Speedrunning Indiana Jones and the Infernal Machine GBC – Level 2 – Babylon

In May and July, I have written about how the speedrun of Indiana Jones and the Infernal Machine for the GBC works. I wrote about the Any % route and the All Treasures route of the first level Canyonlands. Today, I want to take you on a journey to the second level Babylon. So far, we are following the levels of the N64 and PC version. But later in the game, we’ll have some differences. Anyways, before I get right into talking about the route, I want to mention that I’ll be talking certain terms and techniques that I have explained in the previous articles. If something is unclear, feel free to leave a comment in the comment section. Also, feel free to leave a comment in the comment section with your thoughts/opinions on this article! Anyways, let’s get right into it… Here I go explaining the route of the second level.

A small update

I have a few announcements to make. The first announcement is that two weeks after I published my write-up on the All Treasures route of Canyonlands, I decided to run the level again. With the possible time saves I have talked about in the article. And wouldn’t you know it, I have lowered the record from 4 minutes 41 seconds to 4 minutes and 36 seconds. Yup, I lowered the record by 5 seconds. I’m convinced that with a bit better movement and a bit more luck with RNG, the record might even go lower.

The second announcement is that all GBC categories are currently filled. What I mean by that is, that each category has at least one run. The only category that didn’t have a run was the full 100% run of the game. Where all treasures were picked up, almost all healing items (and sold) to play the full game including the secret level Return to Peru.

This run is stressful and not a lot of fun to do. Since, one or two mistakes in a level can cost you the whole level and in certain levels that can be a major time loss. In my run, I made a lot of mistakes, and I’m convinced it can get lowered, but that’s not for today. After trying for over three months, I finally got a run that I felt happy with, that made it to the end. And to my surprise, the end time was only ~25 minutes longer than my All Treasures run without Peru. The run took me 2 hours, 25 minutes and 56 seconds.

The final announcement is that I lowered a few other records. I lowered the time on Palawan Volcano and Infernal Machine. But, I’ll go more in detail about that when I get to the write-up of those levels.

With that said, here are the current stats of the second level.

Link to Speedrun.com page (All Treasures)Link to Speedrun.com page (Any %)
The current world record at the time of writing is owned by:

for Any %: the_kovic who ran this level in 4 minutes and 19 seconds on January 29th 2022.
for All Treasures: me who ran this level in 6 minutes and 44 seconds on February 28th 2022. (Note, my ILS is part of my All Treasures – No Peru record. That’s why the video time is so different.)

Editorial note: when I haven’t given credit to screenshots, it’s taken from my runs.

ILS = Individual Level Speedrun. A speedrun of only one level.

Good to know: when I talk about a “two block gap” or “a tile”… the size of a tile is give or take half Indy’s sprite.

The route

You would think that the route is quite different in the two categories due to the almost 2 minutes and a half-time difference between the two. But, let me assure you, that’s not true. The route is almost the same but only some differences that add up some time on the clock. So, I’ll mention these “side paths” in cursive when the time comes. So, the cursive text is something additional for the All Treasures route. Text in cursive should be skipped and ignored when you go for the Any % route.

The first 30 seconds of the level is the exact same for both categories. As soon as the level starts, you’ll have to mash “A” to get the text box out of the way and move to the right.

Run from the_Kovic
Run for the_Kovic

You’ll quickly reach a part of the structure where you can jump on. Jump on top of the lower brick and try to stay at the right edge of it while moving up. Here is a screenshot from the_Kovic’s run that has amazing positioning.

The reason that you have to be as close to the right edge as possible is that it saves a few frames on the jump to the right you’ll have to do when on the top.

Also, the_Kovic also discovered during making the TAS of the Any% of this game… That when you are on the edge of a block, the actual edge… You can make jumps further and higher than you expect. This’ll come in handy in the next screen. So, after the jump to the right, you’ll have to do some jumping up a “staircase” to exit the screen.

Run from the_Kovic

When you enter the next screen, it’s important that you land on the block that’s sticking out. The reason is that otherwise, you’ll lose a lot of health. Health that you’ll need later in the level.

Granted, there is a herb really close by but grabbing that herb in Any% is out of the way and makes you lose more time than landing on the block. If you are certain of your abilities, this block can be skipped when you go for the All Treasures route, but the time gain is as good as lost with picking up the herb. So, yeah. I usually try to avoid taking damage here.

Now, next is moving towards that movable brown block. In the current world record by the_Kovic, he actually lost time. Remember how I talked about the discovery he made during the creation of the TAS? Well, you can make two gap jumps and land one block higher when you jump from the edge of the block. It’s something you can see in action in my All Treasures run at the 6 minutes mark.

Sadly, this is quite a precise trick and being able to do it saves ~ 2 to 3 seconds. Yet, failing it… Well, let’s say it can cost you ~ 5 or even more seconds. Depending on if you move the block or not. This jump can be implemented in more spots, but it’s not too beginner-friendly. Since, the edge of the block almost looks like Indy isn’t touching the block anymore at all.

Anyway, after you made this jump you’ll have to jump on the building. Be careful when you jump since almost the whole back tile is blocked by a wall. So, don’t jump too early. When you land on the building, a small cutscene plays with a door opening. And here is where the first route difference happens. After the cutscene, you’ll have two options.

The blue arrow points to the all treasures route and the red arrow to the Any % route. Now, this door goes to a location where you only pick up one treasure and only has one entrance and exit. So, after picking up that treasure, you’ll have to jump on the building again and continue with the Any % route.

Now, let’s pick up our first treasure. To enter the door, you can either drop and run or jump from the block.

Jumping is a few frames difference since jumping is a tad bit faster compared to first having the dropping down animation. Anyhow, it can also be a mental thing… It feels faster to me. Now that we entered the room, we have to do something that I always call… Dancing with the guard. The treasure is in the top left corner of the room. In the top right, a guard spawns. This guard is annoying and can decide if you lose time or not.

The fastest way to get the first treasure is going to the bottom of the tent and picking up the treasure, like the purple line shows. Now, the faster you do this, the less far down the guard goes. If the guard is at the position from the screenshot, you are safe to leave in the exact same way you came. Otherwise, you’ll have to go around via the top of the tent and lure the guard a bit away from the exit. Since, his hit box otherwise blocks the exit if you take the bottom route. Going via the top route looses a second but is safer. Also, if you lost too much health, don’t take the herb from the other screen… There will be a herb that’s a bit later you can grab that’s less of a time loss. Now, take the route with the red arrow before the cursive text began.

So, when you jumped over the gap and moved down to the next screen. Here, you’ll enter a room with two treasures and this room is a pain for the All Treasures %. But, for the Any %, you’ll have to just drop in the water… Or when you know the right spot, jump into the water to save a few frames.

Now, picking up these treasures is a pain in the behind. It doesn’t matter to which way you jump first. But it matters from where. The safest is jumping from inside the purple squares. The best thing that can happen when you jump wrong is that you hit the wall. The worst thing that can happen when you jump wrong is that you drop into the water, and you’ll have to go around to get another chance. And that time loss, is way too high when you want to beat the ILS. This can only be a back-up strat in full game runs. In any case, after picking up the two gems, drop down in the water, so we follow the Any% route again.

After dropping into the water, you’ll have to swim up. Now, for the all treasures route of this level, you’ll have to make a small detour. The quickest way to exit the water for the Any% route is like the black arrow, hugging all the way to the left. For the All Treasures route, let’s go with the red arrow. You’ll enter the same room but for the all treasures route, swimming all the way to the right avoids one scorpion to pick up the treasure. Also, there is a herb in the middle of the path. Something good to know is that this herb also cures poison stings.

So, let’s pick up our fourth treasure. For this treasure, you’ll have to avoid some scorpions in narrow hallways. After exiting the water, go up right away until you hit the well and then go to the left. You’ll find a blue gem. Be careful with jumping to avoid the scorpions on your way back to the other side of the wall where you picked up the blue gem… Since, jumping too far means, back into the water with you.

When exiting the water following the black arrow, avoid the sting when going up and exit the screen via the left exit. When you are following the All Treasure route of this level, the room you enter in might look familiar. It’s on top of the room with the tent where the first treasure is picked up. When you missed picking up the second and/or third treasure… Those gems, you can drop down here to get another shot.

Depending on how good your lines are, you won’t loose too much health in this screen. Go around the bend and jump on the ladder when there is one tile between you and that will make Indy grab almost the top of the ladder. After climbing up, go left right away, with a bit of luck, the guard won’t shoot you. After that, go down when you can’t go left anymore. But don’t hug the right most edge of the pathway down since the screen transition to the next screen won’t happen.

In the next screen, go to the left and drop down in the section without the guard. To get to the next screen, run on the left most line of the sand. Walking on the tiles won’t transition you to the next screen. On the next screen, hug the left wall and when it bends to the left, go left as well all the while hugging the wall. Now, you’ll come into an open area.

Let’s go a bit to the right to pick up the treasure we saw when entering this screen. When you jump up the block via the right edge to reach the right edge of the platform… You’ll be able to grab the golden coins without the guard being alerted.

Now, go left a tiny bit to enter the door. You’ll enter a small room with a lever. Try to flip the lever as early as you can. This’ll open a bigger door to the left. Exit the room and go to the left to the newly opened door. Now, it’s time to dodge some guards. Also, don’t get distracted but this is one of the few rooms where you’ll notice some slowdown, it looks like this room isn’t optimized and in the long corridor, you’ll notice it… If you don’t hug the wall that is.

In this office space, there are three guards. Now, not taking damage here is almost impossible. So, dodge and weave boys. Go up, go left (don’t forget to pick up the treasure in the first office room, to the left) and go down. Go to the right. Now, in the one to last room, you’ll see a David Star with a hint to solve a block puzzle later. Since we are speedrunning, we shall ignore going into that room since the solution is easy and will be shown later in the article.

When you go up after the room, you’ll see the last guard. If you lost too much health, feel free to pick up the herb. If you have at least half your health, you are safe to continue. Shoot the two barrels so they explore and you can continue to the next screen.

The way forward is quite clear, it’s going down. This will make Indy drop down into a pool of water and now we get to the water maze. The biggest reason why there is such a big time difference between the Any % route and the All Treausures.

Now, allow me to me to use a diagram from the walkthrough by Jeff H. to explain the next parts. The red line is how the fast way in the underwater maze is. Always hug the walls, since that saves frames. Also, there is a small mistake in the diagram. The part before the last bend is a bit higher than shown on the diagram. Don’t waste too much time, since it’s a thight squeeze otherwise. When you go for the all treasures route, do pick up the first treasure in the first swim. After picking up treasure one, exit the water maze and let the breath meter fill before you go to pick up treasure two. This additional swim is one of the biggest reasons for the time difference. We have collected 8 treasures now. Be careful to not press A too soon to pick up the treasures, since Indy’ll swing his machette and this is a small timeloss.

After exiting the water maze, you’ll notice two pressure plates to the edges of the room. First go for the left one and then for the right one. This’ll activate an elevator down in a small cutscene. Then, from the right switch, go up to hit another pressure plate. Hit this switch three times by going on it and off it and on it again. The faster you do this, the more time you save. Then, press the pressure plate one of the left also three times for a small door opening cutscene. Enter that door.

Now, you will enter the room with the David Star where you saw the clue earlier. Move the right block to the most bottom spot on the star. Move the left block to the second spot if when counting anti-clockwise. A door should open. A visual aid:

We are almost at the end of this level. Let’s pick up some tablets. Now, remember this moment for a bit later in the article. Go to the left right away to find a small platform with a yellow L looking thing on it. This is one of the four tablets you’ll need to finish this level.

The red circle in the screenshot is where the tablet was. Now, the next jumps are a bit tricky if you aren’t too used to diagonal jumps in this game. Of course, in the all treasure route, we pick up the treasure. Doing this jump to the ladder saves some climbing time. And like I explained in the Canyonlands write-up, climbing in this game is extremely slow.

