Chana Masala

It’s really all Sanchaita’s fault.

When I was visiting my sister Bethie, her friend Sanchaita invited us to dinner. She cooked the most amazing chickpea curry — as part of a feast of other amazing dishes, I should add — and when I asked what kind of magic and rainbows went into it, she said it was just chana masala, with a shrug like that was nothing special.

Well, I started with a packet of chana masala from Patel Brothers on Maynard Street, and it really does include all the sunshine and rainbows and Indian restaurant flavors! My previous chickpea curries tasted a lot like chickpeas that had been boiled with some curry powder. (Shut up. It was much better than my artichokes or that time I tried to boil water.)

Once I was in the store, though I realized that I could buy paneer, and packets of pakora mix or dosai mix, and all kinds of other instant exotic tastes. Then I got adventurous and tried new recipes, and I’m pretty impressed with my not-from-a-packet dal.  I even added some new spices to our herb garden.

It was only when we were outside feeding stale naan to the turtles that I realized I just might have an Indian food problem.

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In Development

I’ve been focus testing some new games for Merscom in Chapel Hill… I was a bit nervous going in, but they didn’t seem to hold my recent Create-a-Mall review against me. Merscom is a casual games publisher, I’ve played mostly hidden objects, casual puzzles and, sadly, another Build-a-lot game.

I expected focus testing to be just like reviewing games, I’ve written game reviews on this blog, over on Thumbgods, and for Indie Game Mag, but it’s much harder to actually look at someone and tell them you don’t like their project.

I’ve complained a few (dozen) times about overusing pink in casual games targeted to girls, how it feels too girly, too generic and even condescending sometimes, like the choice of games are either childish for girls, or bloody for boys. But when I’m actually in the room with a developer? Who’s asking me for my opinion on the game?

“The pink titles are terrible! I mean, uh, some people really like it, and um, I’m sure it’s very pretty, but… um… I don’t think it’s really quite as good as it could be, you know? But that’s just what I think, so… you picked a very nice shade of pink… um… and if I liked pink and didn’t think it was an awful choice, I’d like that shade a lot… um…”

Yeah. I’m smooth.

But focus testing is actually a dream assignment — I’m supposed to play games and be critical.  And playing in-development games and talking about them is always interesting, even if it’s a game I wouldn’t ordinarily pick up. And I’m sure all my negativity about the Build-a-lot style games is offset by the bazillion awards the games have won.

The Mersom office has an idea whiteboard, full of suggestions for new games. Every time I see it, I’m tempted to write in “No more Build-a-Lot clones. Create new game about Julio-Claudians.” Think anyone would know that was me?

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Nancy Drew Dossier: Resorting To Danger

Resorting To Danger, by Her Interactive, is the second in the Nancy Drew Dossier series, following Lights, Camera, Curses!. This time, Nancy is investigating a series of bombs at the Redondo, a rejuvenation clinic for the stars. The bombs are more mess than death, containing pie filling or ladybugs, but Nancy’s still got to defuse the bombs and find the mad bomber without alarming the wealthy celeb patrons in for a facial or mud bath.

Since the Redondo is home to a group of zany characters with the same kind of accents, wild backstories, and over-the-top personalities I loved in Lights…, there’s no shortage of motives. Resorting To Danger offers multiple endings to the mystery, so no matter who you pick as the bomber, you’re right! This added some replay value, and I did choose a different villian the second time through for a different well-developed ending, but I also felt a tiny bit short-changed because there was no “right” suspect to uncover. I know, I know, I’m usually a huge fan of open-ended games, the more sandbox-y the better, and it feels strange to not to be completely thrilled by this multiple-choice ending. I think it’s because the Nancy Drew games remind me of reading the novels and solving the cases along with Nancy, and knowing that I’d automatically be right felt like too much of a good thing.

Like Lights…, Resorting to Danger involved a hidden-objects mystery with a collection of different minigames. I liked mixing up potions in the lab, fixing contraptions and eavesdropping in the salon. The game is never frustrating since players gain hints through successful gameplay so you always have more hints that you could need. And I absolutely loved that HER included a science-themed puzzle in a game for girls, but I actually found Helfdan’s molecule puzzle an underwhelming match-three. The poetic riddles throughout the game more than made up for it.

The eccentric previous owner of the Redondo estate, Hippocrites Bell, left a garden full of ancient statuary and a puzzle based on the statues’ attributes that anyone trying to get into the underground shelter is required to solve. Each statue has an item that belongs to a different statue, but the attributes weren’t quite the ones I expected.

One of the common assignments in classics is to be given an unfamiliar piece of art and to be asked to identify the story and characters from their iconography, so I think I had a rigid expectation of what each deity needed.  When it turned out that the snake did NOT go with Athena, the bow was NOT for Apollo, etc., I felt a bit frustrated.  When I used the clues given and not my classics degree, the attributes chosen by the developers were connected to the statues (some more loosely that others) but as I gave the statues their new attributes, I could hear my old Greek art and archeology teacher scolding me.

I did like the choice of a puppy for Artemis, and the pig for Homer, so clearly someone at HER studied classics and/or really likes stories where powerful women change men into animals.

(Speaking of classics tripping me up, when I saw the name Hipparchus on a statue, my first thought was NOT the astronomer but the brother of Hippias, and I wondered for a moment what sort of implement an Athenian co-tyrant would be holding. I really should consider getting out more.)

