Wednesday, October 15, 2025

The Spectrum - ZX Spectrum Retro Game Remake

 I am an 80's kid, but didn't really have video games when I was young. I grew up with a little bit of SNES and mostly N64. The very first console I owned myself was an N64 and I always had a hard time with anything older than that. SNES and NES games were just too difficult, too unforgiving, too confusing. Don't even get me started on games for consoles I had only heard about like the Commodore 64 and the Ataris. What about the consoles I had barely even heard about, like the Spectrums, the Vic-20, the TurboGrafx-16 and the Odyssey? Why would I ever care about that?

Somehow I managed to have an interest for all these old things even though I had to accept that I was probably never going to be able to play the games successfully. Reading about old consoles and old games, and especially reading stories about the way these things came to be (and came to crash down in many cases) still fascinates me, even though I never got to live and play with these consoles when they were the coolest thing around.

But I can't really explain why it's the ZX Spectrum specifically that really got its hooks into me. I can't remember when I first heard about it or when I first started to become more curious about it, but it happened somewhere, and I just couldn't stop thinking about it. Retro Games have done the world a favor and released remake-versions of a lot of old home computers, like the mini-commodore 64 or the mini vic-20, but I would just register and move on. But not so with the Spectrum. With this one I stopped and my brain went, "hey... I need this".

Then my brain went "but hey... why though? I've never played a single ZX Spectrum game, I know basically nothing about this console. What is it that draws me in?".


Yeah, like I said I can't explain it. Is it the unique graphics? Maybe. It is true there is something about them that have always drawn my eye. But that is a poor reason to spend 100 euro on a console. Yet here I am, proud owner of a "The Spectrum". Don't think I did this on a whim. I first heard about the remake Spectrum about half a year ago or so. I immediately wanted it but decided it was a stupid thing to buy. But I couldn't stop thinking about it. So after a few months of not being able to let it go I just ended up buying it. 

It's beautiful, and the box it comes with just oozes attention to detail and love. I've read and been told by actual ZX Spectrum owners that is a spot on replica of the original one. The first thing my daughter said when I opened it was "oh it smells lovely". And it does, it smells just like opening a new board game. This one comes with the possibility to run 64 bit and 128 bit. You can either run it in the "Games Carousel"-mode or in the "Classic"-mode, which is how the original ZX Spectrum booted and which allows you to do some BASIC programming if you know anything about that. The Spectrum itself is a keyboard, but also supports joystick-controller, D-Pad and other options I haven't explored. The Spectrum is plugged into the TV with an HDMI cable (one is provided in the box) and powered with a simple v5 adapter, same as any mobile phone uses. The box comes with a cable, but not the adapter. Not a problem, as 99% of people will already own a handful of those.


The instruction manual in the box only covers the very basic stuff, like how to start the console. To get to the good stuff, there is a QR-code to online manuals, both a more in-depth one (66 pages) for the console itself and for each and every game as well. These will be necessary as it can be quite tricky to figure out the control schemes on your own, though I found that once you'd tried a few games you at least had an idea of where to start guessing. For someone used to the modern way of mapping keys, the layout doesn't really make sense to start with. Hitting M to start a game? Ok. Most of the games will have similar keyboard layouts but far from the same, so you need to learn differently for different games. Some features I haven't been able to access in the games because I just can't figure out the key for it, even with the help of the manual. Maybe this will work better with the D-Pad that I haven't been able to test yet. But other than that, the Games Carousel mode works just like you'd expect and looks great.

Each game allows for four save slots and rewind gameplay if you mess up (which you definitely will). If the preloaded games aren't enough, the console can read games from a USB as well. There are more options and features that I haven't explored/understood fully yet and I might get back to them in the future as and if I figure them out.

So what better way to celebrate me joining the ZX Spectrum family than to review the 48 games that the console comes with? Completely nostalgia free? Well, that is the intent anyway, we'll see how long-lived this ZX Spectrum fascination is once I actually try to deep-dive and properly play the games. Because I know myself I intend to enlist the help of my 12 yo son who is already a better, and especially a more patient, gamer than me. To be continued...

Monday, September 29, 2025

Atom RPG (2017) - Review

 I am always on the hunt for something to scratch that old Fallout-itch, especially the Fallout 2-itch (which explains why I haven't played Fallout 4 or Fallout London yet, they're not isometric enough). 

Wasteland 2 turned to be a waste (pun intended) of my time. A gameplay system that is too penalizing also ends up being boring quite quickly, at least for me. And I don't recall Fallout 1 or 2 being in any way cruel when it came to chance of success. As long as you played it smartly you'd make your way through. Be smart about which odds were in your favor and you'd survive. And maybe that was the main difference, in Wasteland 2 I rarely felt like the odds were in my favor. Or it felt like I was always betting on the wrong horse, in terms of which skills and stats I decided to improve. 


That's fair, not everyone should try to straight up copy the Fallout formula, it might just mean what you're serving isn't my cup of tea.

Time to check out another contender, then - Atom RPG. It calls itself a "post-apocalyptic indie game" and says it is inspired by Fallout (and Wasteland, in fairness), among others. So far, off to a good start.

An RPG is only as good as its stories and characters, for some reason I find that almost to be even more important when it comes to post-apocalyptic RPG's. The sci-fi and quasi-futuristic setting lends itself especially well to memorable experiences in the hands of good writers. Fallout made good use of this with their different explorations of the human condition inside the vaults, the consequences of the idealistic factions taken to their extreme and who could forget the tragic story of Harold and Bob?

Atom RPG seems to have been trying to get this right, and for the most part it does. Even though the player is a nobody with a cliché starting quest (find a group of people who have been lost), it sets you on the track to talk to and experience the waste which is far from empty. People have created small societies of all sorts out here and all kinds of religions and ideologies have had an opportunity to find footing. It is as it should in the apocalyptic world.


You get plenty of opportunity to makes decisions on whom to help out, as different factions and people looking for power will ask for you help. It is far from obvious which is the best course of option, which I appreciate. You'll have to go by gut feeling, and some times you won't be happy with the end result. Yet I don't feel cheated or like I've missed out on something important. Rather I feel like I got to leave my mark on the world and it's not supposed to be easy.

There is a starting direction to motivate you into going out into the wastes and it won't take long before you get a whole bunch of other quests. They will range from eradicating wolves, picking up a library book (Lord of the Rings) and infiltrating bandit gangs. These quests will in turn make you discover new quests or maybe a quest that seemed straightforward will branch out in front of you and become a lot more complicated than it first seemed. I started to collect all the quests I could and talk to every person I met in the hopes of completing some quests almost by accident. It can feel overwhelming or be just the kind of thing you're looking for. Personally I felt like I had to start focusing on a few quests before I got too confused. It gave me a bit of FOMO, where I was worried I travelled to new locations without having all the appropriate quests for the area, but I kept telling myself it was ok. A lot of the quests are memorable too. I stumbled upon a tiny side quests clearly inspired by the movie "the Thing" and that one will stick with me.