When you reach the top of this ladder, you’ll see another L-tablet. Of course, pick that up. Then use your whip to reach the platform to the right. On that platform, pick up the tablet and use your whip to go to the right again to go pick up the final clay tablet.

Now, on the last platform, there is an extremely tricky ladder snipe you can do. The ladder at the bottom is extremely close and it’s extremely easy to over or undershoot it. Feel free to try it since it save a few seconds, but missing the snipe means game over. I usually play it safe and jump across the gap on the right to slide down. This is one of the main reasons why I said you’ll need some health, since if you keep pressing down to go faster on this slide down, you’ll take a considerable amount of damage.

The next step is exiting the room. Now, remember that moment when I said to remember that moment? Well, if you know this room well and practice it… You’ll be able to finish this room in 45 – 50 seconds. The most annoying bit is the whip part since if you aren’t at the right spot, Indy swings his whip in the air and this is the biggest possible time loss in this room. Also, don’t forget that the SELECT button swaps faster between your inventory than actually going in it. The clay tablets don’t appear while using SELECT.

So, now you will need to head to the elevator you activated earlier. Activate the elevator by pressing A whilst having the hand icon at the bottom. This room is the final room of the level. Don’t forget to pick up the final treasure. Since, you won’t be able to pick it up as soon as you place the final tablet! I usually pick it up before doing anything else in this room.

You’ll see a cog and something that looks like a button/switch. Go stand right in front of it, facing it. Open your inventory and select the cog item. This will open the location where you need to place your four tablets you picked up.

Now, when you face the tablet placing spot… Keep calm whilst navigating the inventory. Know that the cursor goes a bit slower then when you press or hold it. The amount of time I lost by doing horrible inventory navigation, it isn’t funny anymore. After placing the 4th and final tablet, a map will be revealed and the end of the level jingle will play.

Wrapping up

This is one of the levels I rarely have trouble with. While I did make some silly movement mistakes in my All Treasures ILS, I did have the route down. I think I can shave off at least 5 to 10 seconds with a lot better movement.

Also, the current Any % world record can be beaten when the at the start, the block isn’t pulled to get on the building and the ladder snipe at the end is implemented. It would bring the record a down by a few seconds. But, you’ll need to play the level close to perfect to beat it. I tried it once and I thought I got it, but due to a bad jump, a bad lever flip to open the office area and no ladder snipe, I lost too much time.

Both records are close to fully optimized. Like I said earlier, my All Treasures has some bad movement and the_Kovic’s Any% doens’t have all tricks implemented. But, you’ll need to practice to be able to beat the times. Unless, there is something I’m overlooking or a new strategy is found or route optimization.

The biggest thing of this level is that it’s a longer level to run sandwiched between three shorter levels. Especially for the Any% runs. I mean, Canyonlands is beaten in a few seconds, and the two next levels can be beaten in give or take 2 minutes. Actually, think about it, the comment doesn’t really count if you go for the All Treasures route.

Anyways, that was the write-up for Babylon. It would be a bit silly to create two parts for this level since almost all treasures are on the Any% route or a bit besides it. But, it made for an amasuing article to write and I hope to read as well. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

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Speedrunning Indiana Jones and the Infernal Machine GBC – Level 1 – Canyonlands (Part 2)

Introduction to this miniseries

A while ago, I wrote an article about speedrunning one of my most treasured childhood games. One of my yearly traditions is playing through this game and ever since last year, I wanted to have a new challenge. That challenge I found in speedrunning the game, and now when I’m playing the game, I try to challenge myself to try to beat my PB. In this miniseries, I’m going to talk about the current route, tips, and tricks of the Game Boy Color speedrun of this game. So, let’s grab our hat and whip and let’s dive right into the first level… again? Well, yes. It’ll soon become clear. Also, feel free to leave a comment down below with your thoughts and/or opinions on this article, the content, the game and/or the route.

Introduction to All Treasures

In the first part, linked higher, of this miniseries… I talked about the Any% route. Basically, the goal in the Any% category is to finish the level as quickly as possible. Now, there is another category we have and that’s “All Treasures”.

So, in each level of this game, 10 treasures are hidden. The Game Boy Color version is an exception to that, since it has two levels with no treasures. This exception doesn’t even apply to the PC nor the N64 version.

The treasures are meant to buy supplies at the “IQ store” in between levels. In the PC & N64 version, you can buy more varied health items and ammo but in the GBC (Game Boy Color) version, you can only buy either a health kit or a poison kit. And you can have a max stock of 5, which is also different compared to the PC & N64 version.

Now, all treasures is a tricky run to do. Since, in the GBC version, you need to play close to perfection if you want to unlock the final “secret” level Peru. In a full game all treasures run you can choose between two categories. You either go for “All Treasures (No Peru)” or “2055 IQ”.

The tricky thing about “2055 IQ” is that you basically can’t close to anything, or you won’t have enough points to go to the Peru level. And in the run, you aren’t allowed to cheat and after beating the game enter the level code and skip the challenge. But, the tricky thing is that some levels require you to use a health pack for the quickest route. It’s a puzzle I currently haven’t attempted and plan to do one day.

But, I’ll focus on full game runs in their separate article. For now, let’s focus on Individual Levels Speedruns or ILS for short. So, how is the current route of the “All Treasures” of Canyonlands? Let’s explore!

The category rules as of writing this article:

Link to Speedrun.com page
The current world record at the time of writing is owned by me who ran this level in 4 minutes and 41 seconds on April 17th 2022.
The previous records I had were: 5m25, 4m58, 4m53.

Feel free to follow along while waiting the run.

Note: in this article I talk about time marks of the run. Since there is a failed run in the upload, the video time doesn’t match the run time. I’m sorry about that.

Note 2: when I say “current record”, I obviously mean my current record at the time of writing this article. So, I hope to clears up confusion when this record is beaten and/or improved by me or someone else.

The run explored

So, unlike the Any% route… We avoid the ladder snipe down directly. Since this snipe would make 4 out of the 10 treasures impossible to collect. So, we go left.

Now, the movement of this scorpion on the other platform is an RNG fest. In most cases, if you hug the upper wall, you can avoid it without any problem. When I get bitten by the scorpion, I reset right away. The lost health from the poison makes gathering the first treasures way more risky.

So, the sequence of events here is:

  • Jump over the safe pit
  • Huge the uppermost wall and go left
  • Jump over the unsafe pit
  • Ready Indy’s whip by mashing select twice while running left
  • Jump at the last second, so you jump over the waterfall.

If you do this sequence perfectly, you’ll be right in place to whip over the gap. Yet, this is easier said than done. The sequence of inputs I just described are close to frame perfect in some places. All these actions take place in give or take two or three seconds. When I don’t reach the other end and climbing the ladder when the timer hits 11 seconds, I know I can reset the run.

Why do I see that as a reset point? Well, because I know myself. If I allow my timer to be higher, I’ll go in a slight panic mode since I feel like I’m unable to beat my record and make too many silly mistakes sometimes costing me the whole run. So, it’s to keep myself calm. Anyway, you might have noticed that yellow coin looking thing in the 2nd screenshot. That’s one of the four treasures here. That’s the treasure you should get last. If you take this as your first treasure, you’ll lose a lot of time since there is no easy way to get back to the area with the first three treasures, and you’ll have to do the whip swing again which costs around a second or two.

Oh yes, you can save some time if you jump up right after swinging with the whip. This saves half a second in climbing, but it’s tricky to do, and a bad jump can land you either lower or just at the bottom of the ladder losing the time save. But, as far as I know, there is no real danger in trying to attempt this trick.

Now, after you climbed up… I highly suggest that you press select once so Indy’s hand is the tool you are using. Now, there is something you need to know about doors in this game.

I enter the treasure room in my current world record around 16-17 seconds. If you watch the run, you might notice that Indy looks like he is entering the wall.

Now, here is the thing about doors in this game. The hitboxes are wider than they visually appear. So, in other words, visually it looks like you can enter where the aqua line is. Yet, you can enter where I drew the white line.

Trying to enter a door as soon as possible saves a few frames, but these add up quickly in this level.

Now, this is a moment where you can make a choice. I haven’t tested it which route is faster. The first choice is that you go for the two treasures above and the second choice is that you go for the treasure at the bottom. Both have their dangers but all three need to be collected.

The sequence of collecting these three depend on me if I’m able to enter the door behind the stone you can push. Usually, I go to the right of the stone and push it to the left while hugging the wall. I let go of left at the end of the push animation to push up and usually Indy goes in the door right away.

Yet, in my current world record run I decided to do things a bit different. I decided to jump up right away and get the two treasures on top. Without pushing the stone at all. Which is a dangerous and risky move.

Usually, when you push the block to the left… You can jump up on the left side and grab the red jewel. After that, it’s easy to avoid the bastard of an enemy and grab the green jewel. Oh, jump over those tiles with the crack in them. Since, if Indy is full on that tile… He’ll fall down below in the water without any way out. Loosing your chance to pick up the treasures in this area.

If you go up right away, the chances of that enemy poising Indy is a lot higher. But if you go up, you’ll need to first go for the green jewel. Since going for the red first will make you a better target for the enemy and corner jumps are quite tricky, and I landed so many times on those unstable tiles during attempts, it’s not funny anymore. Also, I find that when you drop down after the red jewel, it’s easier to line Indy up to push the stone without having to re-orient him.

So, let’s push the stone, so we can pick up the final treasure in this treasure room. After going up, there is a very ideal way to move in this room to have the fastest time.

Yes, I’m taking screenshots of the YouTube upload

The blue and purple lines show the way towards and back from the treasure. Depending on the movement of the scorpion, it’s easier to line yourself up. While you can walk pretty close to the water… It’s a reset when you fall in. Since, you lost your chance to pick up two treasures now. In my current record, I chose to go down & around since the scorpion was a bit too close to the ideal route and I didn’t want to risk it.

And also, it’s best that you pick up the treasure on the first few frames on your way back. Since, you’ll be able to keep your momentum which saves a few frames. You can see how I do my controller inputs for this around the 37 second mark in the run.

On my way back, I noticed that the scorpion was down below, so I was able to get closer to the edge with the water. But, it’s possible to get even closer, but remember… This is quite risky since falling into the water makes you unable to obtain certain treasures. Since, unlike the PC/N64 version, there is no way to get back up here and obtain these treasures. Even in casual play.

So, around the 48-second mark… I have left the treasure room. With a bit better movement and not being poisoned by the enemy I think I can shave a second off here. Yet, it would be extremely tricky to do and risky. After leaving the treasure room, it’s time to go to the right to go down, jump over the waterfall and pick up the coins we saw earlier to pick up the final out of 4 treasures on top here.

During my current record, I lose a bit of time here as well by hugging the upper wall.

Now, comes something risky. After collecting the coins, you’ll need to jump down and try to line Indy up the closest edge of the waterfall. The goal is to land in the pool down below closest to the exit point. But, when you jump down too early… You might let Indy miss the pool and die. Jump too late, and you lose a second or two in the water since Indy swims so slow in this game. My drop/jump around the 53-second mark isn’t perfect. I was too center. I had better but I also had worse. After dropping into the water, exit it as soon as you can at the top right-hand side.

After exiting the water, you might notice that enemy and want to jump over or away from it. Don’t. Since, it’s somewhat easy to avoid and you are risking loosing time by either dropping back into the water or jumping too early/late and getting poisoned. Just move a bit down around the spot in the screenshot above. I actually moved down perfectly in my current record. Since, you need to avoid a wall and go into the door a bit behind it. This is what you see me do around the 1 minute 4 seconds mark.

Now we enter a “puzzle” room where I hate the movement with a passion. If there is one thing I’m not too good at… that’s precise movement.

The solution to the puzzle is that you need to walk on the sun tiles in a certain sequence. First, you hit the 3rd tile counting from the left. Then, go to the first tile without walking over the second tile and just walk over the rest. So, from the left the sequence is: 2-3-1-4.

