Playing A Game Hexcells Plus PC

Hexcells was a brief, amateurish, promising collection of puzzles. Hexcells Plus "pluses" it.

This is like the second run through a Mario game -- the rules are the same, but now you really have to understand them inside and out. Hexcells Plus has about the same amount of puzzles as its predecessor, but where those puzzles took me less than two hours to burn through, this game's were more like 10. The last few puzzles were, well, really challenging!

It is still an amateurish package, with font resolution that can make it hard to tell between a "5" and a "6," and the puzzles still reset when you go to the menu, and still no Steam cloud saves. But in terms of puzzles, this more than justifies the slapdash-looking Hexcells rules.

... of course, it still falls a bit short of Hexcells Infinite.

Better than: Hexcells
Not as good as: Hexcells Infinite
Are you kidding me: still no Steam cloud saves? Come on!

Rating: Good
Playing A Game Hexcells PC

I had a much easier time accepting Hexcells's puzzle conceits than SquareCells's -- probably because it didn't look like picross. (Yeah, not a great reason, but here we are.)

Like its squarer follow-up, Hexcells feels very much like an amateur game. The formatting of puzzle clues looks like it was made up on the spot; going back to the menu resets a puzzle in progress; and there's no Steam cloud saving, which is baffling, right? This game was put on Steam in 2014, well after the point I'd expect any new game to have cloud saves.

But, at least for me, the puzzle mechanics felt more cohesive this time around. I didn't feel frustrated with a puzzle's lack of apparent information; I felt just intrigued enough to actually figure it out.

Of course the puzzles in Hexcells also don't get very hard. That, apparently, is what Hexcells Plus is for.

Better than: SquareCells
Not as good as: Hexcells Plus
Seriously, guy: Steam cloud saves. Come on!

Rating: Meh
Site News

In 2015, I lamented a sharp drop in my yearly games played, from 100+ to 29. Ouch.

In 2016, I managed 45. So... still not great. But less not-great! I'm getting more un-non-great.

And, yeah, I did fall critically behind on my glogging for most of October, November, and December; 14 of those games didn't get glogged until the last week of the year. It was, and still is, a struggle to write stuff up when there's so much Skyrim to do.

If I had to pick a theme for my gaming habits this past year, ... I really don't know that I could. (Gun to my head, I would probably get shot.) My 2016 held a pretty even mix of originals (24) and franchise entries (21), with some replays (4) but mostly in the form of remasters (3).

So I think I did alright. Could have done worse, anyway.

Platform breakdown:

  • PC: 36 (41 games, 3 DLCs, 1 demo)
  • PS4: 4 (actually six, but I didn't bother glogging about playing through Uncharted 2 and 3 again)
  • Android: 3 (more than any previous year)
  • 3DS: 2 (and they were both picross games!)

Pleasant original experiences

  • Aviary Attorney: "It's smart, funny, and almost entirely logical, despite ... birds."
  • Her Story: "[...] organically stumbling upon story beats is satisfying in a really unique way."
  • Last Word: "You gain experience by winning arguments. If that isn't one of the coolest game ideas you've ever heard, then, you're wrong."
  • TIS-100: "[...] successfully replicates the euphoric rush of fixing some ugly code and watching the computer tear through its task."
  • The Witness: "The island itself is one big, gorgeous, baffling puzzle."

Unpleasant original experiences

  • Bear Simulator: "I felt like a chump after I scaled a hill and crossed a river using a makeshift log bridge, then found absolutely nothing on the other side."
  • Murdered: Soul Suspect: "Murdered doesn't just lean heavily on its poorly-told story, it has thoroughly underwhelming game mechanics to boot."
  • Pony Island: "[...] Pony Island's neat premise wears out its welcome well before the end."
  • Remember Me: "[...] it all feels tepid, like a halfhearted imitation of other AAA games."
  • Toren: "[...] a story that just doesn't go anywhere; an obtuse fable that twists and writhes in its own nonsense."

