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Aquaria: More Songs

Naija, Naija! She's a little fish!My last session netted me two more songs for transforming — apparently this is what most of the songs do. First off was fish form, which turns you into a small fish with an oddly human face.

I should note something about the faces in this game generally. Most of the creatures are fish, which of course don’t have much in the way of facial expressions, but Naija and a few other beings seen in visions are humanoid. Humanoid figures are articulated like an Indonesian shadow puppet, all 2D and shown permanently in profile but with rotating joints. This gives them enough freedom of movement that, when the camera is zoomed in enough for you to see faces clearly (as happens when you stay still for a while), it feels a little weird that the faces are so immobile. It reminds me a little of Jason Little’s experimental comic Jack’s Luck Runs Out, which uses faces from a deck of playing cards for all its characters. Little described the result as a “masked drama”, because of the way he had to compensate for the inexpressive faces with expressive body language. At any rate, it’s a bit of a reminder of what this game really is: not a world, but a work of art.

The purpose of fish form is to fit yourself through narrow passages. Supposedly it also makes some enemies ignore you, but my first try at using it in that way was unsuccessful enough to scare me away from further attempts. Once I had it, I of course started going back to places where I had noticed narrow passages before, and in the process found a boss fight against an enormous face, which occasionally changed expression. When it did, it became vulnerable to attack, allowing you to punish it for such inappropriate behavior.

The reward for destroying the unnaturally variable face: a new song. Apparently the face was the source of power for a now-extinct race of aquatic druids, and now I can turn into an approximation of one of them. (Because obviously you need to make yourself as powerful as beings who failed to prevent the extinction of their own race. I guess it’s better than fish form, at least.) In this form, you throw seeds that grow into huge and damaging thorn plants when they hit a solid surface. It’s not a very effective form of combat against most creatures; there are some things that crawl along the walls, or land on the walls between leaps, or even just stay in one place all the time, but these are generally the things it’s easy to get away from by just swimming away from the wall. I suppose I’ll find places where it’s tactically indespensible — that seems to be how things generally work in this game — but for now, my main use for it is to get past barriers. There are blue bubble-like barriers on certain passages, invulnerable to fireballs but poppable by thorns. This seems extremely arbitrary, but the game seems to have a rule that any new song you learn has to have a unique kind of barrier it overcomes.

Aquaria: Sing Mode

I sing the body aquaticNaija’s powers, as noted before, are activated by song — sort of like in Ocarina of Time, but instead of pairing notes with buttons on the gamepad, they’re arranged around her in a circle when you hold the sing button. If you’re using the mouse, that means the right mouse button. While in sing mode, you hit notes by rolling the cursor over them. Presumably the analog joystick on a gamepad picks them as well, because their layout looks exactly like the pie menus seen in Ratchet & Clank and Psychonauts. (Luckily, the eight slots are exactly enough to hold a major scale.) The one big difference from those menus is that you’re not simply picking one item. You’re picking a sequence, which means tracing out a path within the circle on the screen.

Now, the touted advantage of pie menus is that they’re gestural — that, unlike drop-down menus and the like, you don’t really need visual feedback to use them: once you know which option lies in which direction, you can sweep the mouse in that direction without looking. The sing interface in Aquaria delves deeper into the “mouse gestures” concept, making you trace out simple shapes in the process of moving from note to note, albeit with on-screen icons to guide you. At that modest level of complexity, if you can do it without visual feedback, it’s because you’re getting aural feedback from the song itself.

So far, I only know three songs — this is turning out to be a large game, so I’m still only in the second chapter. (A fourth, without an associated power, was used as a passcode to open a door at one point.) The first one you get is a temporary protective shield, activated by the gesture left-right-left-right, which produces an approximation to the “dee-doo-dee-doo” of an old-fashioned British police car siren. The second is a simple “do-re-mi” done by sweeping a counterclockwise arc upward from the bottom. This is the song for lifting large rocks, so an upward gesture of both motion and pitch is appropriate.