The issue here is that the hitboxes of these tiles are a bit off. The tops are quite sensitive and the bottoms aren’t. So, when you try and walk from tile 3 to tile 1, it’s easy to trigger tile 2 when you go overtop. Now, it’s highly recommended that you go overtop since the treasurees will drop from the totempole you see on top this room. So, yeah, this room is tricky and might require some “training”.

Now, after the treasures drop: go for the left most treasure first! Since, the right most treasure is perfectly in line with the door. Mixing these up might cost you a few frames. After exiting this puzzle room, you go to the right. There is another stone which needs to be pushed down once and then left once. It’s possible to jump from there to ledge above the door. Yet, I find it safer and more consitent to push it left twice so the gap is only one block. For some reason, I have a hard time making those two block jumps from a lower to a higher platform. While it is possible as you’ll see in the next level.

Now, hug the wall and jump at the last second as shown in the screenshot below here. If you do it right, you’ll grab the ladder and skip a part of the climbing animation. This is one of the minor optimisations you can do to save a few frames. Yet, be careful with trying this one. If you push Indy too much to the left, you will not grab the ladder and miss the platform and have to go back on the ledge.

After this, it’s a bit of climbing we need to do. Jump earlier to the ladder to skip climbing it when you can. This is an easy trick to master which can shave so much time off your runs. After the 2nd ladder, be careful since there is a scorpion quite close to the part where you accend from the ladder and being poisoned there is real easy. That’s why I usually jump forwards once to avoid that and get closer to the door.

Be sure you are at least more half health now since there are some parts coming up that will require you to be able to tank/take some damage. If needed, there is a herb in the hallway. Herbs are faster to heal compared to going into the menu, going to a medkit and then going out of the menu. You see me pick up the one outside of the hallway around the 2 minute 2 seconds mark.

There is a reason why I take out the pistol around the 2 minute 18 seconds mark. Because there are some enemies coming up which are difficult to avoid when you exit a door. I rather shoot them to be safe. Now, it’s possible to save a bit of time to do a corner jump from the ladder platform as shown with the purple line. But, it’s a tricky one and might cause you to loose your run. Corner jumps are in general not easy in this game. Usually, I take the safe route wit the lightblue line. Which looses a few frames, but it’s safer and more consistent.

Now, after this, you can make another choice. Go right into the closest door or go for another treasure. There are 4 left we still need to get and it doesn’t really matter which one you go for first. I usually go for the bottom one last. If you want to go for the bottom one first, be my guest. This will be the last treasure talked about in this article.

So, I go into the closest door right after killing that enemy. In that case, don’t put your revolver away. Since, scorpions have this nasty “”feature”” where they can poison you during the whipping across animation. So, shoot the scorpion dead when you enter the room and go left to whip across. Remember to use select to switch between your tools to save time. Opening & closing the menu adds so much additional time.

Now, don’t make the same mistake as me here. When you need to whip across, you shouldn’t be right at the edge since Indy’ll whip in front of him then. And this’ll cost you a second or so. Stand a bit more back. When you are swinging across, you might notice the next treasure.

If you pick it up now, it’s fine. If you want to pick it up on your way back… It’s fine as well. The time to pick up this treasure is the same either way. In my current record, I chose to pick it up after the two treasures after whipping across again. So, don’t forget to pick this one up if you skip it now. But, after whipping across… Shoot the enemy, for a similar reason as before. Now, after that, you’ll see two doors at the bottom.

You can choose the sequence of the two here. Since I have the gun equiped, I prefer the left door first. So, I’ll explain the right part later.

The gun is equiped and we go in the left door. The gun is needed since there is a nasty troll scorpion that you will encouter right after exiting the hallway after the door. Either move to the right, right away, or shoot it. If you shot it without getting poisoned, count yourself lucky since that will make the upcoming part way easier.

Now, the treasure is at the bottom of this section. Drop down as quickly as you can without taking too much damage. Since, you’ll need the health to tank scorpion poison since they are so nastly placed. Be sure to switch back to the hand to pick up the treasure box. I started my decent on the 2 minutes 47 seconds mark. The decent was quite clean. But, my ascend. Oh boy. From 2 minutes 56 seconds you see some messy jumping and me getting screwed over by scorpion poison twice. It’s something to costs me so much time and doing the ascend propely is somewhat stressful.

So, after the hallway, equip your gun again to kill the newly spawned scorpion and now, it’s time to explain the right door. For that door, be sure you have the hand equipped. Since, right after exiting the door, you’ll have to drop down.

If you drop down on the corner edge of the platform, you reach the hitbox when Indy is in that landing animation and when you mash “A”, you’ll pick up the treasure. Go left and swap to the whip to swing across.

Jump across the death pit and be VERY careful trying to do a ladder jump here. It might save you a few frames into the climbing animation but missing the ladder means certain doom and dead run. I rarely to never risk it here since I desipe loosing a run to a silly mistake near the end of the run.

After the ladder, go to the right, up and over jump across and get back into the door. After that, swing across the two gaps and get into the door again. Now, we come back to one of the choice spots. Since I started to talk about the “top” door first, let’s go down and to the left now for the final treasure.

In here, there is the final treasure of this level. Be careful to not step on the cracked tiles since they drop you down lower in the level. And when you don’t have enough health, they are deadly.

Now, it’s time to go to the right the whole way after exiting this door. Go towards the ladder we climbing up, where I said you could save time with that risky corner jump. And now go to the right instead of the left. And then, it’s basically the Any% run route after the ladder snipe. Be careful, since now there is an extra scorpion for you to avoid. But, I use that one to jump at the right time to speed up the first long climb.

My ending was a bit messy but hey. That means more time can be shaved off this run. Since we played the full level, we see Sophia actually walk up to Indy. When you do the ladder snipe of the Any% run, Sophia won’t show up but the textbox will play.

Don’t forget to push “A” to skip the textbox faster. And yeah, that’s the whole route.

Looking back on this run, I’m certain that a run of 4 minutes 38 seconds is totally possible. Especially since I saw a lot of potential improvement while looking through this run to write this article.

Now, this level has one of the biggest differences between the Any % route and the All Treasures route. A 4-minute difference even.

After writing this article, I’m quite hyped to try and beat my record. So, I’m going to try and do that during my summer holidays. Keep an eye on my Twitter since I’ll post there when I have beaten my time.

But oh boy, was this a long article yet a fun one to write. Next time in this miniseries, I’m going to take a look at the second level Babylon. Maybe I might write only one article about that level since most of these treasures aren’t too far off the main route for Any%, yet they do cost a lot of time to grab.

And with that said, I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article and until then, have a great rest of your day and take care.

Game Quicky: My Little Universe (Android) ~ Gather & Dump ’em boys.

Google Play StoreiOS versionFan subreddit

Finding enjoyable mobile games isn’t an easy task now-a-days. A lot of them have a microtransaction trap or are just filled with ads to the brim. And some of them, aren’t even that fun to play. But, when I notice that I start playing a mobile game for several hours and hours, play it on the train from and to work… Then, I know I found a mobile game that I want to talk about. In today’s article, I want to talk about My Little Universe. A game about grinding actually, something I honestly didn’t think I would enjoy this much. But, is it just me enjoying this game or is this game actually good? Let’s find out in this game quicky article where I talk about the positive, negative things about the game and the round it all nicely up with a conclusion bow. And if you want, you can leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article.

Editorial note: This review is written while playing v1.16.x branch. There were 3 smaller bugfix updates during me playing and writing this article.

Worth gathering

The idea in this game is that you gather resources to expand your island and repair the portal to the next world. All the while, you can upgrade your gear, battle monsters and explore the world.

Something I really like in this game is how you can’t buy these resources easily through microtransactions. This means that you don’t have to fear that this game locks you into a microtransaction loop.

There is an owl in each world that offers either a huge amount of resources, but these are totally optional. You don’t have to buy them to progress in the game or to “make the game playable”.

This game is extremely easy to learn and master. In terms of controls, you only need to know that you can move your character quite well by moving a virtual joystick. Mining and attacking all happens automatically. This game is also quite forgiving. When you die, you respawn at the last entrance.

Which you can use at your advantage. For example, in the second world in one of the caves you need a ton of stone. Since, the stone supply wasn’t all that good to gather in large quantities in the cave, I went outside to the mountains to gather them. When I felt I had enough, I just jumped in the water and let the sharks eat me to respawn at the cave entrance, so I didn’t have to make the long trek around.

This game controls extremely well, and I highly advise you to learn the timing on when resources respawn. This can be quite helpful to gather huge amounts of resources easily. At the start, you’ll gather only small amounts of resources from each location, so that’s why my second tip is to upgrade your pickaxe and axe. Since, they’ll increase the amount of resources you get from each mining session or even the speed.

If you regularly upgrade your tools, you rarely to never have to fear that you get stopped because you can’t mind the resources you need since your tool isn’t at a high enough level. And in terms of tools, you only have three of them. Your sword, your pickaxe and your axe. So, no real need of fearing that you need to upgrade a lot.

While the visual presentation is close to very good, I really like how the UI works. The UI shows only what you need to know. It hides the amount of resources you don’t need to know about. For example, if you aren’t working with resources from the first world, they are hidden. You can still use your backpack to see how much resources you have of what. You can also use that to locate certain resources when you need them. A big arrow will appear above your head to locate them.

This game automatically saves. So, you don’t have to worry that you loose progress when you exit the game. You’ll also restart at the last entrance you started at when you start the game.

This game is quite optimized. I never noticed slowdowns nor lag. Also, the loading times between locations is incredible. The amount of assets that are loaded in such a short time is just impressive.

The music and sound effects of this game are amazing. I really like them. They add a lot to the atmosphere and feeling of the game. I find it a bummer that I’m unable to easily listen to the soundtrack outside the game.

There is no real story in this game. So, that means that there is no real need for translation of this game. So, you don’t need to know English to play this game. But…

Let’s dump this

There is no real story in this game. Now, why did I place this in the negative part. Well, while I do understand and enjoy the roleplay potential that this game has, where your mind is able to run free what the worlds are supposed to be… I feel like a lot of chances for more atmosphere are missed. When I started the 3rd world, I felt like this game was missing something.

I just wish there was a little more character in the game. Like danger signs when entering a cave or more set dressing. The idea’s in how the worlds are designed are just amazing, but it lacks a bit of immersion. And I think a bit more set dressing can go a long way.

Maybe this is only on my phone, but there was a lot of Z-fighting happening in the game. Especially on the edges or bottom of textures. For those who don’t know what Z-fighting is, it’s basically when the game doesn’t know which texture should be displayed on top of which texture, and you get blinking textures where they alternate and try to be on top. It’s quite distracting if it happens on a large scale. I have added an example from Minecraft here.

Z-fighting in Minecraft with the stone fences. Taken from the bug tracker.

While I totally understand that a free game needs to have ads, I do want to talk about them. In most cases, the ads in this game aren’t that bad, but they are currently dangerously close to being quite annoying. I don’t have problems with the ad banner on the bottom, nor do I have a problem with the big resource piles you can get for free by watching an ad or the chance that you get a short ad after dying or going between worlds/caves. I do have an issue with the ads that play after you unlock a platform. These are sometimes too frequent and have the potential to break the gameplay flow somewhat.

Also, you can buy tickets to skip ads. And here they decided to do something I really dislike personally. You can’t choose to watch an ad and save your “skip ad ticket”. Thankfully you don’t lose one when an ad plays during other moments. Yeah, when you have those tickets, you can only skip those ads during picking up resources. These, thankfully short, ads still play when you travel between locations or respawn.

Depending on how you are with repetitive gameplay, this game can be boring in longer play sessions. I notice that when I play this game, I often play it in short bursts. Since there aren’t a lot of different mechanics besides gathering resources and placing them in the right location.

Something I don’t know if it’s the fault of the developers or the ad engines, but some ads can be quite annoying. Some ads appear to be playable, but then aren’t playable and appear blank. Others have an unresponsive skip or close button and take you to the App store. These should be able to be blocked by the developer if they have the chance since it shines a bad light on the game.

