Xenoblade Chronicles X: Really enjoyed it. Didn't have a problem with the change in structure and focus from the first game as many did, but found it compelling and appealing to just keep on exploring. Didn't
quite finish everything - there's a couple of wayward quests knocking around and a few superbosses still alive - but I'm content to regard it as completed. Now I just want to know what comes next!
Mystery PI: The New York Fortune: As I said last month, after going through two big RPGs simultaneously I really wanted to stick with gentler fare for the start of this month, so going for a nice light hidden object game seemed like a reasonable plan. There's not a lot you can ever say about them, really; quite nice, no huge challenge, good test of observational skills, all much the same (although I'm not exactly an aficionado, so it's conceivable they've gone in interesting directions since then!)
Sigils of Elohim: While I'm fond of puzzle games, I've never really had a knack for polyomino puzzles; I can experiment quite rapidly and often spot when certain locations are never going to work, but I'm not great at taking that further into actually
solving the puzzle, rather than stumbling on a solution through experimentation. As such, this has been sitting on Steam getting occasionally played whenever I fancied such a puzzle, but not really making hugely significant progress each time. Still, when the Six Nations is on, I spend a lot of time confined to my room while my housemate watches rugby on the main telly, and that seemed a good time to spend more time on it (along with the above)
Tiny Thief: More palate-cleansing! Reminded me a bit of the Gobliiins family of games - while it didn't have the multiple-character mechanics, being set up as a sequence of discrete adventure environments rang a bell. I do have one complaint, and that's that a few puzzles felt more like "I'll try using this on this and see what the effect is" rather than "I want this effect, so what do I use on what to get that result?"; I'm firmly of the opinion that puzzle design works better in the latter format, where the
goal is clear, but the player is tasked with finding the route there...
Wolfenstein: The New Order:... which, oddly, ties quite nicely into talking about this, because I thought that did that sort of puzzle design pretty damn well for an FPS. Obviously there's a rather limited level of interaction available when designing such a puzzle, but many of the secrets felt satisfying to find with good use of environmental cues. Other than that side of things, I really enjoyed it; plot was unexpectedly mature (I mean, it's still gung-ho action hero stuff, but it's no Duke Nukem!), environments were pleasingly varied, it had respect for a stealthy style of play for the most part; I'd already known that lots of people were fond of it, but even so, I think it was a pleasant surprise.
The Legend of Zelda: Oracle of Seasons: I've played this before, but so long ago I remembered very, very little about it. It's an interesting one looking at it with modern eyes; on the one hand it's interestingly ambitious in its design in a number of facets, on the other it's a little bit
too obtuse in places, from time to time progression does feel a bit like it's limited by spotting precisely where a new passage has opened up - but with an extra tweak that you need to sometimes look in the right place
in the right season, which can get messy in the midportion of the game where there's a number of unexplored avenues, many of which might need a second look. Winter is a particular culprit here, since the snowdrifts that open up routes in that season aren't hinted at in the environment from other seasons.
Mystery Science Theater 3000 Presents: Detective: Another game from my pokes at the
1995 IFComp, and this one's an interesting one; Matt Barringer's "Detective" was a little bit notorious in the IF community back in 1995; some author's first AGT work was uploaded to a BBS back in the days where that was how things got distributed, and in the fullness of time ended up on the full IF Archive... and it's terrible. And so it got reviews like these two, from
SPAG magazine issues 4 and 5 and, well, someone took the idea from the second review and ran with it; ported Detective from AGT to Inform (being, at the time, one of the two optimal languages to use for this sort of thing, being a reverse-engineered version of Infocom's own format) and inserted a pile of jokes in the style of MST3k, taking the piss out of the bits of the game that were fundamentally broken, confusing, poorly-implemented or just plain weird. It worked, as a whole. As a game it's trivial - the original was, and there's no actual difference in this implementation - but it's fun to explore the responses that are triggered from the peanut gallery.
The One That Got Away: Another of the IFComp '95 entries, a short game about fishing, but worthy of note due to Bob; a rather well-implemented NPC with a lot of things to say and a backstory you can tease out of him with a bit of intuition. The puzzles are pretty simple, all-told (and Leon Lin really didn't need to keep the hunger daemon in there!), as many of the reviews of the time indicated, but the detail was above-average for the era and won a number of plaudits; this is the first of the '95 comp games I've played that placed; third place in the TADS division.
Rare Replay: Just a dabble for now, when I had an urge for something brief and arcadey. Was wondering if I could still complete Atic Atac - not managed it yet, I'm going to have to get a better handle on the map layout - but I reckon it's within my capabilities.
Sleeping Dogs: I finished this today, so I'll write more about this in the April thread.