The third is sort of a mirror of the second, a “do-ti-la” starting at the other end of the scale, going in the opposite direction, and sounding less resolved. This song triggers a mode transition, turning Naija into Battle Goth Naija, who throws fireballs around. (The game calls them “energy bolts” or somesuch, to excuse their presence underwater, but they look like fireballs, so that’s how I think of them.) Significantly, in this mode, Naija cannot sing. The sing button is repurposed as the fireball button. You have to go back to normal, vulnerable Naija to sing (although, since that’s is the form that can do the protective shield, perhaps “vulnerable” isn’t the right word). You do this by clicking on her with the left and right mouse buttons at once, which is a little clumsy, but it works. I suppose that some similar compromise could have been made to allow shooting and singing at the same time, so the repurposing of the button is effect, not cause, of the design decision to not allow that.

Aquaria: Swimming

I just compared the way that you swim about freely in Aquaria to Ecco the Dolphin, but the way you control the swimming is quite different. Ecco was written for the Sega Genesis, which means a controller with a D-pad, not an analog joystick. The movements of the dolphin were famously smooth and fluid, but they were created through moments of acceleration parallel to the X and Y axes as the player made carefully timed nudges. Aquaria supports two different genuinely analog control schemes — joystick and mouse. It also lets you use digital controls (D-pad or WASD keys) to move, and I’ve used that on occasion — when I want controlled, slow movement, and the ability to keep the mouse cursor on the opposite side in case I suddenly need to sprint away.

So, yes, there is a cursor. Pressing and holding the left mouse button makes Naija swim towards it; clicking again puts on an additional burst of speed. Call it cursor-based directional movement, as opposed to clicking on a destination for the avatar to go to like in a typical point-and-click adventure game (which we might call cursor-based positional movement). This isn’t the only game with cursor-based directional movement I’ve ever seen, and it isn’t usually my favorite thing: if all I’m indicating is a direction, I might as well be using a joystick, and if I’m indicating a position as well, I want the game to understand the position I’m pointing to as a position. But somehow, it feels pretty good here, and I think it has to do with the dynamics of moving in water. Unless you’re moving very slowly, you never have really precise control over your position. You accelerate, you swerve around, and you glide to a stop. Even your direction of movement isn’t absolutely under your control, because it takes a moment to swerve; although it’s not compensating for digital controls like Ecco, it’s still smoothing out your motions, processing your inputs into something that Naija can actually swim. If you’re not in absolute control of your position or your velocity, giving the game a continuously-updated spot to aim for is just about the right way to describe the amount and kind of control you really have.

Aquaria

Under fire, underwaterA few years back, Aquaria made a big enough splash in the indie games scene for me to hear it. The demo seemed interesting enough to be worth getting, but I was already on the Oath at that point, and didn’t get around to buying it until it was included in the Humble Indie Bundle. And even then, it was bundled with enough stuff that I didn’t get around to playing it until today.

Set in a system of undersea caverns, the game gives you control of a mysterious not-quite-a-mermaid named Naija, possibly the last of her kind. Regardless of whether she is or not, she starts off as ignorant of her situation as the player. There are ruined temples and the like within spitting distance of her home, but she apparently hasn’t explored them, which is probably wise, considering the hostile marine life out there. Her uninquisitiveness ends with the player’s involvement, of course: exploration is more or less the point of the game, at least in the early stages. By exploring, you discover skills (in the form of songs) that allow you to bypass types of obstacle, and thereby explore further, sometimes backtracking to open up passageways in areas you left behind. For the first hour or two, it seems like that’s all there is to the game, because you have no way of attacking stuff (apart from the minuscule damage you can do by dropping rocks on them, and even that requires you to first learn how to lift rocks by singing). And honestly, that would be plenty for a certain flavor of game. But you do gain offensive capability after a while, and there are boss fights.

In short, it’s pretty much a Metroidvania, except for one thing: it’s not a platformer. It’s a vertical 2D scrolling environment, but you don’t jump and fall. You just swim freely. In a way, the game’s closest cousin is Ecco the Dolphin.