At one point some clearly not-so-nice guys convinced me to go down a dangerous looking bunker to grab all the loot I wanted. It sounded too good to be true and as I expected, they robbed me of all my stuff when I emerged again. I thought I could trick the game, reloaded and unloaded all my stuff inside the bunker. I go out the door and think I am being smart when the robbers have nothing to rob. Only I am the fool when the robbers realize I am trying to trick them and decide to kill me instead. The game is a lot more clever than you expect at times.

Even though we're living the post-apocalypse, there is a lot to see and do. With more quests in my log than I know what to do with, finding my way around feels a bit tricky. Even though each area has a map, there are no annotations nor the possibility to add any, meaning I still don't know where anything is located. Every building and alley looks like another shack. I guess it is difficult to make the wastelands to look anything but that, and maybe it's a bit much to ask for, but all the gray and brown does get tedious after a while.


On the other hand, Atom RPG makes a decent job at sprinkling a variety of locations around the Wasteland for you to discover. Everything from a mutant circus to a roaring forest, not just the regular derelict vehicles and worn down wooden buildings. The people who inhabit the place are equally diverse. From someone with an "outside" perspective, they almost seem oddly un-bothered by the fact that the world has gone down the toilet, metaphorically and aesthetically. But maybe this is exactly how people would react? They'd just accept the new reality of things and eke out their existence. 

Your stats make a big difference to how you can achieve your successes. But where Wasteland 2 constantly made me feel like I was the underdog, or two steps behind, Atom RPG gives me options. Maybe I can choose to solve a situation with barter, speechcraft, personality or strength. The end result might differ, or maybe several options are useful to reach the same solution. Either way this means I will never feel like I've put points into the wrong things, it just means I can choose which way I want to be able to solve my problems. This ended up being an absolutely crucial difference that turned a frustrating system in Wasteland 2, into a fun one in ATOM Rpg.

There is a talent system. And it took me almost 15 hours of game time to discover it. Either that says something about how little Atom intends to hold your hand, or probably a lot more about my eye sight. The talents feel useful and allow you to further niche your play style down certain paths. Some balancing choices mean some skills seem less useful, but that could also just be me not understanding the game properly. It's probably the latter.


The waste is also surprisingly a lot less hostile than the average post-apocalyptic game. You are far more likely to encounter friendly traders than mutated wolves. And the traders are actually friendly, rather than turning out to be mutated wolves in disguises. Almost a disappointment that. Traders can sell you all kinds of things, and you can find useful stuff lying around all over, especially in people's cupboards. As long as they don't have line of sight of you doing the thievery, they won't care.

A crafting system allows you to put things together into mostly useful things, like various equipment. This turned me into a veritable hoarder as any little piece of toilet paper you pick up could turn out to be a crucial part in something you want to craft. Filling up my bags did not take long and I soon had to realize I couldn't run around picking up everything I saw like a 3 year old on a sugar rush.

You get experience for most things you do, lockpicking, saying the right things in some conversations and of course combat. But each level requires a lot of experience to reach and after a few hours I started to feel under levelled for the quests I had gained. Guess it's not a real RPG unless you've got to do some grinding. 

There seems to be a lot to say about a game that is mostly brown/beige, running around smacking mutant ants and talking to semi-alcoholic people. But I keep having fun with Atom RPG. There is a lot to tinker with and every little achievement feels like a big success, because the game is just the right amount of stingy with its praise. It's not a difficult game, but it also doesn't hold your hand. It opens the doors for you to explore it, and never badgers you to stay. In a world where the gaming culture is all about catching your attention and not allowing you to leave, it feels refreshingly pleasant. 

Thursday, July 24, 2025

Katamari Damacy REROLL (2018) - Review

The Katamari Damacy series has always existed in my mind as the best kind of video game that I never intended to play. It would've probably stayed that way if my then 5 yo son hadn't seen it somewhere and loved the concept. I decided I would get it so we could play it together. So I did get it, but we ended up playing something else together instead.

Katamari Damacy stayed in my game log untouched until I had one of those days when you go "Eh, why the heck not" with a shoulder shrug. It's not that I don't like the idea of Katamari Damacy, like mentioned I think it seemed like a brilliant game concept. Make a huge ball out of random stuff just because? You couldn't make a movie or book out of that, that idea could only exist in a video game.

The game was originally released on Playstation 2 in 2004, but as you can see I am playing the Reroll release from 2018. As far as I read up on it is about the same as the original but with updated graphics, but if you happen to be curious to know more details there is a great video on Youtube about it.


You have probably heard of Katamari Damacy before but if you haven't, you read that right - the core concept of game play is to make a huge ball of random things lying around on the ground. You play as the little prince who has to clean up the mess his father, the almighty King of All Cosmos, has made when he accidentally destroys all the stars in the sky. Apparently, balls made of random stuff can substitute for stars in the sky if you don't think too hard about it. 

And really, you could make up any excuse here because why wouldn't you want to roll things up into balls anyway? It's just plain fun, that's why, you don't need another reason. Each level comes with a minimum ball-size requirement and a time limit. Rolling things into balls isn't as easy as it first might seem. You can't just grab any old thing immediately, for things to stick to your ball they have to be smaller than your ball. Larger things will at best make you bounce off, at worst make things fall off your ball. So you have to be smart about how you go around collecting things, trying to avoid the things you can't pick up just yet and get back to them later. There is definitely a kick to get from finding a good path through the random items (they are very random and can even include living things like cats and dogs) and a high level of annoyance when you screech to a halt from something that you can't pick up yet. 


As your ball grows the area you're in will grow, revealing more items for you to pick up. Everything that attaches itself to your ball makes a satisfying ploppy, bloppy and shwoppy sound, for lack of better description. And let's talk a little bit about the music. It is great. From the intro song to the stage themes, each tune fits perfectly and makes it a joy to fail, because fail you will.



The game is a joy to look at as well, and the items scattered around are clearly organized in a way to entice you to move around the levels in certain ways. I want to mention it again here that the items you get to pick up can really be just about anything, but every now and then you get special stages where the Almighty King wants you to create a ball made up of some certain item - swans for instance. It all makes perfect sense when you play the game. I'm kidding, it doesn't, but rolling a ball of flapping swans around is equal parts hilarious and disturbing.

Knowledge of the places you go around in seems crucial to be able to make the time limit because despite the games best intentions to give you control and overview, it fails somewhat on that.

The game designers have really tried to think hard and clever when designing the controls, realizing that a game like this above all requires this to work well. To wrestle your ball around you have to use both control sticks, which allows you to get more control over things like speed and turning - absolutely essential to be able to cut corners and avoiding rats that are trying to ruin your ball. (On the keyboard it is a double-WASD setup, using JIKL as the other "stick", and I actually had more success with playing it this way).

Shoulder buttons allow you to get an overview but for all the good things they've thought of I can't help but feel like they've missed a huge point - how to control the camera. This problem becomes very frustrating when you try to get your ball the way you want it to, but you can't even see what is around you. The overview button, which gets your character to jump up in the air, doesn't solve this issue at all. As I wrestle the control sticks I literally feel like I am rolling a big ball of garbage in front of my face, and plus points for realism I guess. Unfortunately it takes a lot of the fun out trying to doing a good job when you feel like you are constantly being resisted. The ball at times doesn't feel cooperative in the slightest, making any bumps and knocks you take a lot more frustrating than they should be, as you see your hard worked bits fly all over the place.


