Tag Archives: adventure

Super Mario 3D World + Bowser’s Fury

I have played not one but two games! Well, okay, I finished Bowser’s Fury yesterday, and didn’t finish Super Mario 3D World at all plus last played it months ago, but I for sure have enough data to make a fair review of the bundle.

First, the one I did not finish. Super Mario 3D World is basically the same game as Super Mario World, the one from the ’90s I think? SNES era, anyhow. You wander around a track from level to level, and then complete the level to unlock forward progress.

I mean, yes the graphics are better, and the levels are more 3D wander around instead of side scrolling, plus there are different things in each level to collect, so maybe it’s like a combination of Super Mario World and Super Mario 64? And also there are new-to-me conceits, like a cat suit for climbing walls, and a white raccoon suit they give you if you fail a level like 5 times in a row, that makes you invulnerable to everything but lava or infinite falls, and helps you with those too. So it’s pretty forgiving, at least until like three levels from the end, where they introduced a rolling log mechanic that I find impossible to adapt to, and came close to running out of lives over. So that’s why I’m stuck. All the same, I can visualize what is left of the game well enough to be satisfied with what I’ve written here.

Bowser’s Fury, on the other hand, does not have any lives, and is actually almost its own thing. The deal is, Bowser Jr. who you may remember as a mini boss in some prior games, shows up asking Mario for help, because his dad has grown massive and is way way way angrier than usual. So Mario runs around a giant lake collecting things that help him defeat Bowser and clean up all the crazy oil slicks laying around. It is less like Super Mario Sunshine than this makes it sound, but that game was certainly on my mind a lot. Eventually, you finish going everywhere and win, which I did. Hooray!

It also has a second player mechanic similar to Cappy in Super Mario Cappy[1], which would be great to play with the kids except that Bowser Jr. can also control the camera angle, which makes it a miserable experience instead. Maybe when they’re older?

If you like Mario games, these are certainly two more of them. Bowser’s Fury is shorter, but also, I think, better.

[1] I forget the real name[2], but it’s the one that debuted with the Switch and has a talking hat that guides you around. You’d think I would have reviewed it, but nope. I finished, but finishing left like 50% of the game unexplored, so I wanted to play more before reviewing it, but then… didn’t. You’d be surprised how often something adjacent to this happens to me.
[2] My wife informs me it’s Super Mario Odyssey.

A Plague Tale: Requiem

A couple of years ago [let’s say], I played a game set in medieval France wherein a teen sister and young brother are on the run from deadly swarms of rats and the Church, because of alchemists. The sequel, A Plague Tale: Requiem, picks up some short time later, with the reminder that. yep, younger brother Hugo’s affliction is not resolved.

Except for the plot, this is basically the same game, so don’t come looking for innovations. The sling is still pretty cool as weapons in games go, and the mechanic for creating and removing light as a means of progressing under various circumstances is a clever one that never got old. As far as the plot, though… I guess the best way to look at it is as a fantastical re-imagining of the Black Plague, and to then not be surprised, in either this or the previous game, when just absolutely loads of people die. Inevitably, some of them are people you care about.

The goal of the game is to cure Hugo, whether via alchemist or following his dreams[1] or delving into the history of previous small children who have been afflicted with the Macula, a word which may have some meaning outside of this game that I have not researched, but probably doesn’t[2]. There are, as you might expect, lots of soldiers stalking around, lots of rats, lots of nooks and crannies to find secret story beats for completionist achievements, and a few too many “trapped with multiple waves of enemies” scenarios for my personal tastes, but on the other hand, I did finish the game, so.

It wanted me to play again on highest difficulty but with all my unlocked abilities. I will not be doing that, but I can imagine past me, with access to many fewer games, giving it a go.

[1] I mean, dreams he is having when sleeping, not like dark ages self-actualization.
[2] It turns out to be a part of the retina, which seems completely unrelated to anything in the game. Beats me!

Indiana Jones and the Great Circle

In December, Game Pass got a big Day One release[1], Indiana Jones and the Great Circle. This is a graphics intensive first-person puncher in which Indy races a rival Nazi archaeologist to solve the mystery of why Vatican giants are stealing cat mummies. Aside from the punching and the field archaeology, it’s mostly a puzzle and collections game, which is a style I’ve been enamored of for most of my adult life, and then I’ve been enamored of Indiana Jones for even longer.