Faerie Solitaire: Final Thoughts

This has been a very busy time for me, as you might have guessed from my lack of posts. It isn’t really the case that I haven’t had time to play games, but I haven’t had time to play games and blog about them. And so I’ve got about a third of the new achievements in Half-Life 2, which I got off the Stack three years ago when it didn’t have achievements yet, and I’ve gotten maybe a quarter of the way into the latest Gemcraft sequel, Gemcraft Labyrinth, which isn’t on the Stack because I haven’t paid for it. Gemcraft Labyrinth is a game you can play it for free on the web, but certain optional features are locked until you pony up some dough, and the UI pointedly reminds you of this every time you begin or end a level, so it’s likely that I’ll break down and pay at some point.

Still, I can’t ignore the Stack completely, can I? And so I spent a little time this weekend polishing off the game I was closest to completing, Faerie Solitaire. There are still two Challenge levels that I’d like to complete at some point, and I’m missing enough of the fairy pets that I doubt I’ll ever bother to catch ’em all. 1Update: See the icon for the “collect each pet’s adult form” achievement (it’s at the very bottom). That does not describe me right now. (It’s still not clear to me if the eggs that the pets hatch from are granted at random, or if they’re under specific spots in specific levels. The latter would make hunting the last ones down more appealing.)

I don’t really have a lot to say about the game that I haven’t already said. The final levels didn’t reveal anything new or transform gameplay in any unexpected ways, especially considering that I had already purchased all the power-ups. When you finish the last level, you get to passively listen to the hero describe confronting an evil wizard, and then there’s a sequel hook. Which has got me speculating: what would I put in a sequel if it were up to me?

I’d want to elaborate on the game mechanics, obviously. I felt that the gameplay didn’t even really support a game of this length, so definitely I wouldn’t want to keep things the same in a sequel. Probably I’d try to figure out some way to make the layouts more relevant, less prone to devolving into a bunch of independent columns.

I’d want to do more with the pets. At the very least, I’d give them spot animations to make it seem more like you’re collecting creatures rather than portraits of creatures. Also, they’d be more interesting if your choice of current pet had some kind of effect on the game beyond bringing it closer to its adult form. Certain pets could give you bonus gold, for example, or turn additional cards face-up. Even if it’s undesirable for pets to affect the main game this way, they could at least affect the pet system: pets could make it more likely to find specific resources. There’s all sorts of unused potential here.

Finally, I’d want to give the fairies more of a voice in the story. Now, the story of Faerie Solitaire isn’t the most relevant part of the game. It’s pretty much just tacked on. But it’s tacked on poorly. We have all these fairy pets, we have constructions in Fairyland, we have cards with pictures on them, we have fairies as an ostensible unifying theme. I’d want to see this stuff become relevant in the story. In what we have, the story is instead about a journey to defeat an evil wizard, with fairies as a mere MacGuffin, not as characters. Fairies have the potential to guide the hero or trick him, to set quests, give hints, keep secrets, misunderstand your intentions, cast spells that help or hinder the player. Zanzarah, still the best fairy-themed videogame I’ve played, felt a lot more like a story about fairies, even though it didn’t do much more with them than Faerie Solitaire does — the fairies there are mainly treated as tools, not characters, and never really have agendas of their own. But at least it has wild fairies that attack you spontaneously, which makes them seem self-willed.

References
1 Update: See the icon for the “collect each pet’s adult form” achievement (it’s at the very bottom). That does not describe me right now.

Faerie Solitaire: Mimesis

Even if Faerie Solitaire is essentially the same game as Fairway Solitaire, it seems to me that the golf theme is a better fit to the gameplay. Regard each draw from the deck as a stroke: the game is about trying to achieve a goal (clearing the board of cards) in as few strokes as possible. It’s not a big stretch of the imagination to think of a lengthy run from a single foundation as meaning that you’ve hit the ball a very long way. The “faerie” theme affords no such easy interpretation. In my mind, I’m comparing it to Puzzle Quest, which is another fantasy-themed game with highly abstract gameplay. But at least PQ took care to establish some clear metaphors for swordplay and spellcasting in the player’s activities, conveying a sense that it was all just a symbolic representation of what was really going on in the gameworld. All games with combat mechanics are abstractions; PQ just abstracted it a little farther than most. In Faerie Solitaire, there’s not even a clear notion of what the card-game might be an abstraction of.