So, what now?

Personally, I enjoy playing this game. This game is fun to play in a short burst and respects the player. The ads walk that fine line of being acceptable and quite intrusive. Honestly, it depends on my patience level for them on that moment.

The fact that when you upgrade your gear, it’s also shown on the character. Visually, apart from the sometimes quite aggressive Z-fighting, this game looks quite polished for a mobile game. Together with a great soundtrack and sound effects, this game doesn’t have a lot of negatives.

True, the game can be repetitive in longer play sessions… But, that’s not such a big problem since this game autosaves, and you can easily play this game in shorts burst because of that.

If you enjoy casual games or games where you can wind down… Or you need easy to pick up and play games, I really think that this game is something for you. I really like to play this game during my breaks, while crossing my fingers that the ads aren’t too aggressive that time.

And with that said, I have said everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I also hope to welcome you in another article, but until then, have a great rest of your day and take care.

Score: 4/5

First Impression: The Survivalists (PC – Steam) ~ Monkey Business

Steam store pageOfficial site

Sometimes, I just need a game to get lost in it. A game where I can dive into and play for hours upon hours. Games like Minecraft and Terreria come to mind. Since last year, a 3rd game joined that list for me, and that’s The Survivalists. But why did I give it a spot on my top 10 games of 2021? Did it deserve that spot, or did I change my mind already? So, let’s start monkeying around and let’s talk about this game, while I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on this game and/or the content of this article.

Monkey Business

This game is an adventure survival game through and through. The game starts with you getting shipwrecked on an island, and it’s your task to escape. Now, you might think that this game is similar to other survival games like Forager for example. But, this game has a unique mechanic that I love.

During your adventures in this game, you can free imprisoned monkeys. As soon as you free these monkeys, they’ll join your party, and you can use them for anything you want. You can teach your monkeys to do stuff for you. This game slowly goes from a survival game to a micromanagement game. Since these monkeys can learn how to farm, craft, fight, gather resources… So, basically, you can leave the grind tasks to your monkeys. They can level up in these tasks, to complete them even more efficiently. Or you can have an army of monkeys following you around to battle enemies and such.

But I might be going a bit fast here. What’s the story in this game? Well, there is none apart from you shipwrecking and trying to find a way out. You do meet some taskmasters, but those don’t contribute anything besides being your quest givers. So, if you are looking for a survival game with a story of any sort, I think you’d look elsewhere.

Anyway, back to the monkeys. They are the game-changer, and micromanaging them is one of the biggest mechanics in this game. At this moment in my playthrough, I have freed 20 monkeys and trying to find the right balance in which monkeys are assigned to which tasks are an amazing puzzle. Together with an easy-to-understand tutorial, this game teaches you the ropes without holding your hand. After that, you are free to explore the islands.

The difficulty of this game really depends on the random islands you spawn on and in which order you tackle them. So far, I have two playthroughs running, and I have to say that the difference in difficulty makes the game fresh. To make an efficient base and craft the correct equipment to go exploring, is also a great mechanic in this game.

At the start, this game is overwhelming. There are islands to explore, crafting trees to unlock, resources to keep high, dungeons to explore, treasures to find… But, in its current form, the game lacks depth in some areas. There are a lot of mechanics that can be improved or expanded upon.

For example, the blueprint system. You can’t rotate buildings OR cancel blueprints once they are placed. Another example, why can’t you sort your monkeys by e.g. skill in your menu or see their names on the map? Once, one of my monkeys glitched out and got stuck in the middle of the sea without me being able to pick him up. I could use a summon-banana, but I had no idea of the monkey’s name.

If I list all the mechanics that could use a bit more quality of life features, I’d be here for a long time. But, don’t get me wrong here. The features that are here are amazing, but certain things would make the game even more enjoyable to play. For example, see the radius of where gathering monkeys will go to pick up materials. On the other hand, it makes the game a bit more challenging, since you need to plan your building quite well.

Open sea

This game was released in October 2020. Since then, it got 4 big content updates. These updates brought a lot of new things to the game. Sadly, since last summer, there hasn’t been a lot of development of this game. And if there is, I haven’t found any traces of it on the social platforms or on their Discord.

It’s a shame really since the potential of this game is huge. Currently, you can explore 5 islands. At first, I was afraid that it would make the world too small. But thankfully, that’s not a big issue. Each island serves its purpose and going from island to island takes up a lot of time. Thankfully, you can set up transport gates.

These transport gates are one of the best additions to the game in my opinion. They increase the game flow so much. I don’t like having a monkey with me that carries a big chest for storage. Since, when they get knocked out, they don’t re-pick up that chest, and it doesn’t appear on the mini-map. And with the small inventory, these transport gates are a blessing. And it’s also really helpful that items don’t disappear from the ground. On my adventures today, I found some leaves I have thrown out of my inventory when I first discovered the island over a month ago.

Exploring the islands can be quite tense. Since you never know where the enemy villages are. And let me tell you, some of these enemies can pack a punch. Mastering the combat in this game is essential to survive. I also bought this game on my Switch and I have to say that I highly prefer the controls on the PC version. Maybe that’s because I got so used to them with mouse and keyboard, that I have some troubles playing this game with a controller… Which is also an option.

That being said, this game controls amazingly. Sometimes, I had a bit of trouble canceling some crafting of my monkeys, but that was partly my own fault since I placed so many crafting stations so close together.

With these wonderful controls, we can explore the amazingly designed world of this game. While there are only a few biomes, they are all well-designed and have their own reasons to be explored. It’s really quite impressive how well this game runs. In some cases, there is a lot going on, and I barely see any lag or slowdown appear. Which is good, since you’ve to be on your guard in some areas to survive.

I always tense a bit up when I heard that battle music coming. I always look around to make sure if it’s safe to continue to gather the supplies I was gathering or if I should first go into combat mode. The music and sound design are really well done, and it adds so much to the atmosphere of this game. I didn’t hesitate to buy the OST DLC to be able to put the music on my playlists while I’m working.

Replaying

One thing that really tripped me up several times is that this game doesn’t have an autosave. To save your game, you have to sleep.

The loading of another world also isn’t quite easy to do. But, once you have done it, it’s easy to do. You just need to know that “Save slots” is your world select. And, you better have some sort of note system since you can’t give your world’s names. 😦

This game also has multiplayer. I haven’t played a lot of multiplayer, but from what I have played… It works fine. The limited communication options through emotes are somewhat disappointing to me. Sadly, the last two times I got bad experiences in multiplayer with a broken temple and a very spammy host with emotes.

Personally, I don’t regret putting this game on my top 10 games list last year. Yet, I can totally understand why people expected more from this. This game is from the same studio that brought us Overcooked and Worms. The charm in this game is huge, but charm can bring you only so far.

I love playing through this game in short bursts from time to time, trying to finish all the quests and explore everything my islands have to offer. I’m also trying to avoid all outside help from wikis and such since the in-game tutorial and hints are great enough to help you with that.

You can finish this game in roughly 20-ish hours, but currently, I have played this game for 35 hours and I haven’t beaten it yet. Since I want to see everything this game has to offer. In general, I think this game has the potential to become even bigger, but for that, the game will need more content and some major quality of life patch. Like, being able to choose the world you want to open when you start the game?

I wish this game wasn’t such a hidden gem. If the community was larger, I’m sure that this game would get more frequent updates. But, now, I rarely see other players online… I wish there were more online, so I could experience the multiplayer. Maybe I should invite some friends to play this game since I think this game is even more fun when you play it with others. And possibly then I could unlock those final achievements.

If you enjoy games like Forager, Minecraft, or Terrarria… to name just a few; I really think you’ll enjoy this game. At the moment of writing, this game is on sale and I highly advise you to pick up the digital deluxe edition. The additional cosmetic content is totally worth it and the additional hats you can find for your monkeys make it easier to tell them apart.

And with that, I have said almost everything I wanted to say about this game for now. In short, I really like this game. While it has some rough edges, those aren’t a dealbreaker. While this game might not please every fan of the genre, I think there is something here for everyone. Let’s go monkeyin’ around since this is a tense adventure. An adventure worth your bananas and monkeys.

Before I ramble on, I want to thank you so much for reading. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care!

Review: Indiana Jones and the Infernal Machine (GBC) ~ Speedrun Time!

InfernalMachineGBCWikipedia entry

Times can change quite a lot. Way back in 2014, I wrote an article about one of my most favorite childhood games ever made. Indiana Jones and the Infernal Machine. You might think, why am I reviewing this again? Well, in today’s article I’m going to review the port to the Gameboy Color. I still remember getting my copy for one of my birthdays. Since I wasn’t allowed much time on the computer and I saw I was able to take the game on the go with me, the solution was easy. My godmother aunt bought the game for me and gave it to me when I was sleeping over at her place. A few days later, I want to my cousin who introduced me to this game and he got so jealous of my copy that he started to beg his mother for a copy as well. Amazing memories. Anyways, now that I’m also speedrunning the game (both this version and the PC version) and that I have fully finished this game, I think it would be a neat idea to review the GBC version of this game. Is it a good game or should we ignore it? Let’s talk about that while I invite you to leave a comment in the comment section down below with your opinion on the game and/or the content of this article.

Editorial note: want to see runs of this game? 

So, what happened?

3If the developers of this game were able to cram the whole PC game into a Gameboy Color game, I would be amazed. But we all know how powerful the Gameboy Color was a playing a 3D game on that wasn’t fully realized yet. There are a few 3D titles on the Gameboy Color but not too many. So, some things had to give. But, how much had to go and did we still have a good game left? 

Let’s first talk about the extremely strange cuts into the story of this game. When you are used to playing the PC or N64 version of this game, the story in the Gameboy Color game is quite strange to say the least. There is so much less story in this game that if you would only play the Gameboy Color game, you might be unable to follow along.  

The best example is almost the whole ending cutscene after the first level is cut out of the game. You don’t get an explanation on why Sophia was looking for you and the whole setup of the story falls in like a cake you take too soon out of the oven. Yet, when you have played the PC/N64 version, you’ll recognize the story beats right away and know where in the story you are. 

So, since the gameboy wasn’t powerful enough, some sections and even entire levels have been cut. For example, there aren’t any final bosses in this version and Palawan Temple, Jeep Trek and King Sol’s Mines are missing in this version. Instead, we got a new level, the Russian Border. This level is a sort of extended version of the Tian Shan River opening section. 

The story in this game is a mess. I don’t really advise that you try to follow it if you haven’t played the PC/N64 version. It’s a shame since the story of the original versions is great. It really makes you feel that you are playing through an Indy movie. Fun fact, did you know that this game was first going to be about aliens before it got veto’ed because the script for the 4th movie was in development? That movie some Indy fans don’t talk about.

So, is this 2D or 3D?

indjgb004Even games with a messy story can be quite fun to play. So, is this game fun to play? Well, in my honest opinion, I’m having quite a lot of fun in playing this game, but this game has a lot of special quirks you need to get used to, to be able to enjoy this game to the fullest. The first one is that this game is sort of 2,5D game where you look at Indy from above. Thanks to the good use of shadows and different textures, you can be able to quickly see when you are approaching a cliff. 

While you can explore in this game, this game is somewhat linear. There aren’t a lot of moments where you need to backtrack. There is a certain order in which you have to play and beat the level but finding that out is half the fun. Now, as soon as you get a hang of the quirks of this game, it really opens up. Together with the extremely responsive controls, this game is challenge to play. 

So, when I started to speedrun this game, I hadn’t beaten the whole game yet. I had beaten the first 3 levels in my childhood, but the 4th level gave me a lot of trouble. When I actually started to run the levels I hadn’t played yet, I challenged myself and I tried to finish them without looking at the guide. To be honest, I was extremely surprised how the knowledge of the PC version helped me in certain sections and that this game also has unique sections and puzzles. 

