Sep 242014
Road Not Taken

Who knew that throwing trees could save children?

But it can, in Spry Fox’s newest game The Road Not Taken.

Road Not Taken

The Road Not Taken is a game by the previously mentioned Seattle, WA game company – the same one that made Triple Town. Although it has more of a story line, this game is very similar to Triple Town at it’s core in it’s match-3 style combination-based gameplay.

The story follows a mysterious traveller who comes through a town. The town’s livelihood is through berry picking and they do so with their children. However, their children are getting lost out in the woods, and it is my job as the mysterious traveler to venture into the woods and reunite them with their parents.

The story is given to you in little bits. A small cut scene here, a lost child’s soul there, a quote from a ghost or a villager. It’s pieced together in a way that doesn’t overwhelm the simplistic puzzle gameplay – but it leaves you wanting more each time.

Game Play
Those who have played Triple Town will recognize The Road Not Taken’s match-3 like quality. The gameplay board is made up of squares that you can travel on. Each square is a path to travel on or contains an item you can move or interact with in some way. To get through each board, the player has to combine items into groups of 3 or more to move them, open doors and get to children to return them to their parents.

Much like Triple Town, players can combine various objects to make new ones by picking them up, throwing them and lumping them together on the gameboard. Throughout the game, as you discover new combos or, “secrets”, they go into your logbook for later reference.

I have to admit, I was initially fooled by this games cutesy exterior and seemingly simple goal of finding children lost in the woods. Not only does the game have a little bit of a darker element with ominous music and the ghost of lost children, the gameplay is surprisingly more punishing than I expected.

To begin, at the beginning of every year (you go through several “years” searching for all the children which serve as each level), you start out with a certain amount of energy. Every time you pick up and carry an object, you lose energy. This means you can’t just go through carrying a tree to where you need to. Instead, you have to strategically throw it across the board as much as possible to avoid expending your energy meter.

Not all items are static objects either. There are living creatures that get in your way (including some familiar looking bears). In addition to that there are several forms of “ghosts”. These ghosts are different from the lost children souls you encounter on occasion. These ghost can be picked up and thrown as well as combined to make objects that are better or worse. At best you make a log out of one of them. At worst you get “doom” ghosts, who follow you around the board, attempting to trap you into a corner.

Walking into a ghost will make the character insecure about his past, whispering mean things to him as they drain all his energy. And if you lose all your energy – you start back at the beginning of the year, having to play the level all over again.

This combined with various animals that will “bite” you if you stand in the square next to them, I found the game very difficult to get through each level without having to start over several times, even with the most careful of planning.

You can help yourself a bit before venturing out into the forest to find the children. You can interact with the villagers by bumping into them (seems rude, but effective). If you chat with them, sometimes you can trade items to try and make a friend. If you’ve made a friend, they often times will give you something to help you on your journey.

You can also teleport back to the first game board to get back into the city at anytime during gameplay to get out of a jam. However if you go into the village, you will have to start the level over again.

As you well know, dear reader, I’m a sucker for a good game soundtrack and this game did a great job. It’s atmospheric and ominous, playing well into this idea of lost souls and troubled past they allude to in the gameplay. The audio producer of the game, Daniel Simmons, posted a blog post on the Playstation blog about how many of the sounds were made, showing how much care was taken.

The artwork in this game was a real shining point here. It was whimsical, having a very hand drawn feel.

In the end this was a fun little game to play. I played on the PS4, although it is also available on the Vita, which I think I would have prefered to play it on. Even better, I think this game would make a great candidate for a iPad/mobile.

Because of it’s simplistic gameplay, I think I would have prefered it on a more casual format, more than sitting front and center by playing it on my console.

That being said, if you’re looking for a challenging puzzle game with great artwork and music, make sure to pick up The Road Not Taken, available now.

Apr 242014

Every now and again, you come across a game so pretty you forget you’re playing it for a moment. Thankfully Ustwo, the company and maker of Monument Valley – a mobile iOS game/ M.C. Escher painting in the form of a game, thought of that in advance by creating a game with an option to take screenshots.