I mean, what is the hero doing in the game? Assuming that the voice who narrates snippets of story in the first person is supposed to be the player character — and there’s not much to suggest this other than convention and expectation — he’s pretty passive. He travels from place to place, directed by various supernatural beings, observes conditions, and gets bits of prophecy thrown at him. Occasionally he lets a fairy out of a cage, but also at one point he’s tricked by a fairly transparent trickster into carrying a magic item that winds up killing a bunch of fairies instead, so at the point I’m at, I can’t really say that he’s had a net positive effect. It’s really surprising how much of a downer the story is. I guess it’s trying to use depictions of fairies being imprisoned, tormented, tortured, and occasionally slaughtered in large quantities as a way to motivate the player to free them, but it doesn’t really counterbalance this with depictions of fairies not being imprisoned, tormented, tortured, or slaughtered. The icon used for the game in the Steam interface shows a very sullen-looking baby-faced fairy, which struck me as an odd choice when I first saw it. Why not use a picture of a smiling, happy, frolicking fairy, which would probably be more appealing to the fairy-loving demographic and drive up sales? The answer: the game contains no such pictures.

The one occasionally mimetic thing about the levels is that the card layouts sometimes reflect the story environment. For example, if you’re walking along the shore, the cards might be arranged in a wavy pattern. But the physical layout is rather arbitrary, especially given the use of ice and thorn cards to rearrange the stacks without affecting the topology.

Faerie Solitaire: Difficulty and lack thereof

So, yeah. I played some more of this. It’s not the most sophisticated or compelling of games, but it’s easy to slip into and out of, and doesn’t require a lot of attention and doesn’t demand that you keep track of context between sessions, and these attributes make it well-suited for slipping in between other things. And I do intend to finish it eventually. Let’s take a look at what that involves.

The game is divided into 40 levels, grouped arbitrarily into eight “stages” of five. (There’s a set of five extra-hard “Challenge” levels as well, external to story mode and accessible from the main menu.) Each level consists of nine hands. So, that’s 360 hands in the main game (plus 45 in the challenge levels).

The hands themselves don’t seem to get significantly more difficult over the course of the game. There may have been some variation in difficulty in the very earliest ones, when it was acting as a tutorial, but that was a long way back. Instead, the game increases the difficulty through increasing the criteria for passing levels. At first, all you have to do to pass is meet a certain minimal score (filling a progress bar) in each of the nine hands in a level to pass. Then it starts making extra demands, like “fill the progress bar within two minutes of starting a hand” or “win at least two levels perfectly” (that is, clear all the cards) or “earn at least $7000 over the course of the level”, and after that, it starts combining them, making multiple demands. Failure to meet all of a level’s demands means you have to restart it from the beginning, even if you passed each hand.

Even with these criteria, things don’t really get more difficult. Remember, you get to use your earned riches to buy power-ups, in the form of structures in Fairyland, that give you cheat-like special abilities. This easily offsets the increased demands of the levels — in fact, I have yet to lose a level in the main game. I have, however, tried and lost the Challenge levels. That’s how I know that the game is actually capable of making things difficult, and also how I know that the power-ups are effective. I just purchased the most expensive one, a “tree of life” that makes 1/4 of the cards that would start face-down start face-up instead. Lack of information is your chief enemy in this game, so this was clearly worth saving up for, even if I had to ignore some lesser power-ups to reach it. And now that I have it, I’ve managed to pass a Challenge level for the first time.

Faerie Solitaire: Continuing

I spent a bit more time on Faerie Solitaire last night. Sleepy of mind, I wanted something simple to distract me, and isn’t solitaire the canonical distraction? The Solitaire app that still comes with Windows was the thing filling the “casual game” niche before anyone figured out that there was a market there.