The timer continues to tick down as you find yourself stuck in a corner, or trying to get up a tiny ledge, and it takes way too many precious seconds to try to find a way to move forward. There is a lack of control and cooperation that feels unforgivable for a game like this, despite what seems like their very best efforts to avoid these problems.

Maybe I am just getting old and slow, I am noticing I have a hard time taking good turns in Mario Kart 8 as well... But whatever the reason, and however much I think Katamari Damacy in many ways can stand as the perfect example of something that a video game can do that other media can't, I end up struggling too much to have fun. And yet, when I am not playing it I find myself thinking it would be nice to load it up to roll some more balls. There is something about it that is simultaneously relaxing and frustrating. It seems I am not the only one who thinks this way, the comment section on the OST on Youtube is full with similar sentiments like "Katamari Damacy is the most infuriating, frustrating, stressful, stress-reducing, enjoyable, satisfying, joyous game ever made" and "the katamari franchise is simultaneously the least stressful and the most UNGODLY STRESSFUL game i've ever played.",

I've decided to uninstall it several times, but I haven't. I am having more success when I am not trying to use a controller, so maybe Katamari will get to stick around a while longer still... there is just something appealing to the idea of rolling up garbage.

There is a two-player mode that works quite well since there can be some fun to be had from sharing the pain of trying to build the bigger ball. You can even roll each other up if you manage to get that much bigger than the competition. For all the frustrations I still want to recommend checking it out, if nothing else than to experience something truly unique. And then I am going to do something as horrible as recommending a mobile game if you want a better version of this style of gameplay. Check out the Tasty Planet series - it's fun.

Wednesday, July 16, 2025

Field Report #31 - End of an Era, Again

About a month ago I decided it was time to quit World of Warcraft, again. This time it happened without too many emotions and fanfare however. In all honesty it all just sort of fizzled out. The final couple of months of my play time I noticed I was only logging on a few times a week to do a raid here and there, and the urge to do pretty much anything else in the game was completely gone. I used to love leveling alts for instance but couldn't even muster the energy to do that. That was a big sign that it was time to move on.

It was difficult to justify the fairly high subscription cost for what in the end turned out to be very little play time. And with the "new" expansion (Mists of Pandaria) coming up the thought of leveling my characters to the new max level didn't entice me at all. I just sort of realized that I had gone bored with World of Warcraft. But it had been another fun run, a fair few years of the usual Guild drama and highs and lows. Overall I really enjoyed that they brought classic back and I don't doubt that I will get back into World of Warcraft in the future again. 

So what do I fill my days with now? Well, as I mentioned I had lost interest in most things in WoW even before I finally pulled the plug and as I have a huge backlog of games to get through there is never want for things to fill my time with. Some of these things I have posted about on this blog. Right at this moment however I am mostly playing Yakuza 0 which I am having tremendous fun with. Yakuza has turned out to be a series of games that seems fully suited for my likes and I enjoy every second of it. Yakuza 0 has turned out to be the most lecherous part in the series so far, an aspect of the series that I've always giggled at more than I've fully enjoyed it. For the first time I might be feeling that they've actually taken it too far but fortunately most of it is optional content.

Summer vacation has just started for me and the rest of my family with the regular challenges of agreeing on what to do. Me and the SO agree on most things  - we enjoy the same nerd culture (Pokémon, Godzilla, certain manga/anime, certain video games, martial arts movies and B action movies from the 80's and 90's to mention some) and we both love being outdoors in the forest. The rest of my family doesn't share my passion for board games and no one shares my SO's passion for Dragon Ball, but no one is perfect.

My kids couldn't be more different however. My younger one is outgoing and loves running, dancing, singing, sporting, playing with toys. The older one hates all of that and pretty much only enjoys video games. So there is a real challenge trying to find something that everyone will enjoy. Most of our days include a bit of both if possible. First a few hours doing something outside, and then playing some sort of video game together afterwards. That usually works well for everyone. It gives us old folks a chance to dig out some gems too, playing things like Bomberman on the SNES, Golden Eye and Mario Kart on the N64 (Golden Eye has become a real favorite among the kids, Diddy Kong Racing was a disaster), Pokémon battles and Tetris on the Game Boy to mention some.

My older kid loves playing almost any game, I would say that is a trait I really like about him. Doesn't matter if the game is 30 years old and in black and white, he will play the hell out of it if he gets the chance. He is completely open-minded when it comes to video games. My younger one has no patience with video games at all, so if we want to play something together we have to choose something where she can get some sort of special treatment or handicap (Mario Kart 8 Deluxe is good for this, and in Golden Eye she can get +10 health).

In a few weeks we're going hiking for a week and then all we'll have to entertain us with is a deck of cards. We'll see how that goes.

Tuesday, May 20, 2025

SteamWorld Quest - Hand of Gilgamech

Writing this post my first thought was to start out with something along the lines of "this game might not blow your mind but...".

But... I don't actually want to say that, because I don't actually think it's a fair way to start a text on my feelings on SteamWorld Quest.


So let's begin somewhere else. The SteamWorld games seem to be a franchise in which the core idea, i.e steampunk style robots in a cartoony aesthetic, has been crammed into a variety of game genres. It started out with SteamWorld Tower Defense, which I had never heard of before researching for this post. I, however, started out with SteamWorld Dig, which I loved, and that brought me to check out more games in the series. SteamWorld Quest looked like my cup of tea and suffice to say, it definitely turned out to be.

SteamWorld Quest may disguise itself as a role-playing game, but don't be fooled. This is 95% a deck building game. You move your characters around and you find treasure (almost exclusively more cards) and can buy things (more cards). You can equip yourself with some gear, but other than that the game revolves pretty much entirely around cards. I didn't know this going in, but fortunately I am a closet super-fan of deck builder games. I have tried a fair few, from the regulars like Magic the Gathering (2013 is the best edition) and Hearthstone, to more obscure ones like Card City Nights and Runespell: Overture.

Making a good card game is not easy, but few things can hypnotize me like a well-designed one. Maybe it's the board game nerd in me. SteamWorld Quest dresses all the card playing up in a story that starts out with friends Copernica and Armilly out doing nothing particularly important. They quickly get involved in a much bigger story and joined by a few more heroes as you move along. The story is simple and a reason for all the card battling you're going to do. I am actually happy they put the money, time and effort on the gameplay here because I would've accepted any excuse to get on with my cards.


And the way the card playing is designed is just pure fun - SteamWorld Quest manages to get gameplay that feels both snack-sized and more-ish, it's easy to jump in and difficult to put down. It has no ramp-up time to get into, and the rules are simple to learn yet so much fun to proper dig into.

Combining cards certain ways unleashes combos and each turn is a joy to figure out which cards to play. You can combine cards between characters or try to build chains, it all comes down to what you want to achieve a certain turn. There are buffs, debuffs, weaknesses and resistances to take into account. Between fights it's fun to tinker with your decks and try to optimize combinations, there are many fun and interesting cards to play around with.