So you can imagine how cool it was to see the introductory scene of Raiders of the Lost Ark in a somewhat controllable scenario, before the actual game (set a year later in 1937) kicked off. From there, it’s all a Nazi-punching, globetrotting, graverobbing good time, interspersed with cut scenes that really could have come right out of an unfilmed script.

Plus, there are definitely plots left unresolved enough for a sequel or at least a substantial DLC release. …which they might make me pay for, but I hope not! Especially because I might fall for it, you know? This thing was like catnip, as evidenced by my 100% completion and 970 of 1000 gamerscore points over the course of a month and a half. I basically never finish AAA games anymore, but, here we are.[2]

Downsides: I can only think of one, which is the game started nagging me to move forward / how to move forward, much too early. I like the idea of the helpful voice, whether internal or external, telling you to investigate the thing you might have not been able to find or understand. But wait like 5 minutes, not 30 seconds. (And then the time I really did need help, there was no help forthcoming, which is also sort of a problem when you’re nagging so hard the times I don’t.)

[1] This is to say, for those out of the loop, it arrived on Game Pass the same day it became available to purchase outright.
[2] Continuing to help: DLC = DownLoadable Content, ie expansions instead of sequels; gamerscore is points that mean functionally nothing that you get for completing main or side plots, or doing difficult or implausible things that the designers thought were funny. (Bragging rights, maybe? But functionally, worthless.) AAA = I don’t know what exactly, just big budget big studio or something,

Moana 2

Exciting milestone: we successfully took the kids out to see a movie! The boy was entranced from start to finish, and only had one or two moments of “nope this is too scary I need to yell ‘stop!'”, which is tolerable in the scheme of things, especially for a kid-friendly showing with nobody else in the theater. Likewise, the girl was entranced, but not so much that she wasn’t also mobile. However, the furthest away she got was two seats down and on the floor peeking through the next row’s seats. Which, again, entirely tolerable under the circumstances.

Anyway, the movie we saw was Moana 2, as the original is a pretty big hit in the house. I don’t know whether these movies are based on any specific Pacific Islander legends, or a mish-mash of them, or made up from whole cloth to look authentic to people who are willing to shell out money to Disney. (Probably the second one?) What I do know is a) they are convincing and b) they definitely have that quality of good fairy tales and mythologies where you want to know what will happen next and it doesn’t turn out the way you’d expect.

But what I’m really here to talk about is the music, and there this movie was disappointing, albeit not in the way you might expect. Yes, obviously, whoever they hired to do the lyrics did not live up to Lin Manuel Miranda. Yes, obviously, the song they put at the end of the credits is the song that in the movie most closely evokes the main song of the first movie. (But honestly, it’s a little too much like Into the Unknown from Frozen II for my taste.) There was maybe only one song I did think I’d be excited to hear when the kids are listening to the Disney music station on Sirius for years to come, honestly. But none of that is my point.

My point is, usually Disney movie sequels are aggressively mid, so you’re allowed to not care much about what the music even sounds like in the first place. But Moana 2 is not only actually pretty decent (except for the music), but it’s also clearly setting up a trilogy. And if I have to care about the movie, then why couldn’t it have had either comparably good music or else not been a musical in the first place?

Knowing the answer to both forks of that question does me absolutely no good.

The Legend of Zelda: Echoes of Wisdom

Although I notably skipped a recent one (so far), I have played the vast majority of Zelda games that were not originally released for Gameboys. As such, it is not surprising that I wanted to play the new one. In fact, funny story, my wife bought it for me for our anniversary which messed up my having bought it for her for Christmas. Either way, she has other things going on, so I played it first.

Echoes of Wisdom is notable for being the first Zelda game with a playable character that is not Link.[1] It is further notable for being the first game titled “The Legend of Zelda” with a playable character named, y’know, Zelda.[2] See, there are these rifts that appear in Hyrule on a fairly regular basis, and people and things get trapped in them, but later they close up by themselves and the people and things return. Only, lately, there are a lot more and they aren’t closing up, and the king’s daughter has just fallen into one and been captured by someone pretty familiar-looking to long time fans of the series, and then rescued by someone also pretty familiar-looking to long time fans of the series, only she gets out of the rift as a result of the rescue, but he is left trapped.