Like a cross between Fez and Journey, Monument Valley is the simple tale of a girl in white on a quest. For what and why is relatively unimportant as you click through the puzzle levels. In this game you twist and turn platforms using the Escher-esk optical illusions to find unexpected bridges and pathways to reach your destination. The only real obstacle you face are the “Crows” (sorry, not a Game of Thrones reference) who insist on standing in your way and sometimes cawing at you.


Monument Valley is designed to be virtually stress-free. As you play, a soothing soundtrack and playful audio created by Stafford Bawler floats through the gameplay. It’s a perfect game to pick up and put down again as needed – though be warned. It’s a rather short game so you may find yourself at the end wishing for more.


Having such a beautifully designed and simple game makes sense however, for a company that is actually a graphic design and digital product studio, focusing on non-game mobile apps. According to an article by Buzzfeed:

Ustwogames started in 2011 as team without much direct experience in the gaming world — the staffers were app developers and graphic designers — and its first game, Whale Trail, was a minor success. Buoyed, Matt Miller, one of Ustwo’s founders, decided to hire directly from the gaming industry to add to the Whale Trail team.


Although games were not its primary focus starting out, Ustwo has built a gaming team which has created an amazing visual experience with interesting puzzles with great visuals and audio. Although only available through iOS at the moment, there are talks of additional levels – as well as the possibility of other platforms, including Android and PS Vita, according to an article on game review site Polygon.

If you have an iOS device I definitely suggest picking this one up. It is a little on the pricier side for an app ($3.99) – but there are no in game purchases, and although I don’t normally feel this way about puzzle games, there is a replayability in its zen-ness. Pick it up here and check the website out here.


Mar 162014

It’s an exciting story that you follow along with bated breath – a 60s’ mystery-spy-thriller-fiction novel with hints of mind control and someone following you. Oh, and very stylish design.

Throw in some puzzles and you’ve got yourself a game. And that’s just what the 2-man game developer Simogo made (four, in this case as they paired with Daniel Olsén & Jonathan Eng to make a soundtrack for the game)

“A surreal thriller in which the written word is your map

DEVICE 6 plays with the conventions of games and literature, entwines story with geography and blends puzzle and novella, to draw players into an intriguing mystery of technology and neuroscience.”

And surreal it is. The gameplay is very basic. Stripped down to what could best be described as an interactive novel. As you read, you learn that the protagonist – Anna – has been dropped onto a mysterious island with no recollection of how she got there. As the story unfolds she has to wade through a series of clues to discover what forces are at play here, keeping her there.
The game plays in 6 “chapters.” And although written like a short story or novel – Simogo hasn’t taken the design aspect out of play. In line with the 60s’ world and mystery that’s unfolding before Anna, the story moves with the player. You follow lines of text like they’re a road or a bridge to 60’s inspired color blocks containing black and white pictures. The pictures aren’t extensive but they do exist to set the mood and provide the player with added clues.

As you play a chapter, you follow the text, turning your iPad or iPhone along with the story, discovering hidden twists and turns. The game allows you to go back and forth – gathering clues to be able to crack the final puzzle that awaits you at the end of each chapter.

This game definitely drew me in. I’m a big fan of mystery novellas myself and this one had enough intrigue to keep me going. The puzzles were challenging. There wasn’t too much hand-holding as far as how to achieve the answers.

There are a few interactive elements in each chapter (buttons to push, pictures to slide) so you really had to scrutinize each picture, push each button, go back and forth across the text to really dig down and find the answer.

In addition to all this Simogo did a nice job of adding in pictures and text just to add to the story that has nothing to do with the puzzle. I spent a fair amount of time going over these pictures trying to extract clues out of them until I realized I might have been overthinking it.

As far as replayablity goes this game has two things going against it. It’s a puzzle game so once you play through you pretty much know what to do every time after that. And it’s a mystery novella with a big reveal at the end. So this one for most would be a play once and move on. However the storyline is interesting enough I say it’s well worth even just one play through of it. Also It’s storyline does also work in its advantage as I would want to play it again if only to “re-read” the story.