Though I rarely got game over in my playthrough on normal difficulty, I rarely felt completely safe either. There isn't a sure-fire setup, but I do recommend that as soon as you find a combination of cards that feels good, you try to keep things fresh by swapping in one of the other characters. The balance of the difficulty is pretty spot on, some times I even wondered if enemies leveled along with me, though I never grinded for levels. You can return to already completed segments of the map, but that also meant re-watching any and all cutscenes so I quickly decided against that and just played onwards.

For better or worse it is difficult to prepare for a match before-hand. Theoretically you could, since you can see your opponents on the screen before you engage with them. This means you could go into your decks and tweak the setup before starting the fight, to avoid fighting fire with fire, literally. Practically this isn't something you're going to do though. There are some foes that have really annoying skills, like despair which prevents healing or bleed which makes you take damage for every action. You might want to equip something to counteract that, and the game throws gear at you that offers protection against or boosting of a lot of different stats.

The game doesn't really provide you with much information around debuffs and what they do, mostly this is not an issue since you can deduce them fairly quickly. I would've loved more information about what the different masks of Orik do however. There are some that I am still not sure of.

None of that takes away from the fun of setting up combos and trying new cards though and it's so easy to slip into the "just one more"-mindset. I pretty much "just-one-more"-myself through this game, and it was a long time since I played a game so hard as I did this. It really speaks to the fun gameplay that it feels fresh and engaging all the way to the end, which I reached in just under 20 hours. I accidentally engaged the final boss without a solid healer and only managed by the skin of my teeth. But that only shows to the strength of the decks that no one character or type of cards is absolutely necessary, but it all comes down to the abovementioned combination and chain building.

The music is another good thing about the game, and the battle themes are even quite banging. Which is good, since you will be hearing them a lot. Apparently the composers (Erik Gudmundson, Pelle Cahndlerby, and Oscar Rydelius) are all from Sweden, which is a bit extra fun for me.


I briefly mentioned the main characters Armilly and Copernica - as mentioned they will be joined by a handful of other heroes before long and each new hero comes with a new deck of cards. They've done an excellent job of keeping each deck distinct from each other, and while I had my favorites I felt they were all useful and fun to play, if you make sure to make them work towards each others strengths and weaknesses. The characters are trope, but lovingly so. Their personalities also fit their decks and I not only enjoyed playing with all of them, I wished for more. It's almost crazy to say, but even after 20 hours I almost felt like the game was too short.

It is fortunate then that the game comes with a generous New Game +, in which you can try the hardest difficulty which not only makes enemies stronger, but also gives them new skills. I tried this for a bit and yeah... I was steamrolled immediately.

If you got this far and only end up remembering this final conclusion I am going to leave you with this: SteamWorld Quest: Hand of Gilgamech is a solid Deck Builder game that makes time fly. It does one thing and it does it excellently. Play it.

Saturday, May 3, 2025

Top 5 Eurovision Songs 2025

I haven't done a top 5 list in a while and what better way to get back to it than to celebrate the craziness that is Eurovision. If you're born somewhere in or near Europe, you've probably not been able to miss Eurovision but for everyone else out there here is a short explanation: Every year most European, and some that usually don't count as European, countries compete and celebrate in a singing contest. This has been going on since the 50's and started careers, like ABBA's. The quality of the songs is generally quite low, honestly, when compared to mainstream music. But it often has charm. And some je ne sais quoi.

I think the European countries care about the competition to varying degrees. Some take it very seriously. Sweden is one of those countries (where I am from). The UK is usually considered not very bothered, and for some reason their entry almost always ends up in the bottom ten. Some countries come and go, depending on politics (though the competition is trying very hard to be non-political) and funding.

As someone who grew up in Sweden it has been very hard to avoid Eurovision, and though I have always loved the concept I have honestly not given it much attention most of my life. I never follow the national competition to pick an entry, and only glimpse at the end result to see if there is a song or two worth listening to. Out of 35-40 entries, there are usually only a handful that are any good. But for some reason it has grown on me. The idea that different areas compete in something as joyful and completely subjective as music, I think it is great.

Sweden is sending KAJ with Bara Bada Bastu (Just Doing Sauna) this year. I don't personally think it's very good, but it's caused a bit of an upset for being out of Sweden's comfort-zone. Sweden usually sends pretty predictable entries, and Bara Bada Bastu is at least not that. For one it's a humorous song and it's sung in Swedish which isn't something that has happened in over 20 years I think. I respect the song for that at least.

I usually joke that Eurovision songs all fit in one of three categories;

1. Ballads

2. 90's eurodisco

3. Generic pop (this is where Sweden often falls).

But let's get on with the list. If you want a medley of all the entries this year to make your own mind, Youtube will provide. Obviously this is completely subjective, and my tastes are rhythm-heavy and high energy which is probably going to be reflected on the songs I have chosen.

I've got to start with some honorable mentions though:

Azerbaijan - Mamagama - Run With You: There isn't really much wrong with this song. It's slick and makes me bop my head, this could've been made by someone close to Pharrell Williams. It gets minus for not singing in their own language.

Croatia - Marko Bosnjak - Poison Cake: The song changes up things throughout, rhythms and style and keeps itself interesting and fresh. Minus again for not singing in their native language.

Spain - Melody - ESA DIVA: It was a close call between this one and my number 5 entry. This song starts off a bit slow but has as cool breakdown towards the end and it has been growing on me.

5. POLAND - Justyna Steczkowska - GAJA

Did I mention I like rhythm-heavy and high energy? Well, this is kind of exactly what I mean by that. This sounds a bit like the UK band Juno Reactor that I quite like. And you've got to respect anyone who can sing and dance with that energy (Justyna is over 50).



4. UKRAINE - Ziferblat - Bird of Pray
Ukraine have had a few good songs the last couple of Eurovisions. And Ruslana's "Wild Dances" from 2004 is considered a Eurovision classic. Bird of Pray tells a story and I love the way it meanders back and forth between more forceful and more gentle. It also feels very sincere and from the heart. 



3. ALBANIA - Shkodra Elektronike - Zjerm
Great beat on this one. Songs that give me a glimpse of where they come from, structurally and instrumentally, often fall high on my lists. I find one of the great strengths of Eurovision (and Europe) are all the different cultures that have different ways of seeing and doing things. Albania gives me some of that feeling with this song.



2. GERMANY - Abor & Tynna - Baller
Full disclosure, I am part German. That has never made me like any song from Germany however. No, not even the Satellite one. But finally Germany sends an entry in German! Melodic and rhythmic, it fits the language great. And she has a voice you want to hear more of.


1. AUSTRALIA - Go-Jo - Milkshake Man
Ok so my number one pick is Australia this year. The fact that Australia is even competing in a competition literally called EUROvision is worthy of an explanation. But long story short, Australia have been huge fans of the show for decades, probably more than most European countries. Apparently they get up in the middle of the night over there to watch it. For the anniversary in 2016 they invited Australia to take part and it was such a success they have been invited ever since. They always have good entries, but none that have been my favorites. But this year they have it, the one I think should win Eurovision 2025. It's fun, has a good beat and I could listen to it all the way to Eurovision. 