Not long after these events, Princess Zelda is accused of causing the rifts, for reasons that make sense in-game but would be pretty spoilery, and she teams up with a little yellow ball to save Hyrule, since this Link kid that everyone is talking about has vanished. Somehow. Also, the little yellow ball can help her make copies of things, and then use those copies to help her make her way through a failing world. Examples of things she can copy include beds, tables, crates, pots, and those little jiggly green things that you farmed for XP back in Zelda II: The Adventure of Link, which I mention mainly because of how much more accurately named it is that any other game in the series that isn’t this one.

Anyway: it’s by and large a Zelda game, you know? You wander the land looking for collectibles and fairies and rupees and upgrade items, and you enter ruined temples to find keys and boss monsters and heart containers, and eventually you fight, well, I won’t tell you who you fight, but I bet you have guesses.

I have some ambivalent feelings about the manner in which Zelda deals with all the fights and things, in part because other Zeldae have been more proactive. But I think my doubts are mostly unfounded. At the end of the day (the little blue power bar aside), Zelda is not Link, and having her not take a direct hand is almost certainly the more correct way to set her up as a playable character.

In conclusion, I’ve played well into the 90th percentile of what the game has to offer and I’ll probably try to wrap up a few more loose ends before I move on to the new Indiana Jones game, and I can say without question that it’s a lot of fun. It reminds me of A Link to the Past in many ways, and all of them positive. Well worth the time! And largely kidsafe too, which isn’t nothing.

[1] At least, I’m pretty sure that’s true.
[2] This, on the other hand, I’m 100% certain of.

Moby-Dick; or, The Whale

Some years back, there was a real time release version of Bram Stoker’s Dracula, by which I mean the person who ran it looked at all the dates of the diary entries and and letters and whatnot, and emails followed with the information from those dates, on those dates. I missed that, but it sounded pretty cool, and later when our group of friends did a similar re-read of Freedom and Necessity, I liked that enough that I took the plunge on yet another guy’s read of Moby Dick. That one is less explicitly dated in most places, so I think he more or less made up the schedule as he went along, but still, Ishmael’s journey does cover a goodly span of time; if two years sounds right to you, then hooray!

A thing I forgot to mention but which is perhaps obvious from context clues is, I’ve never read this book. I was scared off of it at a young age by people telling me there’s hardly any interactions with the eponymous whale, and that instead most of the book is Melville explaining the whaling industry. More on that later, but I can say that this book is oddly paced, and not because it took me nearly two years to read it.

In the first act (let’s say), Ishmael[1] was bored and listless in Nantucket and looking for a job on a whaling ship. This part is surprisingly heartfelt, and snarkily hilarious, in part because… here I will just admit I’m not going to worry about spoilers for a 175 year old book, so consider yourself warned. In large part, I was saying, because he’s clearly unqualified for the job. But he meets and instantly forms a bond (see heartfelt above) with Queequeg, who is a Pacific Islander of some extraction or other[2], and Queequeg is a harpooner of substantial skill, with the results being that Ishmael rides his coattails onto the Pequod, a boat captained by one Ahab, about whom we spend the rest of act one hearing various dark portents and omens and foreshadowings.

In the second act, Ishmael introduces us to the three captain’s mates and the two or three other harpooners (all alike noble savages, because the thing about sports existed even then I guess) and life on the boat, I suppose because he’s experiencing it as we are. Here we also learn that Ahab’s missing leg is due to a fight with an albino sperm whale who is famous enough to have acquired a name among the whaling brotherhood, and that Ahab is less interested in bringing home as much sperm oil as possible[3] and more interested in finding that particular whale, and, you know, winning round two. If you’re thinking that Rocky II should never have been made and this has the same energy, well, you’re half right.

In the third act, which is the meat of the book (no pun), the ship sails into the Pacific to hunt some whales. Here, Melville gives up all pretense that Ishmael is not actually him, and sets to describing the American sperm whaling industry in exhaustive and gory detail, including the differences from other nations and other whale types. He describes a hunt and a cleaning and a disposal from beginning to end, including an almost but not quite slapstick scene in which someone falls into a whale whilst it is hung to be processed. He waxes rhapsodic about his plans to categorize all whales amongst the other fish of the sea, and bemoans his inability to truly explain the fearsome, awesome scope of what a whale truly is, up close and personal, neither alive nor dead.