But of course that solitaire does’t play the tricks that the for-profit games do to keep you interested and then, eventually, tell you that you’re done so you’ll buy a sequel. More precisely, they tell you that you’re done when you dispose of all the cards, which I suppose is an “eventually” thing, but they don’t have a long-term goal you’re working towards, a campaign mode containing hundreds of hands, with bits of story punctuating chapters. Ending with a single victory seems like the wrong granularity if you want people to play continuously and obsessively. Faerie Solitaire certainly doesn’t. In fact, it employs something of the same gimmick as Half-Life: it never gives you permission to stop. When you finish a match, it doesn’t present you with a menu that has a “quit” option. It gives you a special screen displaying your progress, but the UI has only one button, labeled “Continue”. In order to quit, you have to quit after the next round has started.

The thing is, though, despite the lack of such gimmickry, people did play Windows Solitaire obsessively for millions of man-hours. Was it just the lack of alternatives, or is there still something we can learn from it?

Faerie Solitaire

Now here’s one that I probably wouldn’t have tried, let alone bought, if it hadn’t been part of a bundle. Faerie Solitaire is apparently a fantasy-themed variant (and near-homophone) of the golf-themed Fairway Solitaire, a game I know almost nothing about. But now that it’s flounced its way onto the Stack, scattering glitter all over the place, I might as well give it a whirl.

It’s basically a get-rid-of-all-the-cards game, and feels quite a lot like that thing with the Mah Jongg tiles that there seemed to be a hundred different indie casual implementations of a few years ago. You have a bunch of cards on the table in stacks, and you have a “foundation” card. You can remove cards from the top of the stacks and place them on the foundation, but only if their value is one greater or one less than the current foundation card. If you can’t make a move like that, you draw a new foundation card from the deck. Play ends when you clear the board or run out of deck. Either way, you keep going to the next level, trying to build up a total score that exceeds some threshold. The exact rules of scoring are left obscure, but apparently it helps to go for long runs without resorting to the deck. It’s a game with a large random factor, where you’re often left just going through the motions with no need of thought, but every once in a while you have to make a real decision.

The whole reason that this game can have levels, and therefore a campaign mode, is that the layout of the stacks can vary. Stacks can branch or merge or take on pyramidal shapes where one card controls access to many. (This is particularly reminiscent of that Mah Jongg tile game.) The designers also try to introduce a little variety with special layout features like ice cards, which can’t be removed until you melt them by reaching a fire card elsewhere on the board. But when you come down to it, that’s just a little window dressing on an ordinary stack that’s been divided between two places on the screen. It does have the practical effect that it can split the stack in ways not otherwise geometrically possible, because there can be arbitrarily many ice cards on the board, all melted by the same fire card. There’s a similar gimmick with flower and thorn cards that go the other way: in order to release the thorns, you need to hit all the flowers. Either way, though, it’s mostly just an illusion of variety.

For that matter, the whole “faerie” aspect is a veneer. It’s a pretty thick veneer, though. There’s a whole thing where clearing the last card in a stack sometimes reveals an egg, which you can hatch into a magical critter that you keep in a menagerie in fairlyland, and which can grow up into a larger critter with some color text if you let it earn enough experience (which it gets by watching you play cards) and then give it a specified number of some Catan-like resources that you also occasionally find under stacks. As far as I can tell, none of this has any impact on the game. It’s a sub-game that you’re expected to pursue for its own sake.

Also, playing cards earns you money that you can spend on upgrades, like additional free undos, or the ability to peek at the next card in the deck. Increasingly sophisticated ways to cheat, in other words. Except of course that since they’re codified in the rules, and the player has to earn them, they don’t really feel like cheating. It’s the benefits of cheating without the gnawing sense that you’re missing out on the intended experience.