It'll be interesting to see if any of my favorites make it high on the lists this year, they usually don't. Käärijää with Cha Cha Cha was an exception, and that song definitely should've won over Tattoo.


Saturday, April 12, 2025

Saint's Row IV: Re-Elected (2013/2022) - Review

 If you're not around to play a game series from the beginning for whatever reason, after a few years you'll be stuck with the first world problem of trying to figure out where to begin. The internet is shock-full of lists asking "which Castlevania is the best?" and "Which Super Mario game should I start with?". There are a lot of thing to factor in here - the series might have crossed over platforms you don't even have access to anymore. It might have evolved through different genres, meaning you have to figure out which ones suit your tastes. It might be unclear how much the games reference each other, meaning you have to start from the beginning to enjoy later parts more.

I've managed to end up having to make this choice recently with not just one but two games I am currently playing. Taking on the Assassin's Creed series I had over two handful of games to choose from (you can click the link to see how that went). Looking at the Saint's Row series I fortunately had less than half of that to choose from, but for some reason I went with the latest one (not counting the reboot).


What was my reasoning? Maybe it wasn't deeper than simply being the game that was on discount when I was looking to try it out. When investigating the older games (1 and 2) they also looked a little more serious and a lot more ugly than what I was after. So the choice for me was really between 3 and 4 in the end. 4 won out for unclear reasons and here I am, wondering whether I made the right choice. Can I ever really undo it by playing the third instalment afterwards?

Either way, the fourth game (this being the Re-Elected version, which includes all the DLC) has not been a bad experience. And maybe it could be interesting to read what the game is like for someone who has no previous knowledge of the series and judges it on its own merits alone. If you think so, read on.

Trying to explain the story of SRIV is not easy. Right off the bat it was pretty clear that things had been going on in the earlier games and this was a continuation on that, or at least so I think. There is going to be a lot of assumptions from my side moving forward here, assumptions and straight out guesses. But here we go; You play as a character who is the president of the world. But pretty quickly you learn that there isn't much world to preside over. Alien forces have destroyed it and caught you and your posse, the eponymous "Saints", in their mind game of a simulated world. It's unclear who they are, where they come from or what their motivations are, but these things honestly don't matter so much. In all the confusion one thing stands out clear as day - everything is just an excuse to allow you to try out crazy gameplay.

It's a very dark game, with the occasional neon.

And in this regard SRIV delivers. I am not generally a fan of games that make it their main goal to be weird, games like Goat Simulator for instance, which seem to be designed mainly for those special Youtubers who get their money from screaming a lot on screen.

But I do enjoy a game that takes an odd premise and still manages to build a somewhat interesting story around it, a game like Octodad: Dadliest Catch is a good example of this. While SRIV might lack a bit in the story department, in the sense that you get the feeling that everything is just a "free-for-all"-excuse for more mayhem, it does deliver on heart and character. SRIV has a lot of both.

The character controls well, and I would even dare say excellent when comparing it back-to-back to Assassin's Creed: Unity, which I as mentioned played simultaneously. You get super powers that allow you to jump very high, run very fast, throw huge objects in people's faces and run up the side of buildings. And that is just mentioning a tiny fraction of all the skills you can play around with after a handful of hours into the game. The skills you get can be unlocked with currency, you can unlock other attributes with other currency. Some are found on the stages, some are got by completing quests. There is a lot to keep track off, but it manages to stay fairly easy to understand and use.


The map of the virtual city is littered with objects to interact with. I didn't understand the purpose to having fifteen shops where you could alter the look on your rides, buy a new t-shirt or load up on more ammo, especially not after a short while into the game where it becomes easy and quick to get around the city. Convenience, maybe? There also seem to be quests that are specifically designed for multi-player, somehow, I didn't get a chance to try these.

The game is overall never a challenge on normal mode, probably veered more towards having fun than giving you a real challenge. When I died it was mostly to fooling around and not caring, than genuinely trying to solve something. The only time the game made me scratch my head and reload over and over, was during a quest where I had to fight Giant Paul the Giant Soda Can. That guy blasted me with a laser that was essentially a none-dodgeable one-shot, even on normal difficulty.

You can tell that your character and their gang has a long backstory together, a lot of the quests allude to that. I often felt that it would've been fun to have played the quests and scenarios that this game references first, but the quests often hold up gameplay wise on their own, at least enough to be entertaining even if you don't get that extra oumph from fan service and nostalgia.


And there is a lot of whacky shit to do, that's for sure. I love that the game designers have not held back in the brainstorming sessions. Even character creation allows you to create something with pink chrome skin, if you like that sort of thing. In order to interrupt the virtual world that the alien Zin (as they are called) have created you need to break the code like some Neo on crack. You get to hurl your body, literally, against objects, save Santa from Evil Santa, use all kinds of weird weapons and have a gang of Gingerbread Cookies be your sidekicks. I can't emphasize enough that the pitch document for this game probably just had the words "MORE IS MORE" written in big, bold, red letters.

But generally it works, I am entertained. I like the characters, though I barely know them, and I have fun with the insane things that we get to do. Until at some point I can't help but feeling that even this golden treadmill, is still nothing but a treadmill. Am I asking for a sense of direction in all this mayhem? Maybe. There is just so much to do, so many characters to help and so many virtual pedestrians to run over that it actually manages to feel a bit... empty. When I am given these many toys to play with, I end up feeling like none of them are fun in the long run.

I don't want to tell SRIV to get a grip or to calm down. I think SRIV is doing exactly what it should and it is doing it well. But for us mere mortals it gets a bit overwhelming in the long run. SRIV is an all-you-can-eat buffet where after ten minutes of browsing you realize you're really just interested in the baguettes.

Sunday, April 6, 2025

Limbo (2010) - Review

I personally think the indie game landscape is one of the best and freshest things to happen to the video game world. It was looking quite dark there for a while in the mid 00's, with triple A developers only hinging their money on the safest of bets, ergo the most predictable of games. The video game industry seemed to be caught in a loop of trying to predict and deliver exactly what video gamers wanted, which only led to games that no one fully enjoyed. Things were glum indeed and suddenly, almost as by design, developing tools became accessible and user friendly enough that any basement game designer could give it a go. It was a beautiful full circle back to the very dawn of computer and video games, when most of them were made by people just playing around on their machines, trying to create something that they themselves wanted to play and not necessarily make the most money out of.

Limbo, released in 2010 by Playdead, wasn't among the very first indie games, but in my mind it definitely belonged to the first batch of games that showed players what indie games could accomplish that triple A developers were missing out on or were overcomplicating. It was a game that dared to be simple and concise, something that video game designers seemed to have almost forgotten the art of. Instead of moving towards even more content, even more open world, even more customization, Limbo was a game that removed all of that and told the simplest of stories with the most straight-forward of gameplay, like the darker twin of Super Mario Bros.