All this is interspersed with various stories of the sea, both his own experiences and what he hears from others along the way, I suppose to show passage of time and remind people that this is in fact a narrative. The odd thing is, yes, I said it was an exhaustive survey of the whaling industry, but what it never is, is exhausting. I would not have expected to find anything of interest in a historical oddity that is abhorrent to anyone who has seen Star Trek IV or who cares in any other way about other highly intelligent species. Nevertheless, it was engrossing. I think this may be a sign that I’m old?

In the fourth and final act, the action picks up for nearly the first time since Ishmael set foot on the boat. The odd part is, after having talked to the reader about all his grandiose plans to correctly taxonomize the various whales and of his struggles to convey the truth of them, he all but disappears into the woodwork as the story nears its climax. Now everything is about the crew slowly being stretched tauter and tauter by Ahab’s monomania, plus more signs and portents about the inevitable conclusion. His return to the narrative in the denouement is written as an offhanded afterthought.

So, going back to my point above: seriously weird pacing, not just from a narrative perspective, but from the perspective of Melville’s intentionality about what the book should actually be. I  still liked it, so I suppose I cannot say he failed despite my bewilderment on this point; and having actually read the book definitely does elevate Star Trek II above even what that scene meant without the full context, which I would not have expected, honestly.

In the scope of 19th century American literature, you could do a lot worse! I’m still surprised by just how funny the book was.

[1] Rebecca Black’s inspiration
[2] It is clear throughout the book that Melville is enlightened on the subject of race, as compared with his 1851 American peers in general, but he is nevertheless a white dude from 1851, and concerns himself little with such niceties as whether people from different places are in fact much different from one another.
[3] I wonder as to Ayn Rand’s opinion on Ahab’s anti-capitalist sensibilities.

Little Kitty, Big City

I’ve been playing Jedi Survivor, but then I saw that the game I recommended for my wife looked a little more low key and fun for the week, and thusly I instead invested a few nights into Little Kitty, Big City. See, you’re this cat living a highrise life, when suddenly disaster strikes!, in the form of gravity. Now you’re on the ground, surrounded by people and dogs and birds and, by far worst of all, by puddles of water. How will you get home?!

Well, by completing quests[1], and collecting various bits and bobs, and avoiding all the beings who wish to do you, if not harm, at least a series of unpleasant wettings and/or barkings at and/or chasings away. And by knocking things over, let us not ever forget.

It’s basically Untitled Goose Game, but with more of a plot, and a lot more teleportation and reverse causality. At six or eight hours[2], it does not wear out its welcome, and if the graphics are a little below top of the line, and if the controls for some of the jumps can be a little janky, well, that’s how indie games go, y’know? Nothing that drove me away, although it’s fair to say a little less jank might have resulted in me chasing a few more achievements,

[1] Sample quests including jumping in all five boxes, or sleeping in all five A+ nap spots, or taking the ducklings home
[2] and then only if you’re trying pretty hard to do a lot of the things; I spent hours after I reached the point of “you can go finish now if you like” before I actually proceeded to try to finish.

It Takes Two

Over the past month or so, Mary and I have been playing It Takes Two, from the same people who made A Way Out. This time, we actually played on the same couch together, which was fairly successful. What’s weird is, aside from the structural premise that the games are meant to be played together and do not support physical distance, from a screen real estate perspective, these two games could not be farther apart.

It Takes Two is a family drama about parents of a young daughter who have begun to resent each other and are on the verge of divorce. Only the daughter overhears this decision, and using a weird couples’ counseling book accidentally puts them under a curse where they are body-swapped into instantly regenerating clay and twiggy fabric bodies of insectile proportions, and the personified book leads them through fantastical versions of their home and their past, trying to teach them how to reconnect and start working as a team again.

Will it work? Depends among other things on how good you are at combat platformers.

But honestly, it was a sweet, heartfelt game about a plan that would almost certainly fail in real life, and I have to recommend it to anyone who likes to play a game with other people. It’s too bad it isn’t easier to curse people on the verge of divorce into having no choice but to trust each other and work together and have the kinds of experiences that form lifelong bonds, and find out whether that would work or not.

Indiana Jones and the Dial of Destiny

Last year, they made another Indiana Jones movie. I know that a lot of people complained about the Kingdom of the Crystal Skull movie, which, wow, was longer ago than I thought. But I think a certain suspension of disbelief is required to watch really any of these movies, and the things I saw at that time were more or less from the perspective of people who had lost their childlike sense of wonder about watching a pulp-inspired movie, and thought the sequel should have grown up with them. All of which to say, if you didn’t like that, you probably won’t like this. (If you simply thought it was weaker than some of the other movies in the series, this one is stronger again, for sure.)