Satisfying sequels

  • Deus Ex: Mankind Divided: "[...] Deus Ex: Mankind Divided has a lot of fun in it, if you're into exploring finely-detailed game worlds and scouring over their lore."
  • The Elder Scrolls V: Skyrim - Dawnguard and Dragonborn, and even Hearthfire: "[...] a solid addition of questing and exploration to Skyrim's already-impressive world."
  • The Jackbox Party Pack 3: "I drew a Pac-Man ghost, and wrote "Eat a bag of dicks," and now my friend owns that on a t-shirt."
  • Uncharted 4: A Thief's End: "When Drake careens down a steep slope, grapples to a tree branch, swings across a ravine and narrowly avoids a grim fate by jamming a piton into a sheer cliff, it's just ... man. It's exhilirating."

Disappointing rehashes

  • Batman: Arkham Origins Blackgate: "More than a poor Batman game, and more than a poor game in general, Blackgate is confusingly bad."
  • LEGO Marvel's Avengers: "[...] while this game doesn't literally re-tread Super Heroes' ground, it feels an awful lot like it does."
  • Pokémon Picross: "[...] in terms of overall design, the game assumes that I'm not interested in solving puzzles, which is very distasteful and off-putting."
  • Wolfenstein: The Old Blood: "[...] there isn't any grand narrative payoff to defeating a room full of crazy enemies. There are only more crazy enemies."

Ongoing obsessions

Anything cool coming up in 2017?

Playing A Game TIS-100 PC

I spent over a year stuck on a single puzzle in TIS-100: "Sequence Sorter." Today I finally finished it. Yes. (I almost had to include this game in yet another end-of-year recap post.)

Although it continues to infuriate me with its limited amount of data (and instruction!) memory, TIS-100 successfully replicates the euphoric rush of fixing some ugly code and watching the computer tear through its task.

Now that I've finished the main menu of puzzles, I can finally feel good about moving on to Infinifactory and Shenzhen I/O. Oh, Zachtronics. You spoil me.

Better than: Human Resource Machine
Not as good as: SpaceChem (arguably, if only for having less content)
Maybe I will come back to do the "Directory" puzzles: sometime in 2018.

Progress: Repaired all "Segment Map" nodes.

Rating: Awesome

In its first episode, Batman: The Telltale Series does a fair job of living up to the standard Telltale set in The Wolf Among Us. But I wouldn't really call that a good thing -- this is a Batman game, and like it or not, the standards are different.

It would be foolish to expect pulse-pounding action sequences from a Telltale game - they're just not on the same level as Rocksteady - but that didn't stop them from trying. Batman's quick-time events are similar to those in Wolf and in Telltale's other recent games, but played faster and with more moving elements on the screen. And their engine simply can't handle it. Some of the button prompts I missed were because my input never registered, and one was because the frame rate tanked so hard that I never even saw the prompt.

Fortunately, this game isn't too reliant on action sequences; unfortunately, its crime scene investigations aren't much more pleasant. While the Arkham games' detective-mode portions could be accused of being overly simplistic, this game's investigations apply a frustrating amount of "classic adventure game logic" in the form of 3D pixel hunting. You'll probably piece together the evidence long before Batman does, since he's still looking for a tiny, insignificant "clue" over in the corner somewhere.

Then there's the interactive storytelling, and I'm afraid that I have to be harsh on this. As a character, Bruce Wayne has been portrayed in multiple ways, in comics, TV, movies, and games; and Telltale's Batman makes the mistake of showing the player dialog options, but deciding what his personality "should" be, behind the scenes. When I tried to play Batman as a horrifying monster, and Bruce as a bumbling playboy (as in Batman: The Animated Series), the game chided me for my violence and my ineffectiveness. Later, scripted lines from Batman and/or Bruce would directly contradict the direction I'd intended to take.