Now if this all this game had – a mystery novella, fun puzzles, a great design – it would be a pretty stellar game on its own. However, Simogo took it even a step further and…don’t worry, no spoilers…I will say the game takes things a wonderful step further with a very playful and interesting way of breaking the 4th wall during the gameplay.

This game is only available via iOS right now, so if you have one of those devices make sure to pick this one up. If you don’t have one of those devices, just tell your friend you need to borrow their iPhone for a couple of hours. IT’S IMPORTANT DUDE.

Check out the trailer here:

Feb 072014

The Art Of Survival and why I now have a love/hate relationship with Klei Entertainment.

It’s day 3 of your survival. I’ve died two times and now I’m angry playing the game. I’m ANGRY playing a game because I refuse to give up until I find something cool or unlock the story. I have never angry played a game and I’m sitting here playing out of spite, hatred, and pure loathful determination.

This is one of my new favorite games.

I’m talking about Don’t Starve by Klei Entertainment. If you’ve played this game you probably know what I’m talking about.

If you haven’t then you’ll come to find: Don’t Starve is a survival/sandbox/resource building game. Your first character Max is plopped into the middle of the woods with a mysterious man telling you need to survive.

All you know is that you have a stomach meter gauging how hungry you are, a brain meter telling you how sane you are, and a clock showing you how much time you have until night. Then you play.

Through trial, error and perhaps the occasional internet forum check you begin to figure how to play the game and what the goals are.

This is where my love/hate relationship begins.

Oh Klei Entertainment, where do I begin…

I love this world you’ve created where you can start building resources and slowly build your way to making tools which can lead to more advanced tools and gadgets. You can find a portal into a challenge world where you can use your skills to fight and survive against unique and interesting challenges. There you can find a rich and interesting store line.

…a world where if you die you start the whole damn thing over. Whole. Damn. Thing. And that can happen within minutes or hours of playing a game.

I love how much that raises the stakes.

I love your Tim Burton-eske artwork. I love its bleakness and how it fits into this world of monsters and survival…

… a bleakness that is also a constant visual reminder of the fact that no matter how many days I survive there may be no point to this in the end.

I love that you’ve created a wonderful search and discover game. There is no hand holding. There is only trial and error. The goals are simplistic at first enough to get you started then progress to more complex goals to make things interesting. It’s a wonderful formula…

…that is addicting as hell.

I love that you’ve created the perfect game for patient gamers. If you are patient you are rewarded with a bounty of cool new gadgets which you’ve carefully and painstakingly gathered and learned for. You will unlock cool new characters with unique tools, skill sets, and quirks. You will have found a portal filled with unique resources monsters and challenges to keep things fresh…

…but if you are not patient, you will give up on the game all together. Or you will become like me and find yourself angry playing the game, even after dying for the 5th time and going through all the same entry level tasks because-even though you are sick and tired of chopping down trees-you just know there is so much more to see.

There is supposedly a really interesting and poignant ending to see. And you will do all you can to see it, god damn it. Even if it kills you.

And it will kill you.

And Klei Entertainment, you know all this you sick bastards. On your website you even say the game offers Uncompromising Survival: No instructions. No help. No hand holding. Start with nothing and craft, hunt, research, farm and fight to survive.

And if you don’t believe me, just take a look:

Don’t Starve drives me mad like few games ever do

Don’t Starve is a survival sim that gets under your skin.

Don’t Starve is a brutish, complex affair

Don’t Starve: No hand-holding and no hints

But with relentless punishing comes reward. Don’t starve is a game I can pick up at any time. It’s timeless in its simplicity. But in addition to that developers are committed to creating new maps, new challenges and new characters for the game making it an ever-evolving experience. The game is amazing in its complexity and I’m excited to keep playing it.

Either way, it was just reported that this game has passed the one million player mark so they must be doing something right.

My final verdict: Check it out. Love it or hate it it’s worth a play through. Now I have to go. Night is coming and I both have to wait for this game to come out on vita and collect more logs to make a fire.