Is the game difficult? Well, in a certain degree, yes it is. Healing items are more scarce in this game and there are no checkpoints in this game. When you die, you have to restart the level. A difference in terms of difficulty in this game is that poison can run out. Yes; it can run out. Oh, and med kits don’t heal poison. Only venom kits (green medkits) do. 

Surprisingly, the machine parts have the same use as in the PC/N64 version. The Azerim (flying) tool works a small bit differently but has the same concept behind it. So, knowledge of the PC/N64 version can be extremely helpful in this game to not get stuck. Since, like the original game, the GBC version doesn’t have a tutorial. It doesn’t help you in explaining the controls and the fact you can interact with certain things. A big piece of advice from me, if you are stuck, use the hand on anything strange. If a certain tile on the floor looks strange, use your hand on it. Since lifts aren’t always clear that they are lifts. 

So, the controls. Earlier I said they are extremely responsive. Now that I have quite some experience with them thanks to speed running this game, I have to say that they are precise but can feel a bit floaty. It’s something that has to click with you, or you will have some trouble with it. The D-pad is used to control Indy, the A button interacts with the selected item and B jumps. Start opens the inventory and Select cycles through your tools. 

For this review, I have played quite a lot on my Gameboy Advance as well and I have to say that I can’t decide if I like the fact that I run on an emulator since it gives me more screen space and I can connect my XBOX controller for finer control, or if I enjoy the charm of the game on a smaller screen with a bit more stiff controls. The difference in controls might have to do with the fact I’m running this game. 

Another big difference you might have noticed between the PC/N64 version and the GBC version from the inventory screen you can see a bit higher in this article is that you can only carry 5 of each healing item. You can’t carry more of them. You can purchase more of them with the treasures you find at the end of each level. But, here is something interesting. You can sell your healing items. For example, when you want more medkits, you can sell your green medkits. 

So, what is the gameplay here? This game is an adventure game where you have to platform your way to the end. All the while you have to solve puzzles, fight enemies and avoid traps. This adventure takes you through 15 levels that quite closely follow the structure of the N64/PC version. The red bar is your health and the blue bar is your stamina. 

To beat this game, you have to pull blocks, jump and swing over gaps and solve some puzzles. Most of the puzzles have to do with using the right item on the right location. Sadly enough, picking up and using items can be a bit pixel perfect which is annoying during runs. 

Sadly, you don’t have a map in this game for the larger levels. But, all in all, the levels won’t take you that long to beat. The longest level is Nub’s Tomb, which took me around 11 minutes in my speedrun. Now, certain levels can be beaten in under a minute if you know what you are doing. If you hold up while Indy is moving over a ladder, he can climb it… No matter how long his fall is going. And this game uses that mechanic in certain levels as well. 

All in all, the gameplay is quite addicitive. Especially if you enjoyed the original game. But, I can understand why people would get frustrated and lost in this game if they haven’t played the PC or N64 versions of this game.  

It’s fine

gfs_44058_2_11Now, visually this game looks fin in my opinion. There are better looking games on the Gameboy Color yet, I find the atmosphere the developers created with the visuals is quite nice to look at. But, it looks the best in the correct ratio. It doesn’t look bad in a bigger screensize, but you will have some blur here and there. 

Sadly enough, sometimes certain things like breakable walls or places where you can swing with your whip blend in a bit too much in the background. I’m certain that if when you play this game in a darker room or if you suffer from colorblindness that you’ll be unable to see them sometimes. Which is a shame. I wish they stood out a bit more since things like this give the neat visuals a bad name. 

As said earlier, there are a lot better looking games on the Gameboy Color but with the “weaker” visuals, they still pull off an amazing atmosphere. One of my favorite levels visually is Nub’s Tomb. It also has the worst puzzle in the game with the music puzzle. And let’s not forget the jump over the lake bit and if you miss one jump, you have to restart that whole section.

Are there glitches in this game? Well, not a lot. I found a few spots where the game gets confused so you are able to stand on places you aren’t supposed to stand and if you fall into the liquid in the Infernal Machine level and you are holding a direction button while facing a wall, you don’t die until you release the movement button. 

Now, going back to the visuals. There are also animations in this game. These animations are good. They really add to the game, all the while they don’t feel out of palace. They really blend into the created atmosphere really well. I always enjoyed seeing Indy swing over large pits and always hearing that amazing melody is just icing on the cake. But, let’s not mention how tricky it is to get in the right position to whip over a pit. 

Sadly, in terms of sound effects and music, this game lacks quite a lot. Apart from the main theme at the start and some short tunes, there isn’t a lot of music in this game. In the later parts of the game, there is a bit more music but it mostly aids in the puzzles or certain a bit more tension. I wish these moments were used a bit more. And there aren’t a lot of sound effects either. If I didn’t have to focus on my gameplay, I would play this game while listening to music. It’s a shame since when this game has music, it’s amazing chiptune goodness but it’s so sparingly implemented it’s annoying. Thankfully, the walking sound effects of Indy aren’t annoying. 

There are 15 levels in this game and when you play each level optimally, I think you can beat this game in 4 to 5 hours in your first run and without using a guide. Currently, I’m griding for a full run of this game and I estimate that it will take 2,5 hours if I don’t make too many mistakes. Granted, that’s when I skip all the treasures that are in most of the levels. Apart from, I think, 2 levels, there are 10 treasures hidden in each level. But, in this version of the game, they are a bit well less hidden compared to the PC/N64 version.

The final thing I want to talk about is the password system. As a speedrunner, I’m a bit on the edge on this mechanic. Before I started running this game, I hated this system. Why couldn’t I use the save system like in the Zelda games and other Gameboy Color games. But, now that I run this game, it’s quite helpful in training certain levels or trying to set a new level record. So, yeah. 

Anyways, I think it’s high time for a conclusion is it not? Let’s wrap up this article with a nice conclusion to summerize my thoughts.

Summary time

The good:

+ Enjoyable gameplay with exploration and nice puzzles.

+ Decent visuals (for the most part)

+ …

The bad:

-Butchered story.

-Too little in terms of music.

-Some sections are a bit too pixel perfect.

-Lack of tutorial.

Final thoughts:

Is this game worth your time? If you enjoy games like the old school Tomb Raider and Indiana Jones and the Infernal Machine, I would say yes. If you enjoy unique and special old mobile games, I would also recommend this game. But, know that this game is a niche game and it has it’s quirks.

Two things can happen. It can click like it did with me and then you have a nice experience all the while you see the flaws and issues that this game has. The other thing is you realize that this game isn’t your cup of tea and you don’t play it. 

I honestly think that it’s quite impressive how they were able to cram a somewhat solid version of the PC/N64 version into a small Gameboy Color cartridge. I mean, the rom file for this game is only 1MB! This whole game is 1MB and it can provide you with a decent Indy game..? Sign me up! 

Now, if you are on the fence about it, just give the first two levels a try. If you notice that it’s not your cup of tea, then skip this game. If you enjoyed playing the first two levels, I would highly recommend you continue to play this game. 

Granted, I think that the nostalgia for this game might have placed a lot of rose colored glasses on my eyes and I might see this game in a better light then it actually is but should that matter? I think this game is a nice gem in the Gameboy Color library and I would recommend it to people who enjoy adventure games. All the while, I would warn it’s an unique and special game with it’s own flaws but it’s still enjoyable. If only the story was a bit more intact… 

With that said, I have said everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Score: 80/100

 

First Impression: There Is No Game: Wrong Dimension (Switch) ~ Ceci n’est pas un article.

ThereisnogameWikipedia entryNintendo.com micrositeDeveloper site

There is no game here, so there is no article here. I have been searching everywhere in this game and I have found nothing. So, why am I writing about this then? Because I have no other game to write about, and I still want to write an article since it’s one of my biggest hobbies? Well, who knows. I can’t say, since there isn’t an expanded version of a game jam here. Maybe that section in the latest Nintendo Indie World was a lie. … Okay, I don’t think he is looking anymore. I think it’s time to let you in on a little secret. … There might be a game here. Shall we take a look at it? Come on, you and me. Let’s talk about this secret game while you sneakily go to the comment section after reading this article and tell me what you think about this game and/or the content of this article.

Ceci n’est pas une pipe

fileD8CAV347I don’t think I’ll be able to keep up the gag from the introduction paragraph through the whole article before it gets extremely stale and boring to read. No really, it might not be enjoyable at all. There would be loads of things that’ll be way more enjoyable to do. Like, read one of my articles or play a game. 

But, since you are still here, I think you want to poke around in the wrong dimension that’s part of the title right? Alright then, reader. In this game, you take on the role of “the user”. Explaining how your adventure gets started would spoil various gags that this game pulls with you and since I try to keep my content as spoiler free as possible, it gets quite tricky. 

The different chapters of this game can be a standalone episode in a series, but it still has an overarching plot. It tells a story about a certain game program that is convincing you that there is no game. But, some strange glitch is haunting him and messing things up for him, so maybe it’s time to set things right. 

You and the game program travel through the various wrong dimensions on your way home to set things right while having amazing humorous adventures throughout various game genres that poke fun at various elements of that genre. The amount of the sneaky references and the clever use in the gameplay and puzzles of this game is just amazing. 

When I said “various game genres”, you might think that this game has a lot of different gameplay styles. Well, this game is a point-and-click adventure. So, while you might be a Zelda-style adventure game dimension, you have to interact with the game via the modern point-and-click controls. But, more about the gameplay later. 

First, let’s talk about our Russian(?) host. Your game program friend is fully voice acted. The voice work has been done by Pascal Cammisotto, who is actually the French developer of this game. While the game is translated in various other languages, the voice acting is stays in English, and it’s glorious. The voice acting in this game is extremely well done and adds even more charm to the game, which may or may not be there.

The pacing of this story is walking on the fine line of going a tad bit too fast and just fast enough. I felt that some sections of this “fictional” game that I have played so far went over a bit too quickly, but I also think that if they dragged on for a bit longer they might overstay their welcome. In other words, in most places the pacing hits the right beats but in some cases, I found that a section was over a bit too fast.

“User, please solve that.”

20200807202822_1So, in this game you have to interact with the world in various unique ways via your usual point-and-click style gameplay. You find various items that can aid you on your quest. Your inventory is at the bottom of the screen, and you can place it in the order you like. If two objects might be able to interact, they get a white outline around them. 

Not that this information matters, since I’m not talking about a game that’s here on Switch, but I felt that this game controls better when being played on the touch screen of your Switch compared to the docked controls. I’m not saying that the controls while docked don’t work, but you need to quickly interact with some actions, and I was able to solve most of the puzzles more easy using the touch controls. 

The controls were quite easy to get a hang of. It didn’t take long before I was able to tackle the amazing puzzles in this game. The difficulty balance in this game gets a thumbs up from me. I really loved to solve the puzzles in this game and the mechanics and gags used to solve the puzzles in this game make the game being a love letter to our hobby even better. 

Also, when you are stuck in a certain section, the hint system gets a chef’s kiss. A ten out of ten. Whenever you click the “Help” button, you can unlock a hint. In most cases, you have to unlock another hint before you can unlock the solution. The only penalty you get from using the hint system is a small “boo” shout that the game gives you. But, I highly advise you to not use the hint system. The solution and out-of-the-box thinking you have to do is so much more enjoyable when you solve it without a hint. It’s a shame, since the hint system is one of the best I have seen in point-and-click games so far. 

The biggest shame of this game is that this game is extremely short. This game can be beaten in 5 to 8 hours. So, I currently played this game for 3 hours, so that means I’m somewhat over half way to beat this game. I always feel quite conflicted about these short games. At one hand, some of these are a blast to play through and provide a lot of unique experiences but on the other hand… I always wanted from the game. 

Nostalgic

tng-fp__xlI think we are currently in the time period where people who grew up with the same sort of games then I did are currently in the indie game development scene. The various game spoofs that this game visits feel so extremely nostalgic all the while that this game is putting its own unique spin on them. For example, the Zelda-style spoof reminds me so much of playing the Minish Cap for the first time. And the first spoof reminds me so much of playing old school point-and-click games from Humongous Entertainment or LucasArts.

