A lot of people have written a lot about this game already, and aside from the general sentiment that You Must Play It and the knowledge that Something Dark Happens And Then It All Goes Sideways, I’ve managed to avoid all spoilers and plot points. So I won’t be sharing them here.
All I will say is the same as I knew going into the game: Doki Doki Literature Club is a visual novel about a literature appreciation club in a Japanese high school, and then… it is less so.
I can’t tell you much more. It starts out exactly how you’d expect this sort of title to, and for an hour or so aside from the niggling feeling that some of the characters are a little off-kilter you’d not suspect the direction it veers sharply off in. The title screen telling you it’s not a game for children and the trigger warning it gives you should go some way to explaining.
Should you play it? Yes, absolutely. Not least because it’s free, but also because I know you want to know what happens now, right?
After the “fun” that was Crush Crush, I thought I’d try another clicker game. Time Clickers is properly free, with no IAPs needed to unlock anything. It’s a lot simpler in structure than Crush Crush too.
The fact that there’s a ceiling you can hit, and there should be no barrier to getting there in a realistic time was appealing after the issues I had with Crush Crush. It is less interactive though, and there’s no funny dialogue or real purpose to the game – you just shoot blocks which get higher and higher HP so you need to upgrade your weapons to suit.
Anyway, after hitting wave 5000-odd and unlocking all the achievements, I was done. It took a couple of weeks, again mostly idling, but I could log in on either my computer or iPad to carry on the game which was nice.
Now, this is a tricky one to categorise as completed, but hear me out. Crush Crush is a clicker game, albeit wrapped up in a waifu dating guise, but still a clicker. Girls become available, you spend hearts on them and money on gifts and dates, and the more you get them to like you the more you have to spend. Then more girls unlock and so on.
It’s free to play, but after 400+ hours of play (well, probably 390 hours of idling, 10 hours of play) across several weeks, it became clear that it may be free to play, but it certainly isn’t free to win.
You get to a point in the game where you may have all the money, heart and time multipliers available to you, but in order to progress, you still need to idle for almost a year of real time. And no doubt the next step up will be bigger still. Or, you could fork out some real actual money for a pile of multiplier-multipliers (as they stack on top of the “free” ones earned in game) to actually have a chance. Sure, you can progress the game as far as possible and then reset the game for a permanent multiplier bonus (as I did many times) but even with this you’d need to restart so many times and it’d barely help the late game timers. Maybe shave a few days or even a week off that year.
I’ve completed all the girls it is possible to realistically “complete” without spending money, and I’ve finished all the “phone fling” side stories, and so as far I’m concerned, it’s finished.
Oh, and if you’re interested in the game itself – it’s actually mostly devoid of the titillation you’re perhaps expecting. There’s DLC to make it far filthier, but I didn’t install that. It’s pretty funny though, with some clever dialogue, jokes, and even self-aware characters that know they’re in a game.
After Devil’s Kiss, this was the Main Event. A new Ben and Dan adventure game, and long awaited followup to Ben There, Dan That and Time Gentlemen, Please. Unlike those games, there’s a whole load of platforming mixed in with the point-and-clickery, as Dan has decided exciting indie platformer adventures are the in-thing, and Ben’s insistence on examining everything and refusal to jump even the smallest amount both clash and co-exist in a unique hybrid of styles.
But it’s not the new platforming, or even the old adventuring, that make the game one of the best indies I’ve played in a long time. No, it’s the clever puzzles and the heavy hit after heavy hit of comedy that never once lets up. The new mechanics mainly streamline the inherent slowness of the point and click genre, which is great, but the shakedown of tropes from both genres provides fodder for puzzles and quips alike.
The characters, situations and items and you come across through the game are varied and silly. Some are a stroke of genius, with spoiler-free standouts being the Daily Mail reader thinking Ben is a dirty foreigner, the yoofspeak section when Ben and Dan are too old to get into a nightclub and can’t understand a word the kids are saying, Ben calling Dan “pickle” and asking if he needs help in an especially tricky platforming bit (and Dan getting increasingly annoyed with him), and use of what appeared to be a bug. And the whole Sonic the Hedgehog-y platforming section that Dan has to do as Sonic would but Ben adventures his way around by manipulating the respawn process is inspired. I’d love to explain more but it’d solve puzzles for you, and you really need to do that for yourself.
Humour aside there’s still a very good game here. The platforming isn’t quite the Super Meat Boy/Celeste/VVVVVV that in-game (and maybe also game-dev) Dan perhaps wants it to be, but it’s perfectly good enough. The item use and combining (sorry, it’s crafting now) bits are at least as good as any you’d find in Monkey Island or Thimbleweed Park with equal parts weird, unusual, and gross. One of the “items” in Ben’s inventory is his own bladder, for example, and yes – there are toilet and non-toilet related puzzles associated with it.
It’s an excellent game, and even if you’re not a fan of point and click games I implore you to play it anyway. The comedy is good enough to carry the game, even though it doesn’t have to as the game is good enough without it, and that’s something even the big boys of gaming with teams of writers don’t manage. I’ve not laughed out loud this many times at any game ever.