By the end of the episode it really felt like there were "right" and "wrong" answers to the dialog prompts, and the game did a poor job of telegraphing which was which. And I know I'm not the only player with this perspective, because the end-of-episode recap said that almost everyone chose to help Jim Gordon instead of Vicki Vale -- neither character showed much personality in the game's first episode, but Gordon is just a better character in the Batman mythos.

This game also suffers heavily from a classic dialog-choice problem: Frequently, the option I saw and chose did not match up with what the character said as a result. (See also: Mass Effect, L.A. Noire.) It's a real immersion-killer.

The story itself was minimally engaging, up until an end-of-episode twist that I don't have enough interest to pursue. Nevermind that Batman just doesn't sound quite right from anyone other than Kevin Conroy, or that mafioso Carmine Falcone sounds an awful lot like Sully; despite Telltale's apparent desire to forge their own Batman, a lot of his story is either excessively familiar (as in the conflict between Mayor Hill and D.A. Harvey Dent), or overtly underdelivered (as in the overlong foreshadowing from Oswald "The Penguin" Cobblepot).

In retrospect, it was probably unfair of me to turn my appreciation of The Wolf Among Us into anticipation for Telltale's take on Batman. While they've shown me that they can do dark, adult stories in an interesting way, Batman comes with too much baggage to really be made their own. Hell, they might have been better off re-skinning the character as something original, like "The Flying Horror" or "Nightman."

Progress: Played the first episode.

Rating: Meh

Learning from Dawnguard's map-placement problems, Dragonborn puts a whole new (miniature) content on a separate map. You travel to the island of Solstheim from a dock in Windhelm, and can then fast-travel between brand new destinations on the island itself.

Solstheim is bigger than the areas added by Dawnguard, with a correspondingly larger amount of questing content. Dragonborn even introduces new alchemy ingredients, weapons and armor, and spells. It's more ambitious overall than Bethesda's last DLC, and wholeheartedly delivers on that ambition.

What makes the Dragonborn content especially satisfying, though, is how intertwined it is with Solstheim itself. Much of Dawnguard had me running back through parts of Skyrim I'd already travelled, but Dragonborn feels fresher with its new towns and dungeons spread out over a whole new map. I didn't just find a new dungeon in the tundra; I got to walk that tundra for the first time, and discover more of Bethesda's meticulous environmental worksmanship.

The only thing I really didn't like was this campaign's predilection to drop me into Hermaeus Mora's wacky, irritating books-and-monsters realm. Similar to Skyrim's dwemer ruins and falmer caves, these areas just felt repetitive, and their enemies were annoying.

But that didn't end up accounting for a huge fraction of Dragonborn's content, and also I learned how to ride dragons, so yeah, this is a pretty excellent expansion to Skyrim's massive world.

Better than: The Elder Scrolls V: Skyrim - Dawnguard
Not as good as: maybe Grand Theft Auto IV: The Ballad of Gay Tony, but that's not a great comparison
Word of warning, if you're collecting books: Hermaeus Mora's realm has so many books. I filled my pack with books. Books, books, books.

Rating: Awesome

Hearthfire doesn't add quests or maps to Skyrim; it just adds the ability to build houses. (And to marry an NPC, and adopt NPC children, but ugh, who cares.)

The house-building project, though, is oddly satisfying; collecting the necessarily materials to erect and upgrade your mansion feels like a whole new mini-campaign, and the visual reward of exploring your house is even rewarding, in its own way.

Hearthfire doesn't add a whole lot to Skyrim, but what it does add is pretty, pretty good.

Better than: Saints Row IV: Enter the Dominatrix
Not as good as: The Elder Scrolls V: Skyrim - Dawnguard
Comparable to: base-building in World of Warcraft: Warlords of Draenor, but better because it's less annoyingly demanding.