The game’s visual presentation pulls you in so much that it makes the game more addictive to play for me. It blends the visual style of its own and the games it’s spoofing so well I have a hard time telling which is which sometimes. I can only praise the artist who works on the visual presentation and the animations since you did an amazing job. 

And as usual, after talking about the visual presentation… I talk about the music and sound effects. And just like the visual presentation, I have no complaints about those either. It’s an amazing blend between modern and retro styled sound effects. I could be an annoying nitpicker and say that it’s an extremely minor shame that the whole soundtrack of this game is orchestrated but then again, that’s extremely impressive for such a small indie game that only costs $13.

So far, I have been praising this game to the moon and back. It’s almost that this game doesn’t have any negatives apart from its short length. The save system works fine, the UI is excellent… I feel that this game is polished and play tested quite a lot before it got released.   

The biggest negative I can say is that this game has some jokes that might go unnoticed or fall flat for younger gamers or people who just get into gaming. I honestly don’t think that the story is going to be so strong if you played it with people who aren’t that into video games. But, if you are well versed into games, I think that this game’s humor and charm will draw you in like it did with me.

Now, this game falls into the trap of being a short point-and-click game. If you want to enjoy this game to its full potential, I highly recommend that you read as little about the game as possible since the fewer you know about the game the better. Otherwise, the charm and humor will hit less hard and that’s a lot of what makes this game so addictive and fun to play. 

The second trap of the point-and-click genre is that the replay value is extremely low. While you might enjoy your 2nd or 3rd playthrough, you will know most of the gags and story beats in this game which makes a 2nd playthrough way less enjoyable. Unless you are doing a speedrun of this game of course. 

So, I think I have said everything I wanted to say about this game. It’s high time for the conclusion I sort of already gave earlier in this article. If you are into video games and enjoy a point-and-click adventure game, I think that this short game is one you shouldn’t sleep on. While the game works a lot better with touch controls compared to controlling it with the joy cons or a pro controller, I don’t think that it would hinder your experience too much in this game. 

Now, if you aren’t into video games, I would still recommend this game to you, but I have to warn you that a lot of the gags and spoofs in this game will go over your head. The strength of the story only shines when you know a little about computers and games. Then the beautiful game world and the nice audiovisual design will draw you in just like it does it with me. 

If I have to describe my feelings and thoughts about this game in a short paragraph I have to say that this game is a humorous point-and-click adventure that takes you through a nostalgic trip throughout (recent) gaming history that uses it’s gags extremely well. The charm of the story, settings, visual and audiovisual presentation quite well to deliver a short but extremely enjoyable adventure that makes me keep an eye on the developer of this game about what he is going to do next.

So, it’s high time to wrap up this article so I can start finishing this game. I want to thank you a lot for reading this article and I hope you enjoyed reading this as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care. Oh, so there was a game there… Should I start reviewing it?

First Impression: Persona 5 Strikers (Switch) ~ Let’s Steal Hearts

Persona5StrikersWikipedia’s entry – Nintendo.com microsite

I have heard so much about the Persona series, I got so hyped when a new game was coming to the Nintendo Switch. While I know that it’s a spin-off game compared to the mainline series, I honestly found the spin on the gameplay rather interesting. This game is a cross between a Warrior’s game and a Persona game. Now, I have played a little of Persona 3 Golden last year and that made my hype levels for this game even bigger. So, now that I have beaten the first section of the game, I think it’s high time for me to talk about this game and give you my opinions on the game. While I do that, I invite you to leave a comment in the comment section down below with your thoughts and opinions on the game and/or the content of this article. 

Let’s steal hearts

p5strikers3

In this game, you pick up the role of the protagonist of Persona 5 again. The events of this game take place 4 months after the events in Persona 5. The Phantom Thieves are having a reunion together when a campaigning trip is planning. Of course, since this is a video game, it doesn’t take long before the plot reveals itself and trouble arrives. 

Strange things happen around a famous fashion model and pop star Alice and then our lovely Phantom Thieves discover something that is quite close to the “Palaces” they know so well. Yet, this time it’s called a jail. In this jail, the desires are stolen from the people which make them fall a “little more than” head over heels with Alice. But, that’s not the only thing that happens. Our lovely Phantom Thieves also discover this strange girl called Sophia who is an AI who forgot all her memories and wants to be human’s best companion. 

That’s the hook of the first episode of this game. In terms of story, this game doesn’t disappoint at all. Especially, because I haven’t played Persona 5, the writing and pacing of the story explains who is who so easily, it’s a breeze to pick this game up without having to play through Persona 5 first.

I also have to say that the outstanding voice acting does help here too. It really sucks me into the game, the atmosphere and breathes so much life in the characters. To the point that when I come to a part that isn’t voice acted, I actually read it with a poor imitation of the character’s voice in my head. A quick sidenote about the voice acting during gameplay, the various repeating lines add so much to the game. I thought I might get tired of them after a few repeats, but that is far from the case, just like it was for me in a game like Fire Emblem Warriors

I can’t pinpoint exactly why but the story really clicks with me. Like, I really like how you explore the trauma of one character, and before they move on, it gets fully resolved. The writing is excellent, the story has a lot of charm and character. It has it’s funny and more serious moments and I totally understand why so many people fell in love with the Persona franchise. After playing this game and Persona 3 Golden, I think I might become a fan of the franchise myself as well. One of the things that makes me want to continue the game is the story. I want to steal and heal hearts to help people overcome trauma’s and explore subjects that don’t always get the right attention. 

RPG or Warriors?

p5strikers2

The gameplay of this game is in my opinion the perfect mix between a turn based RPG and a Warrior’s game. 

Since the first city in this game doesn’t have any side quests, I’ll only focus on the gameplay in the jail for this article. So, in the jails you can freely explore the area while enemies roam around. When you ambush an enemy or get spotted, you enter a sort of small Warrior-style battle. Where a lot of enemies spawn, and you have to hack and slash your way through. 

If you ambush them (attack them without being seen), you get the advantage. If you get spotted and the enemies attack you first, you get dizzy at the start of the battle, so the enemies can get some free shots in. So, this game has a type system that you can compare quite roughly to Pokémon in a way. Each type has its own strengths and weaknesses, and it’s up to you to choose the correct allies in a battle to fight the enemies ahead. 

The game also has hacking sections where the game plays more like a Warrior’s game than an RPG. In these sections you have to defend The Oracle while she is hacking into the system. Meanwhile, a swarm of enemies attack and their only focus is to destroy the Oracle. 

So far, this is the 3rd Warrior’s spin off I have played. Actually, the 4th depending on how you count. I have played Hyrule Warriors (and like I said, depending on how you count: Hyrule Warriors – Age of Calamity), Fire Emblem Warriors and now Persona 5 Strikers. And out of these games, I have to say that I feel that Persona 5 Strikers has the best balance between both game styles. 

This game still feels like a “normal” Persona game but with the big exception that the whole battle system is replaced by Warrior style gameplay.  And it works remarkably well. I found it a blast trying to find the best strategies to dodge enemy attacks while I tried to attack them back. The risk and reward system of using your special powers compared the environment items is amazing. 

Each character has their own unique playstyle where their character and personality shines through. The game might be a bit overwhelming at first since there are a lot of things you have to keep track of. From leveling up your characters and their persona’s, to weapons and armor, to finding enough treasures and things to have enough healing items and even a bond system where you can level up unique perks that’ll make each playthrough somewhat different from each other. 

It didn’t take long before I got used to all the mechanics and found myself extremely hooked on the game. Depending on the difficulty you choose to play this game in, this game provides the right amount of challenge in my opinion. A few times, I got quite frustrated at a battle and when I put the game down and picked it up back later, I was able to beat that section. 

Don’t forget to save

p5strikersNow, most of my time with the first chapter has been spent inside the jail of Alice. There is some time you can spend in the overworld to buy items, weapons, and armor. With the extremely responsive and smooth controls, I always felt in control and only rarely felt that the game did something unfair. 

If you have read some of my previous articles, you might know that I find good UI design extremely important and this game delivers that in spades. The menus are extremely well crafted and somewhat fun to use since you see small interactions between the Phantom Thieves that flesh them out so much more. 

This brings me to the striking visual presentation of this game. The visuals look amazing. The charm and character that is put into the visuals is outstanding. This game’s style is a combination of a Saturday morning anime and a manga/superhero comic. It’s also quite bold and not afraid to use the style to its full potential. Nothing feels out of place in my opinion. 

When it comes to the animations, these are good as well. Well, maybe this might be on me but I feel that some animations don’t give enough feedback to the player. For example, I found it quite tricky to know where my character was on the battlefield since the combat animations can throw you all over the battlefield. 

Something that might be either a sound effect problem and/or a visual problem is the lack of feedback in combat sometimes. The reaction of an effective and a non-effective attack is so similar to me, it was tricky to separate them in combat. Thankfully, the characters repeat multiple times which type of attack you need to use and when you need to be careful when your HP/SP is running low or when a status is inflicted. This is a nice middle ground to solve an issue to avoid making this game too complex or lose too much of its visual style. 

So, let’s talk about the music and sound effects shall we? Let’s start with the sound effects in this game. In my opinion, this game is walking a fine line between too much and too little sound effects. Overall, the sound effects and the sound mixing is quite good, but sometimes this game has a lot of visual information to process and the sound effects can get a tiny bit distracting. All the while, like I explained in the previous paragraph, they are quite helpful when a character shouts at you to be careful or use a certain attack to defeat an enemy. 

I wish I knew more about music, so I was able to describe the amazing soundtrack to you. Even before I started playing the Persona games, I fell in love with the unique uplifting soundtrack of these games. There are tracks with and without vocals and the Japanese and English versions are so amazing to listen to. So, really great stuff. 

One of the things I really needed to get used to was the fact that there is no “auto save” in this game. If you want to avoid loosing too much progress, keep in mind to save often at save points, or before you enter a dungeon since otherwise you might regret it. You only get a game over when all 4 party members faint. Otherwise, you can continue on playing. But, don’t forget to save since it needs to happen manually. 

And with that said, I have said almost everything I wanted to say about this game. There are a few things I’ll go more in depth about if I ever finish this game and write a review about this game, but the most important things are already said. I think this game is excellent and if you enjoy (Persona) RPG’s, Warrior spin-off games, adventure games and/or action games… You owe it to yourself to check this game out. To be honest, apart from the manual saving, I barely find any flaws with this game or things I really didn’t like. 

So, thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

First Impressions: Lenna’s Inception (PC – Itch.io) ~ Glitching The Zelda Formula

Lennas-Inception-Free-DownloadItch.ioSteam

If you have read my blog in the past, you might know that I highly enjoy the Zelda series. It’s one of my favorite series ever created. My favorite games are the Oracle games because it’s one of the first Zelda games I played and I just feel in love with the formula, the world, the setting, the mechanics… Now, since A Link Between Worlds we didn’t got a new top down Zelda game. Thankfully, indie game developers pick up that banner and create new games heavily inspired by the formula. Today, I want to talk about Lenna’s Inception, a game I played through the Itch.io page of the developers. Is it any good, does it scratch my Zelda itch or should we skip this game and look at another game? Let’s find out while I invite you to leave a comment in the comment section with your opinion on the game and/or the content of this article.

Editorial note: I have played multiple versions of this game but I played v1.1.5 for this article.

Glitching the Zelda formula

6EtbsPIn this game, you take control of Lenna. As long as you don’t rename her that is. Lenna is a teacher at a local school and as soon as she steps out, she notices that her whole school is glitched out and you are unable to enter it. So, it doesn’t take long before you meet Link, I mean Lance. He is the actual hero in the story and Lenna guides him towards the first dungeon to help Lenna save her students. 