I was deep into my World of Warcrafting when Limbo was released and had little interest for it at the time. And in all honesty, the only reason I decided to eventually check it out was simply because it still lingered in the back of my mind as a game that was part of a big moment in video game history, and as such at least something I should know a little more about than the name and that it seems to have huge spiders in it.


Puzzle platformers are really not my thing, I must admit. I also tried Braid and didn't like it, so I didn't have high expectations for Limbo either. I also suck at Mario games, but those I still enjoy playing every now and then. My problem with indie puzzle platformers have often been that focus has been so much on making interesting puzzles, that it seems that the most important part - good platforming - has been lost on the way. Nothing is more frustrating than trying to solve a puzzle and constantly failing because your character doesn't control well enough. This was one of my issues with Braid.

I found this to be part of the issue in Limbo as well. The character, who seems to be a young child lost or running through dark woods, controls just fine until you get to parts that require timing. The controls are super simple, you can go left, right, up and down and with "ctrl" (on computers at least) you can grab things. The child will automatically cling on to ropes and edges if you're close enough. That's all there is to it. But it doesn't always work well enough and your character will suddenly do a short jump where you needed a long one, or fail to climb over an edge in time. I'm not saying the controls are badly programmed, but they are not tight enough for what is requested.

So you have to be prepared for a lot of trial and error. Limbo will throw traps at you that reverses the rule of a previous trap, which just feels devious. Or maybe hilarious, depending on your mood for the evening. Some times the puzzle is on a time limit for varying reasons (rising waters being one) and you don't get much time trying different ideas. Some times you know exactly what you need to do but fail at execution for unfair reasons, see above.


I am not entirely sure what Limbo is trying to tell with the atmosphere, but there must almost be a subgenre of games that has the "lonely in dangerous woods"-feel. If you like the feeling of being alone in the world, everything out to get you and nothing making sense (and why would you, it literally sounds like a nightmare), while solving puzzles, I can recommend checking out the games Rymdresa and Year Walk as well. The black and white in Limbo really works in its favour, and it probably helps hide the fact that Limbo itself feels like only half a game.

Because something struck me as interesting while playing Limbo - I am not so sure Limbo would've been noticed at all if it had been released in todays indie landscape. I am in fact sure it wouldn't be. Limbo in itself isn't much of a game, really. You run in one direction and  But what it represented when it was released meant a lot more than the game itself. It was what the game industry needed at the time. But now that we have indie games galore, we're spoiled with out of the box ideas and underdog design choices and a game like Limbo doesn't seem like a game that's out on a limb(o) anymore. In todays indie world Limbo seems a bit simple and tame.

But it wasn't back then. Back then it represented fresh and daring thinking, and no one can take that away from it. If you're like me, a bit curious about gaming history and gaming milestones, you could give Limbo a few hours of your life. Otherwise I think it's enough to just know what it once was, and enjoy the fruits of what it sowed.

Wednesday, March 26, 2025

Assassin's Creed: Unity (2014) - Review

 The Assassins Creed franchise has been actively lingering in the back of my brain ever since the first one was released in 2007. For some reason I never really got into it, even though the gameplay looked like something that I would enjoy - stealth and parkour. Since the first game came out the series has grown to a veritable smorgasbord of games and maybe it's taken me so long to get into it because I didn't know where to start. My hesitation has only added more games to the list.

Do I start from the beginning? The first games can be full of dubious gameplay and game design choices that make them difficult to enjoy with modern eyes and quality of life-wants.

50 shades of brown

Do I start in the middle? Where did they iron out the most kinks, where did they nail the story? 

Do I start with the latest? Who knows what good games I miss jumping the line all the way to the end? I could've made the smart thing and checked some list of "best games in the Assassins Creed series". But instead I did a pick of a handful with cool sounding names from a Steam sale a while ago, and decided to start with the oldest one out of that bunch. That game was Assassins Creed: Unity.

While I didn't know much about the game going in, I knew enough to have a general idea and expectation. The game largely fulfilled those expectations. The game is mostly about stealthing and parkouring. What I didn't expect however were how badly designed the game would be in those core areas specifically.

It seems clear that Unity expects you to be a returning AC player as it doesn't explain much about the premise of the AC game series. Because of this I can't really say much about it either - you play as a guy named Arno during French Revolution Paris. From being a sort of nobody you somehow become part of an assassinations guild, it is never explained where Arno gets his superhuman capabilities of climbing buildings. In actuality however, you're some guy in present time, hooked up to some machine that allows you to control Arno in a sort of virtual reality time travel. Some evil corporation is after you in this virtual world, though during my 20 hours with the game that never came to matter. Some of the quests and stages are centered around this fact that the world you run around in is actually inside a computer, or something like it, but that's the most you'll ever notice. Mostly you spend your time running up and down the streets of 18th century Paris, scaling walls and trying to complete different quests and tasks given to you.


And this is both one of the best and the worst things about AC: Unity. I love the detail of Paris and as someone who is quite interested in history it was fun to just run around and pretend to be there. I've heard that Ubisoft overall has tried to be as historically accurate as possible, while also trying to make a fun game and on one of these things I find that the game excels. Even though the game is now 11 years old it's beautiful and feels alive. They've made a lot of nice little scripts running throughout the city that make it feel like all the NPCs moving about are minding their own business, or mostly reacting appropriately to your often weird behaviour.

The story also has the potential to be interesting. It starts with a sequence about the Templars in the 12th century (or something like it) and this is continued in a struggle between the assassinations guild and somewhat unclear antagonists in the 18th century. There is a lot of optional information about things you come across and they were always a delight to read, with in-depth texts about characters, locations or situations. Some of the quests are quite interesting, like the murder mystery ones where you have to figure out who is the culprit and accuse the right person to receive the best reward.

A lot to do, not much of it fun though.

Combat is serviceable, with a possibility to block or dodge enemies and use different tools like smoke bombs and arrows to increase your advantage. Being able to jump people from above and stealth kill multiple targets is fun and useful.

Unfortunately it is all ruined by the one thing that needed to really work, the controls. If you're going to make a game that is so much about handling yourself, jumping from one building to the next, climbing up the side of clock towers and hiding from evil guards, those things need to not constantly be what you fail to do.

After having played other games that have some element of climbing, stealthing and jumping through hoops (Shadows of Mordor, Dishonored) I can say this game is by far the most poorly executed. In fact so bad that after 20 hours of playing, and a particularly frustrating sequence trying to kill the Beggar King but having to restart the mission around ten times because Arno wouldn't do what I wanted him to, I decided I didn't want to play this anymore.

It is clear that Ubisoft bit off more than they could chew. Or maybe the game was just exceptionally poorly optimized to my setup. I played it with keyboard on PC, and I toyed with the idea of trying to use a controller. But the problems I had with the controls didn't seem to stem from the control scheme, but how Arno interpreted my input and interacted with the world around him. It seemed almost arbitrary whether he would jump on to the next object or just randomly hurl himself off the wall and onto the street. Hiding behind objects to avoid being discovered I often ended up being stuck. Don't get me started on trying to get through windows, which was practically impossible. This quickly gets extremely frustrating when you have a handful of guards behind you shooting you in the backside.