Firstly, I just want to say that although this is a PC game, I played it via the Steam Link app on the iPad. Actually, it’s more complicated than that, but it’ll do for now.
Secondly, this game came free with Lair of the Clockwork God – a new platforming/point and click hybrid game from Size Five Games. It was a surprise simultaneous release with that game, but instead of being either of those two styles, it’s a visual novel telling the story of how Ben and Dan met at high school, and the immediate adventure they had there.
It’s very short and has no challenge whatsoever, but it was funny and, of course, it was free. And there’s a section set in the toilets.
Ah, the life of a French artist, living off his art, being French. Literally being some sort of frog like a racist stereotype. In Passpartout, you are this frog painter, and it’s your actual art that you sell.
Well, I say art. With tools even Microsoft Paint would sneer at, it’s not easy creating a masterpiece. Thankfully, as it turns out, whatever algorithm the game employs to determine the value and demand for your painting seems unconcerned with skill and it’s more about colour and complexity, depending on your customers.
Take George, for example. He’s easily pleased. My simplistic pictures of legless caterpillars with giant eyes always sold to him. Mary, however, would sarcastically comment on their lack of complexity and Don simply couldn’t abide the colours I used.
After experimenting with colour schemes and shapes, it seems the more realistic the picture the less chance I’d had of selling it. Generally more abstract shapes (big blocks of cheese went down well for a while), cartoony characters (a number of pictures staring a muscular crab sold for a high price) and those ever loved caterpillars allowed me to progress.
By the third act, it was clear that my clients just wanted grey pillys with big eyes, so I plied them with many variations on the same theme. Eventually I created one that was grey and red, and the massive bid I received for it basically completed the game for me. Which is just as well, as after five hours of creating things that either didn’t sell or were virtually the same as previous paintings, I’d started to flag. There’s probably a message in the end sequence where Passpartout is said to have become very rich, but I suspect he was just a caterpillar sellout and drank himself into oblivion to save the agony of 50 years of repeating himself.
As an alternative to a catchup post, here’s a catchup post. Only it’s more to declutter my game playing mind after a flurry of new games obtained over the Jesus Birthday Period. Got that? Right.
So for Christmas I got four Switch games – Splatoon 2 (which I’ve covered already), Super Bomberman R, Lego Marvel Super Heroes 2 and Fire Emblem Warriors. Because my wife is the most excellent of wives. I also got a free copy of The Lego Ninjago Movie Video Game (also for the Switch) just before Christmas thanks to some supermarket loyalty points.
In addition, I got quite a bit of eShop credit, and spent a bit of that on Gorogoa (also covered) and a game I’ve had my eye on a lot, Blaster Master Zero. I also accidentally bought the Ghostbusters and Lego Batman story packs for Lego Dimensions.
Oh, and because I had some Steam credit and because Cool Ghosts made me want them, I’ve picked up Passpartout: The Starving Artist and The Norwood Suite. Like most games they may sit unplayed until I buy the Switch version in the future instead. Ho ho.
Mainly, I’ve played Splatoon 2. I completed single player, and have reached Level 4 online.
With my daughter I’ve played quite a few matches of Super Bomberman R and I’m pleased to reveal that whatever was “wrong” with it at launch has now been fixed. Aside from the graphical style (which has never been good since they stopped using pixels), it’s Bomberman. And Bomberman is great.
I’m not actually sure I remember what the issues everyone had with the game back when it came out now, but I’m not seeing anything now. It’s fun!
Once I finished Splatoon, I moved onto (again with my daughter) The Lego Ninjago Movie Video Game which as well as having the most ridiculous game name ever, is actually a little different to other Lego games. You have lots of fighting moves at your disposal, and instead of red bricks you have XP to obtain that levels you up giving you “powers” to unlock in a sort of skill tree. It’s early days yet (we’ve only done the first few levels), but I’m liking it a lot so far.
And finally, I’ve played a bit of Passpartout: The Starving Artist. Yes, I know I said it’d probably sit unplayed – and it might yet – but it’s quirky and silly and I love making crap art and selling it for peanuts. I mean look:
And of course, I played some more Stardew Valley, but as I posted the other day, I consider that “completed”.
Other than that, I got given a few games by @IndieGamerChick as part of #indiexmas. First up, was a game called Gunmetal Arcadia Zero. It’s by the same team as You Have to Win the Game, which I coincidentally, played, enjoyed and completed recently. This game is a lot like Zelda II and Castlevania II, and has a familiar NES feeling to it. It’s pretty good so far.
Also from her was Kid Tripp for the Switch. Yep, she (and the devs, Four Horses) gave away a Switch game! It’s a simple “forced runner”, but with lovely blown-up pixel graphics. There’s a nice rhythm to each level, albeit not a “musical” rhythm like, say, Bit Trip Runner, and it plays well. It’s just so very, very hard.
Finally, another game (also from Four Horses) is Digger Dan DX for the 3DS, a homage to Boulderdash. Judging from the number of levels, it’s huge! I’m enjoying it so far.
And that… is everything. I think! Phew, eh? For now, I’m going to try and slim this lot down to a couple of titles just to make it manageable. Ninjago will be one, and for the moment at least, Passpartout will be the other. Find out soon if I actually do this or not!