Mento's forum posts

#1 Posted by Mento (2810 posts) -

I played way too much Bladestorm. It's odd, because I'm generally not down with the other Koei war brawlers. I guess because Bladestorm had more of a tactical side to it? Or I liked the RPG elements that may or may not be in modern Dynasty Warriors games for all I know? I really can't say for sure.

I rented Lollipop Chainsaw this week, so I'll probably weigh in on that soon too. I was able to look past the many faults of Shadows of the Damned and enjoy its dumb humor, so I'm hoping this'll be a similar case.

#2 Posted by Mento (2810 posts) -

Great summaries here, pretty much mirroring my thoughts while playing this trio at various points over the past two years. It feels great to finish off so many games in a month, if only because it provides an opportunity to jump into another half-dozen games that have been lacking for attention.

Arkham City's a weird one. I preferred it to Asylum simply because of how much more collectibles there were, but I realise I'm in the minority when it comes to that sort of thing. I do feel Rocksteady tends to put a lot more thought into their particular brand of green punctuation mark-based loot gathering, as each one was a puzzle in some way: They were definitely more fun than scouring an open-world city looking for randomly placed energy shards or pigeons or what have you. Ultimately, I think even its detractors would concede that Arkham City is worth a look if you enjoyed Arkham Asylum as much as you evidently did. Ditto Puzzle Agent 2, for that matter.

#3 Posted by Mento (2810 posts) -

If you needed to figure out who they're all running away from, Luchadeer would be perfect. Dude's already stewing sitting on a pile in the office instead of his usual vantage point on a wall. Won't be much longer until he kills again.

Cool Baby needs his shades (needs 'em!). You could also add a floating Shaq head if you're really aching for another obscurish cameo. Otherwise I think this is incredible enough already.

#4 Edited by Mento (2810 posts) -

Aw heck, I got scooped on the Resonance review? I snooze, I lose. Or rather, I snooze, I come in with a slightly later review while blinking tiredly.

Here's the first part of it, anyway. Here's the second.

/edit: More stuff: Another review, another blog, a new list.

#5 Posted by Mento (2810 posts) -

Hey friends and nemeses, it's that ominous time of the month again. That's right, the time I make awkward menstruation misdirection gags because there's a new comic commission to be done. Thanks to eternally magnanimous sponsor , this month I had the privilege of playing Wadjet Eye Games' new joint, Resonance. In a nutshell, Resonance is a point-and-click adventure game that follows a quartet of people as they uncover a mysteries behind a lab explosion and a citywide blackout. While each have their own reasons for getting into a vault that the chief scientist of the labs left behind, they work together in order to succeed. In many ways, it's an extension of Wadjet Eye's earlier adventure game Gemini Rue, which featured a duo of protagonists helping each other in a similar fashion.

But hey, enough of the small talk. You all came to look at the comics, right? Or you accidentally clicked a link to this blog and are wondering what the hell these MS Paint squiggles are all about? Well then, allow me to elucidate:

The Characters

Ed is the first guy you play as. While quite awkward and meek, Ed's the most desperate to find out what happened to Resonance, the breakthrough scientific study he and his boss Dr Javier Morales were working on.
Detective Bennet is a slovenly senior cop and the game's closest thing to a wild card. Dude's definitely got the "I'm getting too old for this shit" angle covered.
Ray's kind of an asshole. He's also a delightfully uncomplicated unscrupulous blogger with an over-reliance on using pretentious wordplay and has a severe overestimation of his own talent and importance. Can't help but feel a kinship, honestly.
Anna's kind of the tragic heroine in all this, as she's never not being put through some awful situation, whether in the real world or in one of her dream flashbacks. I guess you could say she's the soul of the piece? She's the only regular person, at least.

The Puzzles

Resonance really has three types of special puzzle, beyond the traditional "use X on Y" set-up that is in every graphic adventure game ever. They are:

Co-operation Puzzles: Such as when one character runs interference while others do sneaky shit. There's a few cases of this in the game, though not nearly enough of them to justify this premise. I mean, it is ostensibly why we have four playable characters, right?
Timed Puzzles: These aren't as bad as they can sometimes get. The few timed puzzles in this game (usually involving Anna running away from something) tend to be fraught with tension because you know something bad will happen if the bad guy catches up. Because she's the most identifiable character, it's easy to be in her shoes and be terrified for one's life. Or at least terrified that we'd have to redo the last four or five puzzles if we fuck up.
Layton Puzzles: I don't really know what is a better term for this kind of thing. Such a name has the same problem as "Doom Clone". A Layton puzzle, as featured in the Layton games as well as quite a few others now, is a self-contained mini-puzzle involving numbers or logic or spatial reasoning that tests your intellect rather than your resourcefulness. The few that are in this game are pretty clever but won't fry your melon in the process, including one that can be made infinitely easier with the right item.