Rating: Good

Dawnguard gives you the choice of helping the Dawnguard hunt down the lord of the vampires, or joining said vampires and gaining the powers of evil blood-drinking magic. Is that even really a choice? Who wouldn't want to be a vampire, at least for a little while?

What surprised me most about Dawnguard was that its main storyline is actually quite engrossing. Beyond just siding with vampires or vampire hunters, there is a whole thing here that dives into the backstory of the snow elves, and there are a bunch of interesting encounters to work through along the way.

There are also some side-quests, unrelated to this story, added by the DLC. And while it's not like Skyrim really needed even more quests, I'm certainly not about to complain. Also, there are crossbows, and they are pretty sweet.

Dawnguard's biggest failing is that it just doesn't fit well on the map. The three major new areas - Fort Dawnguard, Castle Volkihar, and the sprawling Forgotten Vale - are glommed onto the edges of the existing world map; scrolling to their icons in order to fast-travel doesn't always work that well. And another area, the Soul Cairn, isn't really on the map at all. Really cool place, but navigating it was a pain.

(It's also a little annoying that, if I cure my vampirism, the Volkihar won't help me anymore. Come on, guys, can't we still be friends?)

Otherwise, this is a solid addition of questing and exploration to Skyrim's already-impressive world.

Better than: Dishonored: The Brigmore Witches
Not as good as: Borderlands 2: Tiny Tina's Assault on Dragon Keep
And if I'm thinking about it: the Dawnguard campaign is really better than most of Skyrim's built-in faction storylines

Rating: Awesome

So the Special Edition of Skyrim has updated graphics, and unfortunately reintroduces ages-old bugs (gee, where have I heard that before). Sure thing -- whatever.

What really drew me into this remaster was finally having an excuse to play the DLCs I bought forever ago, but never started: Dawnguard, Hearthfire, and Dragonborn. Thoughts on those to be enumerated separately. Along the way, though, I found myself very easily re-immersed in Skyrim's huge world, innumerable quests, and addictive skill-ups.

Last time around, I was a magic-using sneak-thief. This time, I'm an archering sneak-thief. ... yeah, really not all that different. I'm still methodically looting every house and dungeon, and I'm still gradually climbing the ranks of every organization on the map. Even though I'm re-treading a lot of the same ground from the game's original release, and even though it remains full of embarrassing Bethesda bugs, I'm still having a ton of fun with it.

I should have no problem breaking my 140-hour record from last time. (I'm already at 127.)

Better than: BioShock Remastered
Not as good as: the remastered Red Faction: Guerrilla, I guess
And obviously better than, if only technically: The Elder Scrolls V: Skyrim

Rating: Awesome
Playing A Game Until Dawn PS4

Until Dawn started slowly, but promisingly; the game is basically a teenager-slaying horror film in videogame form. Occasionally cheesy, occasionally jump-scary, and occasionally ominous, Until Dawn excels at building a creepy, anxious atmosphere. In this game, you actually get to tell the bitchy cheerleader whether or not she should open the door to investigate a noise outside. (She may do it anyway, but it's still pretty immersive.)

It is at times a master class in tension building -- when a lighthearted snowball fight is bookended by carefully exploring dark passages or running from a wild animal, Until Dawn does a fantastic job of raising your heart rate, cooling it back down, and jacking it up again.

And then there are the psychoanalysis scenes. Inbetween game chapters, Peter Stormare asks you to look at ink blots and tries to very obviously manipulate you into feeling uneasy. From reading ahead about the game, I know that his character makes more sense later on, but it still feels like an unnecessary interruption to the story.

What brings Until Dawn down the most, though, is the realization that, while it does a great job of emulating a teen thriller movie -- there isn't much more to it. The characters, the setting, and story beats all draw from well-established stereotypes of slasher films. It's predictable.

The game produces a commendable amount of anxiety in spite of this, ... but in the cold light of day, it just isn't all that interesting. And so even though I know I've got plenty of story left, I'm just not that motivated to come back and see it through.

Rating: Meh