Now, as you would expect, Lance meets a terrible fate and actually dies. Now, it’s up to Lenna to save the world before it corrupts even more. During the story you meet several characters and interact with the world. The writing contains a whole load of puns and references to other games and pop-culture. It’s quite enjoyable. 

Something I want to praise the developers for is that they managed to up the replay value in a lot of unique and interesting ways. First of all, let me tell you that there are a lot of gameplay modes besides the story mode. There are various challenge modes with leaderboards that actually invite speedrunners to make them categories. 

On top of that, there is a sort of “Spoiler Log” in the story mode. I haven’t beaten the game, so I don’t know what it exactly is, but I have seen in the changelog for v1.1 that it has to do with speedrunning the story mode.

Speedrunning this game will be quite tricky, since this game world is completely randomized. You can set a seed to know where you need to go, but the lay-out of the land and the locations of various things are random in every save file. So that means that no playthroughs are exactly the same. 

I have to say that I rather enjoyed the story and the setting of this game. There are various 4th wall breaks and self referential humor which makes the story much more enjoyable. Too bad that one playthrough of this game is rather short, if you know what you are doing, you can beat this game in 4-ish hours. Add 10 hours on top if you want to complete everything. But, again, it’s not a bad thing that this game is short since the randomly generated content makes this game so replayable. I’m quite sure that after I have beaten this game, I’ll be playing this game again during holiday breaks.

Throwback Styling

UntitledThis game makes it’s throwback to the old school top down Zelda-style complete with a 8-bit and 32-bit visual style. You can choose in the main menu if you want to use the 8-bit or 32-bit visuals for the game. In most of my playthrough, I have used the 32-bit style since I felt that style looked better. But, for this article, I booted up the 8-bit style and I was blown away. 

Seriously, it looks as good as the 32-bit style. Obviously, the 32-bit style has more details and looks better by modern standards, but the 8-bit visual style took me back to the days that I played the port of the original Zelda game on my Gameboy Advance. 

The visuals of this game are really polished, apart from one thing I don’t have any complaints. The visuals really give an amazing atmosphere and add to the story and the setting of the game. It really sells a fantasy world that is alive and that the main character of the game is actually living in it. 

Now, the lay-out of the land depends on your seed, which is nicely displayed in the load menu. I choose “Arpegi” as my seed, because why not? It’s sort of my brand name after all. When I checked out the Discord of the game, I noticed that there were snowy area’s that looked cool and I have them barely in my seed. So, I think I’m going to replay the game with another seed to try and see new things. 

The visual presentation has one flaw and that’s that the glitch effect can be a trigger for people who are epileptic. It does add a lot to the story and setting of the game but I think they might trigger some people. Something that can also trigger people are the flashing screens when the game is doing it’s randomizing magic. You can change this through the options menu, but I think you should get a warning screen to turn these off before they happen. This might be in the game, but I’m not 100% sure since I can’t remember and I don’t want to delete my save files to test it.

Yes, save files! There are multiple save slots. Well, this is partially true. You can have multiple runs but you have one save file per run. Also, this game doesn’t use an autosave! You have to save manually. So, don’t forget to save whenever you have beaten a dungeon or got a heartpiece.  

A game can have amazing visual presentation but what is the presentation of a game without it’s sound effects and music? This game delivers an amazing soundtrack and amazing sound work. While I would have loved a bit more ambient sound effects, the music is still amazing. Oh, the attention to detail in this game is top notch as well. I mean, this game even makes the soundtrack and sound effects 8-bit if you use the 8-bit visual style. 

Exploration distraction

dfgdfIf I didn’t get distracted by all the side quests you can do, I think I might have beaten this game for the first time. Yet, in this game there are several optional side quests that you can do to upgrade your gear, increase your health and even complete a whole trading sequence. 

In terms of gameplay, this game works the exact same as a top down Zelda game. You have to complete dungeons gather new items and unlock more of the story. Some mechanics are more in-depth than in the Zelda games. For example, there are way more potions and tunics in this game than in any Zelda game. In addition to that, you can even use these potions on enemies. I discovered that by accidentally shooting a healing potion into one of the dungeon bosses. 

Unlike Zelda, you can have a companion in this game. While a NPC attacking nearby enemies can be quite helpful, I found that they sometimes got stuck in dungeons on doors and they don’t help you in boss fights. Each companion NPC has it’s own health bar that’s displayed in green above your health bar. When an NPC picks up a heart, you and the NPC get healed. 

I’m not going to reveal the items you can gather in this game since it’s part a spoiler and I want to leave that a surprise to you if you decide to play this game. But, I do highly advise you to learn all the mechanics of the items since they can be helpful. Overall, the difficulty of this game isn’t that high but that might also be seed-related, I don’t know. But, I rarely had trouble with the story mode. I also never had to use a guide to progress in this game. But, I do have to say that some puzzles especially in the castle are expertly crafted and quiz you on the possible uses of certain items. 

To be quite honest, I have a lot of trouble finding negatives about this game. The only negative I could say is that the default keyboard controls are a bit awkward to use. But hey, nothing that changing the keyboard bindings can’t fix. But, then I tried out my controller on this game and I felt that the game worked even better. I could nitpick and say that I find it a bit disappointing that the options menu doesn’t have an overview of the controller controls but hey, that’s nitpicking. 

Something that I didn’t saw coming is that this game has a local multiplayer option. Yes, you can play through this adventure with a friend. Sadly enough, only local play. If you play through this game with a friend, know that it’s best with a keyboard / controller combo and that only the “non-shadow” player can move the screen. Yes, this game works with screens that can scroll like the old school Zelda games. 

While I was doing research about this game, I learned in the press kit that the developers of this game worked on titles like Stardew Valley, Starbound and WarGroove. No wonder that the quality of this game is so high. This game has been created by veterans in the indie game industry. 

So, overall, what do I think about this game? I think that this game is one that every adventure game fan/Zelda fan/indie game fan should play. This game is only 8€ and the game is worth every cent. I would even pay more, to be honest. The only things I didn’t like where the short length of the game and the default keyboard controls. But both can be solved easily. The issue with the awkward keyboard controls was easily solved by rebinding then and the short length is solved by a randomly generated adventure that differs from playthrough to playthrough. 

Visually, this game looks and sounds amazing. It also changes depending on the visual style you choose. The game does scratch that top down Zelda itch. I wanted to play more game in that style and this game delivers that in spades. I even have a hard time finding mistakes in this game. So, Lenna. Shall we go on another epic adventure and save the world again?

With that said, I have said everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care. Also, happy first birthday to the game. The game has been released for over a year now. 

First Impression: Terraria (PC – Steam) ~ The Adventure Of Digging

headerSteam storeOfficial website

I know I was going to write another article this week, but I felt that I was pushing myself creatively too much so I decided to let my readers decide on which game I was going to write next. Twitter polls only give me 4 options and Terraria won. So, Terraria. A game that quite recently got it’s “final content update” not too long ago. So, in it’s “final form” is this game (still) worth playing? Let’s take a look at the game together in this article while I talk about my own opinion on the game and invite you to leave a comment with your opinion on this content of this article and/or the game. 

Editorial note: Review written while playing v1.4.1.2

The Adventure of Digging

There is no real story in this game. This game is an open world sandbox game. This game gets compared to games like Minecraft. Some even call(ed) it Minecraft 2D. But let me tell you, there is a lot more to this game than just a “simple Minecraft clone in 2D”.

The amount of differences in gameplay mechanics is so huge you can’t really compare Minecraft and Terraria a whole lot. I only use the comparison to say things like: “If you don’t know what Terraria is, think of Minecraft in 2D with some extremely interesting mechanics, richer combat, more bosses…”

I think it’s high time to talk about the “story” that exists in this game. Since there is some sort of a story in this game. I’m not going to talk too much in-depth about it, but if you want to know more… then I invite you to read the lore page on the Terraria Wiki. While in-game, you won’t really encounter this story so it’s an interesting additional piece of content for this game.

I’m going to apologize in advance if I compare this game a lot to Minecraft since this article comes from somebody who has been playing Minecraft for years upon years (since Beta 1.4 in 2011) and only recently got into Terraria. I have played it with some friends in the past but rarely on my own.

Now, I think this puts me in an position where I can take an interesting angle while reviewing/talking about this game. I think that’s it’s going to be very clear as soon as you read the following paragraphs. Now, this might mean that some things won’t get reviewed too in-depth to keep true to the theme of the article.

Terraria outdigs Minecraft

20201206145644_1I honestly enjoy Terraria more in the music department. While Minecraft has an amazing soundtrack, I feel that Terraria uses it’s music in a better way. Honestly, it has been quite some time since I played Minecraft with the in-game music simply I find Minecraft a bit too silent. But it’s quite rare to have a silent moment in Terraria. Also, it has a lot of unique music for each type of biome, boss and if you are underground or above ground…

Something I adore Terraria for is the fact it solves the issue a lot of players have with the early game grind. So, it works like this. When creating a character and when you create a world, you have to choose if you either play on Journey, Easy, Medium or Hardcore. If the world and character matches, you can enter the game. And here is the thing, you take your items and inventory with you.

So this means that you can take your strongest gear to a new world if you want to. That also means you can skip over the whole early game grind and directly get into the good stuff if you want. The only thing I could complain about this mechanic is that the menu UI is a bit clunky in that regard. I would have loved if the character selection screen and the world selection screen where combined. That would help switching between Classic and Journey mode so much easier. It also means you can play both Crimson and Corruption worlds with the same gear and character.

If you use a character created in the “Journey” difficult, you can even duplicate items when you have collected enough of a certain material. For example, if you collect roughly 400 pieces of a certain wood type, you can duplicate it. And guess what, this mechanic also transfers over to other worlds with the same character. You also have more control with this duplication mechanic like controlling time, weather, strength of the enemies among other things. Compare it a bit to commands in Minecraft with the duplication mechanic as an additional mechanic.

At first, I was afraid that this duplication mechanic was going to be overpowered. But I enjoy trying to collect every single variant that there is. There are a lot, but I mean a lot of items in Terraria, it’s not even funny.

Exploring and adventuring in Minecraft can be a lot of fun. Yet, at the moment of writing I feel that Terraria has a lot more to explore and do. Don’t get me wrong here, since it’s only by a slim margin. I feel that the dungeons and the progression is just a bit better implemented in this game than in Minecraft. But, I’m afraid that more big content updates like the Nether Update and Cave & Cliffs might give this point to Minecraft.

Now, something that Terraria nails over Minecraft is the combat. I find that the flow of the Terraria combat mechanics are a lot better than Minecraft’s. Also, there are much more way to fight your enemies than in Minecraft. From swords, throwing knifes, bows, morning star… In combat I love to use my sword for close by enemies and my bow for enemies further away.

There are also more bosses and enemies to fight in this game than in Minecraft. So, you can experiment with the different weapons that you can collect. Some weapons even have a special effect where you can spawn an ally and/or a pet. And then I haven’t started talking about the special armor that allows you to double jump, fly, climb walls….

Since that changes the gameplay quite a lot. There are various items that give you additional movement options and they all are unique and fun to play with. There is nothing to compare it with, since the enchantments in Minecraft compare more to stronger pickaxes or pickaxes of a certain material. Things like a double jump, wings, rocket boots… You have to juggle these items since you have a limited amount of slots to use. You also have the “social slots” that can also change your character’s appearance without showing your armor. The downside to it is that the effects of those items aren’t applied to you during gameplay.

One of the biggest advantages in my opinion is the fact that Terraria is on Steam and can use the Steam Cloud feature. This means that you can easily back-up your saves to the cloud and you don’t have to move files around when you play on another computer. I can only wish Minecraft had a similar system. I’m toying around with saving my worlds in my Dropbox folder but I don’t know how stable that will be.

Both reach the end

20201206145605_1Of course, there are things where I can’t pick a precise winner. There are things were I can’t say which game does it better. One of these things are the controls. Both games have amazingly solid controls. I’m purely talking about the PC versions since I haven’t played one second of Terraria on a console platform and I find Minecraft’s interface on console like the PS4 and Switch extremely clunky to use. But that’s my opinion and beyond the scope of this article.