Which brings us to 1969 and the latest (last?) sequel, Indiana Jones and the Dial of Destiny. The veracity of the plot is somewhat less than that of the other Indy movies involving Nazis, while still having more basis in fact than you’d expect from a pulp movie in general. See, there’s this fancy gear/dial thingy that predicts events based on prior knowledge, called an antikythera. The movie inaccurately(?) attributes its invention to Archimedes, who to be fair is a pretty cool dude, on par with your Da Vincis and your Teslas as far as coming up with fancy ideas (and perhaps executing them).

Everything else can be derived from first principles. Will there be an exciting chase sequence in which the upper hand changes direction multiple times? Will the Nazis deserve to have their faces melted off? Will there be glorified tomb-raiding, complete with traps and bugs and snakes and whatnot? Are there unexpected twists? Will it belong in a museum? (Yes, yes because it’s an odd-numbered movie, more or less yes, obviously yes, and, well, yes.)

The Legend of Zelda: Breath of the Wild

I played a good deal of the then-new Zelda game in 2018, but kind of too fast? I mean, I rushed it. I mean, I did tons and tons of main quest and did not treat it like a sandbox RPG where you luxuriate in exploring every nook and cranny, and fulfill the need of every minor and major person you come across, even those who it would seem will not actually trigger a quest at all but you just have a sense that they ought to, and only after all of that is completed do you fiddle with the main quest. Or at the very least, you spread out the main quest pieces amongst all this luxuriating and fulfilling, such that you’re only thinking about that last little bit of game when you’re also running out of anything else to do anyway,

Then, for reasons that are lost in the mists, I stopped playing it.

Now, five years and one already-released sequel later, I have played a great deal of Breath of the Wild. Previous Zelda games have been a) smaller, which okay is a contributing factor, but mainly b) have been in fantasy settings. Sure, there are monsters around and a bad guy to defeat, and eventually villages and villagers and various races of creatures besides generic green elf-costumed heroes with swords, but all in service of a bit of magic trinketry and a giant boss fight and a princess of some kind to rescue and/or be rescued by.

This game, though… it is post-apocalyptic, and it is lonely. Okay, yes, there are obviously a lot more people to interact with than in any prior game in the (let’s say) series, and a lot more ways to interact with them, but the world is so huge, and so full of formerly rampaging sci-fi behemoths, and so full of monsters, and so devoid of people on a moment by moment basis, and even more devoid of people who aren’t huddled together in tiny enclaves of light against the darkness… It’s hard to hit every nook and cranny. And it’s a little depressing to try.

Well, no. What I mean is not depressing, it’s melancholy. Every action you take that isn’t directly related to fulfilling someone’s quest, you are either wandering around in the wilderness (hence the name) fighting things or looking for immeasurably old tombs to raid or collecting ingredients, or else you are unraveling the tragedy of a hundred years ago when everyone you hypothetically care about was killed.

I’ve noticed I’m making the game sound not fun, which is just spectacularly not true. There are so many puzzles to solve, so many stories to discover, so many things to collect, and upgrade, and defeat. I think I’m over 150 hours into the game at this point? There are still things I want to accomplish, but not many more that I feel I must. Uh, wait, you are asking yourself. If you didn’t finish, and especially if you are close to finishing, why the review?

So, funny story. I was killing time on Sunday while waiting for the in-game clock to reach night time, as a few quests I’m working on can only move forward at that time of not-day, and I was exploring Hyrule Castle plus trying to kill guardians to collect their cores (which they do not drop nearly often enough), when I wandered into a room that seemed to me not nearly high enough in the castle to be the place I would have been going for the big boss fight, only I noticed something that made me say wait, I probably shouldn’t be- and before I finished the thought, cut scene. And then, somehow, I won the boss fight on my first attempt, counter to expectations. And all in all, it feels like waiting to write the review after seeing the end of the game would be a mistake. So here we are!

The thing where most of the equipment in the game is consumable / degradable, i could do without. And some things are maybe a little too hard to accomplish. (Which arguably it would be more accurate to say, I haven’t figured out how to accomplish, but it isn’t actually all that hard. I have reason to believe this is the case.) But man, I understand why this game received the acclaim it did. It’s practically perfect in every way, as long as you don’t mind feeling melancholy.