sequel to Gravity Bone? I acknowledge that some my confusion with the story may be my own fault for not having played the other games, but this was one of several nits I had to pick with this game.

As I mentioned earlier, the story in TFOL is told non-linearly and without any dialogue at all. As you might guess, it makes the story a bit hard to follow. Even though I played through the game twice to try to piece it together, I still can't come up with a reading on this game that isn't jumbled nonsense. I'd love to hear someone else's interpretation of the story though, if someone can actually manage to follow it and come up with an understanding.

Summary
I'm all for smaller games made for a specific audience, so I feel bad picking on the little guy here. Nevertheless, I found TFOL to be a short and confusing experiment in weird and nonsensical storytelling. I've now written quite a few words about a game that has none.

Monday, March 14, 2016

Danganronpa: Trigger Happy Havoc

 Spike Chunsoft - 2010 - iOS/Android/Vita/PSP/PC

Danganronpa: Trigger Happy Havoc is a visual novel style game with elements of the Phoenix Wright: Ace Attorney games. I was turned on to Danganronpa after it released on Steam and I saw it was developed by Spike Chunsoft who was also responsible for 999 and Virtue's Last Reward, both of which I'm quite fond of despite their respective flaws. Even though Danganronpa and the Zero Escape games do not share the same writing talent, they do all feature Japanese anime styled characters and have similar-ish themes.

In Danganronpa, you play as Makoto Naegi - an average student who was nevertheless accepted to an elite high school academy that only admits students considered to be the best at what they do. During his first day of school, Makoto blacks out and when he comes to he finds that he is one of several students that are trapped in the high school. All the exit doors have been barred and the windows sealed. The high school is deserted with the exception of the students and a creepy remote-controlled teddy bear who calls himself Monokuma. Monokuma tells the students that the only way to escape the high school is by killing another student without getting caught. As the days go by, various murders eventually take place and it's up to you as Makoto to gather the evidence and solve each crime

After investigating a murder scene and gathering evidence, a "class trial" takes place where the facts of the case are deliberated. Here, you'll often need to catch other students either misstating a fact or outright lying and support your cause with pieces of evidence from the case that contradict what a classmate is saying. This is where Danganronpa is most game-y and most separates itself from being just a pure visual novel. It's also where I feel this game is at its worst. The evidence puzzles seem to usually fall into one of two categories. Either the puzzle is so painfully obvious that it feels unsatisfying to solve or the puzzle is so contrived and obscure that you have to trial and error your way into the game's very specific line of thinking. The latter is particularly frustrating when the game tries to railroad you down one particular line of thinking when other possibilities seemed just as plausible to me. There are also weird rhythm game sections during the class trial that feel weak and forced. I appreciate that the game was trying to break the monotony of just reading text forever, but I often found these sections to be more frustrating than exciting

The strength of Danganronpa lies with its storytelling. It's probably unfair to compare this with the Zero Escape games even if it's the same developer, it's a different writer, but I'm going to do so anyway. I felt Danganronpa had a pretty good cast of well written characters - probably a stronger cast than any of the Zero Escape games. If you like wacky high school anime characters, Danganronpa is your game. But I found the mystery of each murder and the overall mystery of the high school much less compelling than anything written in the Zero Escape games. The Zero Escape games had me on the edge of my seat trying to figure out "whodunnit" and how it was possible and the revelation of those mysteries was always mind-blowing. Danganronpa's murders seemed a little too random and contrived. The revelation of its mysteries was always weird and wacky, but in a way that was often too unbelievable.

Summary
Danganronpa was fairly solid - good enough for me to await the release of its sequel on Steam. But I can't recommend this game without a caveat. It's still probably unfair of me to compare Danganronpa to another game not even in the same series or by the same writer, but I feel these games are similar enough to warrant me doing so: If you haven't played 999, do that first. If you have, then know that Danganronpa sacrifices a focus on a compelling and well thought out mystery in favor of more character focused moments full of anime melodrama and silliness.

Tuesday, March 8, 2016

The Jackbox Party Pack 2

Jackbox Games - 2015 - PS3/PS4/XboxOne/PC

As I did when I reviewed the original Jackbox Party Pack, I'm going to divide this review into several little mini-sections: one for each game in the pack. The Jackbox Party Pack 2 is at its core, the same concept as its predecessor - a bunch of multiplayer mini-games where your cell phones are the input devices. The novelty here is that because your phones are the input devices, no one knows who typed or drew what except for the author. So now on with the review:

Fibbage 2
This is exactly the same game as the first time around, but with new questions. The game presents you with a weird fact, and you have to fill in the blank to try to trick your opponents into guessing your answer. Still pretty much Balderdash if you've ever played that.

Earwax
In earwax, you're presented with a category or an event or some similar thing and you have to choose a sound effect to match what's presented.  Then two player's selections go head to head and a judge votes on which is the most appropriate sound effect. I thought this game was pretty weak and the selectable sound effects started to repeat with just two or three rounds of play. Disappointing.

Bidiots
This was the strangest game in the pack. It seemed like an attempt to evolve on Drawful, which I believe to be the strongest game in the previous pack. In Bidiots, each player draws several art pieces based on several prompts. The pieces are assigned random monetary values, then players bid on each piece. Sometimes you'll be given clues to what a piece is worth based on the prompt that was used to draw it, but it's not always clear what prompt matches with what piece. And sometimes, you're not given a prompt at all. It turns one of the best games in the previous pack into one of the most unsatisfying experiences in Jackbox Party Pack 2. The rules are unclear and the games take way too long. The fun and silliness of drawing and guessing other's drawings turns into a boring bidding game. Bidiots was also a huge disappointment.

Quiplash XL
This is pretty much Earwax but without the sound effects. Players type in responses to the game's prompts to fill in the blank, then a judge votes on the best one. Quiplash still seemed somewhat lazy to me but was slightly more enjoyable than Earwax, only because a freeform response seemed more creatively satisfying to me than picking from pre-defined sound effects.

Bomb Corp.
I'm not sure who worked on this game whether it be a different group internally or a secret different studio altogether or something, but this game is so different from the others in the pack, both in visual aesthetic and gameplay quality. This is definitely the highlight of Jackbox Party Pack 2. In Bomb Corp. , each player is given a crucial step to disarming a bomb on their phone, but all steps need to be followed in order to diffuse the bomb correctly. It's a really fun excersise in communication and cooperation as all players need to work together to diffuse the bomb properly. This game was pretty cool

Summary
Even with the inclusion of the excellent Bomb Corp., The Jackbox Party Pack 2 was still a disappointment to me. Other than Bomb Corp., the pack felt like a rushed package with incomplete or creatively dull ideas resulting in unsatisfying gameplay experiences. The absense of the well-known "You Don't Know Jack" mini-game was puzzling as well. I'm not sure if they tried to rush this package out in order to capitalize on the success of the first game or what, but that's what it felt like. If you haven't played the games from the first Jackbox Party Pack, I'd strongly reccommend giving those a look first. But if you have, prepare yourself for a disappointment