And it doesn't end there;

  • The menu system is incredibly obtuse, trying to find information about the quest I was on was way harder than it should be. 
  • The minimap is littered with symbols indicating things you can do, but the overview map doesn't always correspond or contain the same symbols (I am aware you can filter), making it confusing to use. 
  • It's way too unclear how you gain currency to unlock skills or improve your weapons.
  • Even though it is supposed to be a stealth game, it is in no way clear how visible you are at any given time. While you get a good tool in the "hightened senses" that allows you to see enemies through walls, it was impossible to judge if someone was going to spot you based on light sources or distances. Some times I crept around in a fully lit church having absolutely no idea why some guards spotted me and some didn't.
  • I really don't like Ubisoft Connect...
I just felt like for every moment I got to enjoy, the game had to give me two moments where I was extremely annoyed. That is just not a good enough ratio. It also doesn't help that a lot of the side quests got repetitive and I decided to try to get through the game quickly by focusing on the main story. But after the above mentioned harrowing experience of a complete communication failure between me and Arno I knew that it wasn't about me getting comfortable with the controls and it wasn't going to get any better.

This doesn't mean I am giving up on the AC series however, I still have a few games from that sale to check out eventually.

Thursday, March 6, 2025

Day of the Tentacle Remastered (2016) - Review

Deciding to revisit some childhood memories by replaying old Point & Click (P&C) Adventure games with my kids has turned out to be a blessing and a curse. I'm always happy to see them enjoy "real" games, as I like to think of anything that isn't just clicking and combining random stuff (wait a minute, that describes the average P&C game).

But it turns out they enjoy them a lot more than I expected them to. Maybe more than I ever did when I originally played them, probably fueled by the fact that we get to complete the games unlike what I managed on my ownsome. Especially my 6yo daughter loves the experience of sitting together and trying to figure out the puzzles. Now she nags me every day for us to play some more. A blessing and a curse.


Unlike my memories of Secret of Monkey Island, I remember clearly not getting very far into Day of the Tentacle as a kid. Having replayed it now as an adult, I really can't blame my child-self for failing at this. Day of the Tentacle epitomizes everything that I worry about when playing a P&C game i.e the puzzles being obscure to the point of almost being impossible to solve. Day of the Tentacle requires some next level out-of-the-box-thinking to finish without a guide and there are puzzles in there that will haunt me forever. Oh and just a warning here, I will give some examples of these puzzles so if you haven't played the game and don't want any tips, beware.

Day of the Tentacle is technically a sequel to Maniac Mansion, a game I have never played. Fortunately it only vaguely references that game (at least to my knowledge) and it doesn't feel like you need to know anything about Maniac Mansion to fully enjoy this game. Because even though Day of the Tentacle is a P&C game that is hard as nails, it is very fun and probably one of the best examples of the comedy from writers Tim Schafer, Dave Grossman and Ron Gilbert who also made the beforementioned Monkey Island game and the sequel to that.


The original Day of the Tentacle was released in 1993 and the remastered version adds some updated graphics and a very enjoyable commentary track that runs throughout the game as you play it. This style of updated graphics worked so much better than the one they used in The Secret of Monkey Island, as they've basically kept the original style but smoothed out the pixelated edges which makes things a bit easier to see.


You control friends Bernard, Hoagie and Laverne as they get thrown across time to stop the evil purple tentacle from taking over the world. Hoagie gets stuck 200 years in the past and Laverne 200 years in the future, while Bernard stays in the present. A big part of the gameplay is adjusting the timeline so that whatever Hoagie does in the past changes conditions in Bernard's or Laverne's timeline. This is a very fun concept and used brilliantly throughout the game, it also ups the ante for your guesses on how to solve different problems. One of my favorites is when Bernard puts a sweater in the tumble dryer for 200 years so that when Laverne gets it in the future she can use it to warm up a hamster that has been frozen for 200 years. 

The controls are the good old SCUMM controls with the option to use different verbs with different objects in your surroundings, verbs like "push", "open" or "pick up". In the remastered version you get a wheel of options that works very well, much better than solution they went with in the remastered version of the Secret of Monkey Island.

When I played it as a kid I never got further than getting Laverne out of the tree. Finally getting to play through the game properly was exciting and fun. I remembered some puzzles in the beginning but very quickly we got stuck and we pretty much had to use a walkthrough for 80% of the puzzles in the latter 3/4 of the game. 

Like any good game, a good P&C game needs both a good story and good gameplay. Day of the Tentacle delivers. I usually get annoyed when I constantly have to consult a walkthrough, but the characters and the story of Day of the Tentacle kept me curious and I didn't mind checking lists. 


But how hard are the puzzles anyway, you might wonder? Let me give you one example...

*deep breath* In the future, Laverne needs a tentacle to move from the place he is guarding. To make him move she needs to make him chase after some humans. To let the humans out of the prison you need to remove the prison guard. To remove the prison guard you need to give him a dinner invite. To get the dinner invite you need to win the human exhibition contest. But Laverne has no human to compete with. So you get a mummy in an upstairs room and put roller skaters on him so you can roll him around. You also need a name tag that you get from one of the other guys. Then you need Hoagie to send you pasta that he finds in a cupboard, use it as hair on the mummy and comb it with a fork. All this is to win one of the three competitions needed.

There are definitely puzzles in this game I would've never been able to figure out or even guess at.  Maybe not even figure out with the old and tried tactic of just combining everything in your inventory with everything you see. Since you play as three different characters, in three different setting and with three different inventories, it just makes the variables so much larger. I don't feel dumb playing this game, I just accept the whackiness of it.

But fortunately everything else about the game is so well done and written, you forgive it and you want to continue trying. I definitely did as a kid, I threw myself at the problems many, many times and I even managed to figure out that you needed to paint the Kumquat tree fruits red so that Washington will think it's a cherry tree and chop it down, meaning it disappears in the future and Laverne falls down.

But then I couldn't figure out that Laverne needs to send the diagram of a tentacle to Hoagie so that he can give it to the woman who creates the American flag, turning a flag in Laverne's timeline into a tentacle costume so that she can move around freely. Yeah... I never got past that part. Until now.

If you tell me you've played through Day of the Tentacle entirely without help, you have my eternal respect. It is probably the most difficult P&C game I have played, simply because of the somewhat random and jokey nature of the puzzles.

But the game is full of memorable characters and gaming moments that will make it worth your time and frustration. The game manages to stump you but make it all the more rewarding when you figure something out. It deserves its place as one of P&C games finest, especially considering when it was released. There have been many good P&C games since then, but few as fun and funny as this one.

Monday, March 3, 2025

Grape Escape - Board Game Review

What's in a name? That which we call a board game, by any other name would be as fun.

Or would it? I am guessing I am not the only one who has once or twice pondered, what even counts as a board game? In Swedish we make a distinction between games played with a board, i.e literally board games (brädspel), games played with cards (kortspel) and other type of table top games (sällskapsspel). My brother was annoyed when I called Arboretum a board game, because even though you'd might think it would count as a card game he thought of it as a table top game.