I'll be writing up a review presently (or have done, even), but I hope these goofy illustrations give you some general idea of how this game sets itself apart from its graphic adventure peers, or at least tries to. As a budget game made by a fledgling (but improving) studio on third-party open source AGS software, it's an impressive enough adventure with a decent (if a little goofy) thriller plot that I'd be happy to recommend to fans of the genre. Should it find itself in some affordable Indie Brain Pack or Wadjet Eye Collection down the line, y'all should definitely consider it.

Thanks again to for giving me this game to tinker with as well as his continued support and I'll be back a little later with perhaps another "A Brief Jaunt Through" for the rest of you. I did threaten to do one more of those, after all.

#6 Posted by Mento (2810 posts) -

The Resonance comic blog/review isn't going to come in under the time limit, so here's a consolation prize of a daffy new list and that Lands of Lore two-parter.

More from me next week, I know y'all can't wait.

#7 Posted by Mento (2810 posts) -

Ha, now I feel like a total goon. Absolutely no offense caused, I assure you. I really need to get better at representing myself on the internet is all.

I'd like to read your thoughts on Quest for Glory once you have them all collated. I have no idea how well those RPG aspects have aged. I do recall the RPG combat taking up a little too much time when it was ostensibly about the point-and-click puzzles, sort of like with how Monkey Island's insult fighting took over that part of the game.

#8 Edited by Mento (2810 posts) -

@Sparky_Buzzsaw: Sure. I have no idea what someone without the nostalgia factor would think of it these days, considering how dated any early flirtations with 3D graphics looks now as well as a turn-based battle system that impressed so much at the time that many games have since borrowed and improved on it, sort of like how it's hard to appreciate John Carter because of the way many of the works it has inspired have since overshadowed it and turned all its novel ideas into clichés. I imagine at some point in the near future it'll be as practically inaccessible as the earliest Wizardry and Ultima games are now.

For me, Grandia will always belong in the holy trinity of JRPGs (along with Skies of Arcadia and Secret of Mana) that really nail the genre's adventuresome spirit. There are probably better JRPGs from either a mechanical or narrative perspective, but they're just not as fun.

(edit: Oh man, I sound really defensive here. I'm really not! I'm going on a tirade hiatus for a spell, it'll do me good.)

#9 Edited by Mento (2810 posts) -

Yo, full disclosure: How far through are you? It doesn't sound like you've reached Feena yet, or passed over the great wall thing made out of Tetris pieces. The game continues to pick up the pace after each area, so it never really loses steam.

The combat system is fairly novel. Besides the positional factor, there's quite a few ways to mess around with the bar that indicates everyone's turn to act and it's pretty cool how you can see the changes you've made, such as stunning an enemy and knocking their little icon back. FFT did something similar, showing you the order of who's turn is when, but it wasn't really a common thing until after Grandia. Grandia II definitely improves the combat system and then some though (but is a little worse in other respects, in the way sequels occasionally are). However, my favorite thing about Grandia is their Elder Scrolls-esque level up system - it gives me short-term goals and it feels like I earned all these new super-duper attacks by pursuing the right weapon/magic classes.

I can definitely see why you'd struggle with it after a while though. It hasn't aged well graphically, the voice acting is notoriously poor and each dungeon is a little bigger than it perhaps needs to be. It's a loooong game too. You shouldn't feel like you need to finish it if you want to move onto something else.

#10 Posted by Mento (2810 posts) -

I can never tell if that bear's supposed to be some mildly threatening mob enforcer that wants various housewives to stay on the straight and narrow by buying Birdseye or if he's boinking them on the down-low and using that as blackmail to keep them buying Birdseye. Either way, I'm not sure how that helps advertise your product?

Also, I believe you can breathe through cheetos. They're high in porosity.