The only minor nitpick I have with the Terraria controls is that I have a bit of trouble getting the grappling hook to work the way I want. But, I rarely use it so I haven’t given myself time to get used to it so yeah, that’s nitpicking.

If we would talk about difficulty, then you could either ask which one is the easier game but I rather ask the balance and progression. Both games have different mechanics and punishments. Both games have amazing difficulty settings so you can play the game at your own pace and difficulty. Both games have very different ways of punishing the player. Both games use beds to skip time and set spawn points of the player. The “biggest” difference is that there are items in Terraria that allows to warp to your spawn points when things get to hairy or your inventory is full. But this is only a one-way trip.

Minecraft has it’s hunger system to juggle while you have to juggle your mana use in Terraria. So picking a winner for who has the best difficulty system and things like that is impossible. Even when you are geared out the nose in both games, there are still things that can ruin your day so yeah.

Also, both games have a sort of achievement system where they teach you the game and nudge you in the right direction.

The next things were I can’t decide a winner is the visuals. While Terraria has a lot more items and animations than Minecraft, I feel that the smaller block pallet in Minecraft pushes the players to be a bit more creative with the items you have.

On one hand, the fact you can dress up your character to whatever you want in Terraria is an amazing feature but the skin layers in Minecraft is something that I have found something amazing to play around with too.

Also, I think it’s not even possible to pick a clear winner in terms of visuals and animations since both games aren’t even played on the same plain. Minecraft’s art needs to look good from every single angle while Terraria’s art “only needs to look good up front”. And both games pull it off extremely well. Biomes feel give the right feeling and the color pallet used in both games give them their own unique feel.

The villager system is something that I can’t find a winner for. Since Minecraft’s Village & Pillage update, the villager trading system is completely reworked with profession blocks and them having to restock. This makes trading now quite interesting since you need to level up your villagers by trading with them. In Terraria, there is this social system. You need to build houses for NPC’s to come and you have to puzzle them together. If you place certain NPC’s close together, it’s possible that you get locked out of certain items. And it also depends on your biome you build the house in. So, yeah. It’s a puzzle on it’s own.

Minecraft outdigs Terraria

20201205163138_1Now, there are somethings I prefer Minecraft’s way of doing over Terraria. Also, let me be clear here. The things that, in my opinion, Minecraft does better don’t mean that Terraria’s way of doing it is bad or broken perse. In terms of certain mechanics, there are things where I prefer Minecraft’s way of doing things over Terraria.

One of these things it the fact there is an infinite world in Minecraft and not in Terraria. Terraria’s world is large but when I created five different worlds, I found structures that weren’t there in my other worlds. Maybe it’s just me but I enjoy the fact that everything in the game can be found in the same world. Well, Terraria does have a more enjoyable map-system since you can more easily see everything you have explored so you can easily find your way back to a certain place…

Also, I miss some information from the F3 menu in Minecraft. Things like my coordinates, which biome I’m in… Those aren’t really present in Terraria. There are a few items in the game that give some information like your depth, but it takes up a slot in my inventory… So yeah.

Earlier I said that Terraria has a lot of items. I can also mention that Terraria also uses a ton of crafting stations. Now, if only there was some sort of recipe book like in Minecraft that would tell you which items you can craft and what the recipe is and which crafting station you need to use… That would have been great. I’m so glad that I have a second monitor attached to my PC so I can have the Wiki open when I quickly want to look up something.

But I find that Minecraft teaches the players a bit better with some landmarks and the recipe book on how the game works. For example, when you touch the water, you get the recipe for a boat. Or when you punch down a tree, you get the recipes for the wooden tools.

In Terraria, you have the guide explaining some of the recipes but I find that interface quite clunky to use. Especially since you can’t place workstations to see which items you can craft with them and the text can be barely readable since it’s one color. This UI isn’t the best.

Now there are three nitpicks I have with Terraria. The first is that when you press “esc”, you don’t pause the game. You don’t pause the game when you loose focus either. This let to some deaths, and even one while I was writing this article. But hey, this isn’t such a big deal when you get used to open the settings menu.

The second nitpick is that when you exit the game in Minecraft, you enter at the exact same location when you click the continue button. This isn’t true in Terraria. You enter at your spawn point.

And the 3rd and final one is that I would love to see or hear some drowning damage when you are drowning. Since now it simply slowly costs you health until you go above the water to breathe.

So, I think it’s high time for a conclusion since this article is getting rather long don’t you think?

Is Terraria a good game? 

To answer your question, yes. Terraria is a VERY good game. Is it better or worse then Minecraft? That’s a wrong question in my opinion. If you would ask: “if people who enjoy Minecraft will enjoy Terraria”. That would be a better question. The answer is yes by the way since I’m a great example and I know that there are a few other examples in my friend group as well.

Terraria and Minecraft are two very different games but they have some similar elements. Exploring their world and adventuring in it is an amazingly rewarding experience to play through.

Terraria is an addictive game with it’s amazing visuals and it’s freedom. I have sunken quite a few hours into it before I decided to write this review but I feel that a lot more time will be spent in this game before I decide to give the game a break.

I highly recommend this game to everybody who enjoys sandbox, adventure, RPG-games like Minecraft or Starbound. If even anything sounded remotely interesting to you, I encourage you to give this game a shot. Since I find that the negatives heavily outweigh the positives for Terraria.

So, with that said I think it’s time to wrap up this article. It was certainly an unique experience to review a game while comparing it to another one. I hope you enjoyed reading this article as much as I enjoyed writing it. I would love it if I would be able to welcome you in another article but until then, have a great rest of your day and take care!

First Impression: Corpse Party 2 – Dead Patient (Steam) ~ And Then It Happened.

Corpse Party 2Wikipedia entrySteam page

I think it’s no secret that I’m a Corpse Party fan if you read my blog. When I review horror or horror-themed games, I find myself referencing the series. I have also written articles on almost every Corpse Party game. Now, when I noticed that Corpse Party 2 was in development,  I was beyond hyped. I was disappointed when it looked like the series wasn’t going to get an English release. But, then a miracle happened. Around Halloween of last year, Corpse Party 2 – Dead Patient appeared on Steam with an English version! So, is this indie game worth your time and money to play or is this game better left forgotten? Let’s find out in this first impression article, written after I have finished the first episode that’s currently available on Steam. 

Editorial note: At this current point of writing, I have “finished” the game. What I mean with that is that only the first episode and a bonus episode have been released and I have finished both those episodes. Now, as far as we know, more episodes are on their way but it’s unknown when since this is a hobby project. Since we don’t have the full game yet, I have decided that this article is going to be a first impression rather than a review. 

And Then It Happened.

Corpse Party 2 -1

Five years after the events in the Heavily Host arc, Ayame Itou finds herself waking up strapped to a hospital bed without a lot of her memories. When she gets loose from the operating table, she is unable to find a soul in the “Amare Patriarcha Crucis” hospital. After some exploration of the hospital, strange things start to happen. With all exits barricaded off, Ayame finds herself in a sort of Heavenly Host – Hospital Edition with a twist. This time not only ghosts are haunting the hospital but something has happened to the other patients, something that really complicates things.

Some parts of the story really caught me off guard. There are moments in this game that made me jump. The pacing of the dialogues is such a breath of fresh air compared to the previous entries in Corpse Party. Some dialogues, while extremely well written, could drag on and on. But not in this game. Most of the dialogues get right to the point.

It didn’t take long before I was well immersed in the story of this game. While two characters were arguing I had a hard time choosing which character to root for since they both had amazing points.

I’m really holding myself back in not spoiling the big things that happen in the game since the blinder you go into the story, the better it is. That’s why I kept my plot description as vague as I could.

Now, I can totally understand that some people aren’t going to be happy to see a game with only one (and a half) episode released without any information when the next episode(s) are going to be released. Especially when you are able to beat the first episode and the bonus episode in 2 to 4 hours.

Unfinished options

Corpse Party 2 -2So, the game is rather short in its current state. While a huge part of Steam reviews mention that as one of the biggest negatives, there is something else that comes up quite often in the reviews as well. The lack of communication is another thing that’s mentioned in the reviews.

In a few reviews, players talked about the issue that you were unable to play in full screen. Now, you can play this game on full screen but the issue is with awkward UI design. The UI of the game isn’t the best.

To adjust your screen resolution, you have to start the configuration tool. There, the game starts out by the Japanese language by default. For some strange reason, this tool is able to remember your display setting but not the language. If you want to play this game with an XBOX-controller, you have to choose XInput.

But that isn’t the strangest thing. You don’t have an “options” button in the main menu of the game. While you do have that feature while you are playing the game, there are two options you can’t adjust in there. While you can change the controller you use to play the game and the language of the game, you are unable to change the screen resolution and the frame rate cap. I would really love to see the whole configuration tool implemented in the game.

Since you can use that options menu to also change your control bindings. I really think those options are at home in that menu. Now, to finish my thoughts on the options menu, I have two other “complaints”. The first is that you are unable to change the bindings for the keyboard controls and secondly, there is no sample that plays when you adjust the voice volume to test out if your sound mixing/balance is good enough.

Before I continue about other things, I have a minor nitpick. But, the music of the game keeps playing when you minimize the game or alt/tab out of it. Then again, I don’t think that it’s such a big deal since the soundtrack of this game is really enjoyable. The soundtrack really fits the theme that the previous games in the series have set. While some are quite creepy, some are really action-packed and give off some punch. Coupled with good sound effects, the sound design of this game gets a thumbs up from me.

But there are some other things that I think could have improved the user experience quite a bit. First of all, a skip button for already seen dialogue when you replay that chapter to find the other endings would be lovely. Also, there is no message on the screen when you found a certain ending. Apart from the achievement box showing on the screen, it’s credits and back to the main menu with you.

I’m crossing my fingers that when the next episodes drop, there are going to be some quite of life updates as well since I think that this game can become a real gem when the rough edges are polished up a bit more.

That ending

corpse-party-2-dead-patient-screenshot-12

Now, I can totally understand that you think that this game isn’t a lot of fun to play after you read the last section. But, the opposite is true. This game is a lot of fun to play.

The controls might be a little bit stiff sometimes, especially when trying to interact with objects. But, those moments are quite infrequent. I really liked the control scheme of this game and I got used to it really quickly. I found it strange that I was able to run all the time without almost any penalty.

Speaking of running, the run is extremely useful to outrun the almost braindead enemies. Yes, there are enemies in this game but the AI isn’t the greatest. The enemies in the previous entries of the Corpse Party series were more a lot more difficult than in this game. But, is that a problem? On one hand, you could say that it makes this game a bit too easy but on the other hand you can also say that it’s only the first episode so you need to get used to the enemies. So yeah, you can look at it from two different perspectives.

The difficulty in this game is the puzzles and decisions. Both of them are amazing. The really feel right at home in the Corpse Party series. If you played the previous Corpse Party games, you will feel right at home while playing this game.

Now, the visual presentation of this game is quite nostalgic. Visually, this game looks like some old school DS and 3DS games. The visual presentation reminded me of games like Phantom Hourglass and Spirit Tracks. I can understand that there are people who won’t enjoy this visual presentation but I find a certain charm in it. The animations are equally as retro and that only adds to the charm.

All in all, I really enjoyed playing this game and I can’t wait to see more chapters to this game. I think that if people give this game a chance and spread the word about it, that the developers see that there is an audience waiting for the next chapter and that we might see more information sooner than later.

I highly recommend this game to everybody who enjoys horror-themed games, adventure games, Corpse Party fans and people who love games with a rich story and/or lore. But, know that the game is a bit rough around the edges at certain points and is at the moment of writing, quite light on content.

And with that, I have said everything I wanted to say in this article. I think I’ll write a more in-depth and updated article when the game is fully finished but for now, I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care!