Semantics, one could say. And one would be correct, in a way.  In the end all that matters is that it is fun. But maybe not, because when I tell my family I want to play a board game and we end up playing Mouse Trap, I feel cheated. Not because it is bad, and it is quite bad, but because it doesn't feel like a board game to me, but more like a toy.


I realize a lot of the board games I wanted as a kid were actually these semi-toys like Mouse Trap and Ghost Castle. And Grape Escape. For some reason I never really got to play them. They were always out of reach. Some friend might have had them, maybe I saw the ad for them. They seemed to so cool, like so much fun. So when I saw Grape Escape in a Second Hand store I had the opportunity to give in to my inner 10- year old. Of course I had to do it.


I should've known better though, having tried Mouse Trap and knowing what a disaster that is.  Mouse Trap is neither fun as a game nor as a toy. While the idea of a Rube Goldberg machine that you can set off to trap your fellow players is an interesting one, the execution is extremely poor. The slightest cough or vibration sets off the trap meaning you spend a lot more time trying to set everything up than actually playing, or having fun. I guess this explains why I never got to play them as a kid, adults around me felt the same way then as I do about it now. When my kids asked to play Mouse Trap I had to work really hard not to let out a huge sigh of boredom. I am glad they did not ask for it often.


Grape Escape, released in 1992 (this Swedish version in 1993) has a simpler machine, for better or worse, and instead you get to cut, saw, crush and mangle little grape figures made out of clay. The game itself is beyond simple - roll a dice and move on 1-4. One side allows you to jump ahead on the board and one side lets you operate the grape crushing machine. Getting through the board takes no time at all and often you just end up trying out the different ways of maiming your grape instead of actually playing the game - forget teaching your kids right from wrong with this game, it's just about having fun destroying things.

Once you've done that though, there isn't much more to it. Yet again it is way more hassle setting up the machine than you'll end up having fun, and I doubt that there is much longevity in the concept even for the most evil little child. One of the main issues is the instability of the structure itself. It's probably not an easy thing to design something that is supposed to work with some few plastic parts and be able to cut through clay grapes without harming any actual fingers. But it's also not easy enough to put together for young kids to play with it on their own, unless they literally just play with the parts. Putting the whole machine together and making sure things don't pop off every three seconds takes some brain power and steady hands. Kids get just as frustrated as adults trying to operate the thing.


The end result is something that is prone to fall apart and not really good at the one thing it is supposed to do - smash grapes. But it does it somewhat well enough, especially if you give it a helping hand here and there and so it provides some 20 minutes of chuckles. 

Is it worth keeping around the huge box for though? Definitely not, like Mouse Trap this game is not a keeper.

Thursday, February 6, 2025

The Secret of Monkey Island: Special Edition (2009) - Review

You've probably had the experience of watching a movie and realizing half-way through that you've already seen that movie and just completely forgot about it. Have you ever had the opposite though? Where you are certain you've already played a game and realize you definitely haven't, half-way through? No? Just me then I guess.


The original The Secret of Monkey Island was released all the way back in 1990, and while I am old now I was too young then to play it at launch. No matter, I definitely got around to playing it at some point while growing up. I remember the bar with all the pirates, the word-fencing, the annoying boat salesman. Yeah I pretty much remember finishing The Secret of Monkey Island.


So when I decided to introduce my kids (6 and 11 yo) to this little gem I thought I basically knew most of the puzzles and we would breeze through. I felt like I remembered all of the game even though many years had passed since I last properly played it, though my memory of the actual ending was a bit hazy. True enough, we got through all the way to Stan without much trouble - sneaking through the forest, getting shot through a cannon and feeding rabid poodles rancid meat (don't worry, they're not dead, just sleeping).

The game puts you in the shoes of Guybrush Threepwood, an up-and-coming wannabe pirate. As he goes around trying to prove to the real pirates that he has what is needed to be one of them, the bad guy LeChuck (the meanest pirate and also a ghost) kidnaps Threepwood's newfound love Governor Marley. The story might be whacky (in all the good ways!), but the gameplay is straightforward. While this wasn't the first game to use Lucasarts famous SCUMM system (Script Creation Utility for Maniac Mansion) it works great here. Maybe some young-uns don't like the idea of having to choose a verb with an item to solve puzzles (which was a novelty then, before this you had to type the verb yourself which was a guesswork in and of itself), I personally quite enjoy this system. Newer P&C games will automatically choose the right verb, but that is making things a bit too easy I find.

You can't beat the original. Can you?

Ok, it's probably more of a time consuming gimmick nowadays, but I like it, ok? Unfortunately the version we were playing was the Special Edition, which means they added voice acting and completely revamped graphics. Unfortunately because, old trout that I am, I also definitely prefer the original graphics. My kids did not however, and two against one the revamped graphics won out. 

They're ok and in some parts, in all honesty, they make it easier to make out which things you can interact with. But they're just... ugly... compared to the lovely pixels of the original. The Special Edition also provides background music, which was quite nice, I must admit. While the voice acting was perfectly serviceable, a character like Stan works best as a silent antagonist if you ask me. He really grates after 10 seconds. The Special Edition also keeps the verbs, but hides them and your inventory behind buttons ("I" for things in your inventory and "Ctrl" for using verbs), clearing out your screen. I actually found this less user-friendly, but maybe that is just me.

The revamped graphics adds quite a touch.

After we had dealt with Stan and Guybrush leaves the island with his ragtag team I slowly start to realize something. As he sets foot on the beach of Monkey Island it hits home. I don't recognize any of this! I am having a proper Berenstain Moment as we start to make our way through the jungle and make friends with Bob and the Cannibals. 

I knew that the game takes place on Mêlée Island and never thought to question why the game was called Monkey Island. But half the game actually takes place on Monkey Island, a half that I don't have any memory of playing. The memory I have of playing and finishing the game, is actually of me playing the first half over and over. I never actually made it to Monkey Island as a kid!

So while the first half of the game went swimmingly and I still knew most of the puzzles, I had no clue what to do once we got to Monkey Island. Me and the kids managed to figure out quite a lot of the puzzles on our own, otherwise we resorted to a walkthrough for some of the trickier ones (both the boat sections for example).

Actually getting to Monkey Island felt... wrong. It felt out of place. It felt like it was tacked on and didn't fit the atmosphere of the rest of the game. While Mêlée Island is dusky, moody and piratey, Monkey Island is its polar opposite with sunny beaches and literal monkeys running around eating bananas. I always loved the perpetual night time of Mêlée Island and didn't feel comfortable running around getting a sun tan on Monkey Island. Most importantly, it didn't fit the internal feeling I had of the game. An image I now have had to severely revise.

This doesn't mean I think The Secret of Monkey Island: Special Edition is a bad game. I still think it is one of the best P&C experiences I've had and probably one of the best P&C games there is. The writing is just superb, Lucasarts at its height of funny and whacky. There are many memorably characters, scenes and puzzles in this game and I thoroughly recommend it.

But the Secret of Monkey Island from my childhood memory is gone. And that stings a bit.