To be short about it, what we have here is a rather thin game buttered over with the leveling, purchases, upgrades, unlockable extra modes, pseudostory, and graphical bling that are used by casual games in general, but that I associate most strongly with PopCap. The fairypets, although they just sit there without so much as a spot animation, are sort of a lo-fi version of the Zen Garden and Virtual Tank from Plants vs Zombies and Insaniquarium respectively.

Brainpipe

Plunge!While I’m talking about AaaaaAAaaaAAAaaAAAAaAAAAA!!!, I might as well pull out its cousin, Digital Eel’s Brainpipe: A Plunge to Unhumanity (which, for some reason, my brain insists on resubtitling Brainpipe: A Thrashing Parity Bit of the Mind). It’s another game in the flying-unstoppably-forward genre, like Space Harrier and the Death Star trench run in any Star Wars game, but unlike those, and like AaaaaAAaaaAAAaaAAAAaAAAAA!!!, you don’t shoot at stuff. The action is all about dodging things at high velocity.

Actually, it’s not quite a game about flying forward unstoppably. You can stop briefly; holding down a button lets you take a moment to reorient yourself and/or heal up after a crash. (Like in a lot of recent first-person shooters, you heal very quickly; death only comes if you have several crashes in rapid succession.) Release the button and you’re immediately back to normal speed. The stopping power is somewhat elastic, and you stretch back into normal speed if you keep the button held down. In effect, you’re using up your stop energy. It takes a little while to build up again, and until it does, you can’t stop as effectively. It’s a strange and unnatural-feeling mechanic.

But strange and unnatural-feeling is exactly what the authors want. The high concept here is essentially that this is a videogame designed by aliens. In fact, it’s implied to be an alien mind-alteration device, its trippy visuals and disorienting sound design having a permanent effect on the player’s brain. The various levels (all essentially the same thing at increasing difficulty) have names that are slightly-altered terms from neuroanatomy (Nasal Ganglia, Psynaptic Gap, etc), and the end of each level has a glyph that, if you collect it, tells you that you have “achieved” some mental state: the first is Awareness, which makes it seem like this is going to be a quest for enlightenment, but it’s followed up by things like Dissonance and Confusion. One of the levels grants you Transhumanity, which looks promising, but the next grants you Subhumanity. Well, no one ever said that changing your brain was ultimately going to be positive. You’re the one who wanted to do this, man. At the end of level 10, in a moment like the end of that Death Star trench run, you have one chance to nab the Unhumanity glyph or wind up in a coma. If you get it, you get to choose your new alien form, from a list of pictures taken from previous Digital Eel games (mostly from their mini-space-opera Weird Worlds).

The UI design has some alien touches. The numbers in the score display morph from digit to digit instead of flipping instantly — and since you score points just for moving forward, this means that the ones place never looks quite like a number. The health bar is not a health bar but a health sphincter: there’s a circular reticle that shows you where you’re aiming, and as you lose health, the reticle’s iris turns red and dilates. There’s eye imagery in the menus outside of the game as well — every button is an eye that pivots to look at the cursor, which means that you need to touch an eye to play the game, or even to quit it. Alternately, you could see the player as a one-eyed monster in the euphemistic sense, trying to penetrate the deepest reaches of a tube. Couple that with the alien mind alteration bit and it’s even oogier.

The one thing I like the best about this game is the sound design. The various obstacles have associated sound effects that bend in pitch Doppler-wise as they zoom to the rear. On top of that, there’s a constantly shifting array of background noises — elevator music, snatches of conversation that you can’t quite make out, TARDIS dematerialization sounds, the manic bonus music from Mr. Do. None of which ever last for more than ten seconds at a time. It produces a sense of dizziness, like that produced by hyperventilation or anaesthesia — a sense that you’re not currently fit to understand what’s going on around you. If there was any doubt that Caillois’ ilinx could be produced by a videogame, Brainpipe should settle it.

Brainpipe‘s linearity, short length, and focus on a single play style makes it seem a lot like a coin-op arcade game, as do the glowy colors. In fact, I’d kind of like to see an arcade cabinet for this game, preferably with a bunch of teenagers crowded around it in a dingy and disreputable arcade, next to the Polybius machine.

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