I loved the little references to Lights… in this game. They were so well done, it was a little laugh for players of the first game to hear about Eva or to see the black cat with Molly’s name on it, but players who hadn’t played the first one weren’t missing any vital clues. There were also fun references to characters from the novels, like Hannah the housekeeper.

Overall, Resorting to Danger is another hidden-objects mystery in another charming setting with a new cast of wild characters.

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Lights, Camera, Curses!

When Stick and I are shopping, we like to look at the PC games for sale and see how we’re connected to each one. Stick will point out games that he worked on, or that his friends and former Cyberlore coworkers worked on. I like to find hard copies of games I’ve beta tested.

I sometimes announce “Stick! Look! I got a review copy of this one! And it’s so mainstream it’s on the shelf in a real store! It’s like I’m a real games reviewer!” although it’s just likely that I’ll say “I wrote asking for about a review copy of this one, but I’m so small-time didn’t even get a thanks-for-your-interest.” Freelancing writing is quite a bit like being manic-depressive.

Lights, Camera, Curses Box

Anyway, I’d heard vague rumors the download-only Nancy Drew Dossier: Lights, Camera, Curses game was now available in a physical form, but yesterday was the first time I’d seen it in a box! I’ve helped to test a bunch of games but this is the first time my name has been in the credits, so it was extra exciting.

(There may have been some shrieking and possibly some dancing in the casual-games aisle. Maybe.)

I had it in my hand, but I realized the ridiculousness of buying a game when I already have own a CD of that game. Our finances are not the greatest, and anyway my mother has instilled in me a horror of buying photogenic new things when there is a Perfectly Good One at home.

“You should get it,” Stick said. “Eventually we’ll want to have a house and we’ll want to display all the games we contributed to, and won’t it be sad if you have to buy it on eBay for a thousand dollars because it’s out of print by then?”

Good point.

Nancy Drew Dossier: Lights, Camera, Curses by you.

I opened the package at home, and I can’t full convey my raptures over the insert in this game that advertises Resorting To Danger, another game I worked on.

Stopping only to make a Facebook album of the Lights… packaging, I put everything carefully back in the box, and put the game on the shelf, right next to my review copy of the Princess Bride Game. That’ll go on our future home’s display wall too, I think.

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I do not think that word means what you think it means.

 

I’m pretty sure ‘virile marketing’ is something else entirely.

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Montezuma’s Revenge


Montezuma is a freaking jerk.

Civilization IV is the game addiction of choice right now. I know how this goes… every evening, Stick and I load our LAN game and swear that this time, we’ll save and go to bed at a decent hour. And every night, I stumble into bed, glassy-eyed and exhausted, dreaming of ways to conquer the world in just one more turn. After much careful consideration, I can say with total confidence that Montezuma’s always starting trouble.

I say that we’ve been playing multiplayer, but I don’t think that’s completely accurate. I think we’re playing two entirely different games that just happen to look similar. Let’s start with the fact that Stick likes to sing the Civilization themesong… which doesn’t have words. I don’t even turn on the sound. It’s not that I don’t like the song, I just don’t care too much for in-game sound effects. I played the game for months before we happened to play a hotseat game on his PC, and I learned that the units speak in their native languages on activation. The Chinese units (usually mine) say “What do you want?” and the Romans (usually Stick’s) say “What are your orders?”

Stick will occasionally ask me if I’ve developed gunpowder or artillery yet. I don’t know why he does this, the answer is always negative.

Stick likes to build up a huge organized army and take over other cities. This seems like a good way to play a strategy game. And Civ 4 has arranged a sort of rock-paper-scissors system of military units. Pikemen have an attack bonus against mounted troupes, mounts defeat catapults, catapults do serious stack damage to your force of pikemen. There’s also a whole set of experience skills available; extra damage, faster healing, better defense. Or I think that’s how it works… I don’t actually build military units.

I know it sounds a little wonky, admitting that I don’t like to build military units but I do like to conquer the world. Fortunately, Sid Meiers agrees with me. There’s a whole cultural victory condition, based on creating such a happy and artistic society that the whole world envies you.

With bribery, clever alliances and defensive pacts with my more warlike neighbours, I’ve been able to win without ever engaging in battle. I usually control resources, arranging blockades or favorable trading relations instead of attacking. I try to use my soft power to convince the belligerent Shaka Zulu and Tokagawa to spend their aggressive energies on each other, leaving me and my amazing cultural improvements alone.

Sometimes I play like England, trying to colonize the globe, but a freakishly successful British empire, watching cities around me revolt to join my glorious empire. And it is glorious, too, since I didn’t spend any time or resources on building a military. Instead, I look with pride at my Parthenon, my National Epic, my Sistine Chapel, my Spiral Minaret, my Broadway, etc. They’re usually in cities defended by a single low-experience warrior, but don’t tell Stick that, ok?

In theory, there are victory conditions based on having the highest population or the greatest percentage of the world controlled by your civilization. I can never seem to make those work out. As soon as my population increases, they’re all moaning about how crowded Beijing is becoming these days, and how they want an aqueduct, and that’s hardly making more productive citizens!

There’s another method of winning the game, if not actually conquering the globe. I started playing Civ against my friend Eric when Civ2 was new, and I don’t think we’ve had a game without him utterly destroying us all in the space race. One moment I’m looking at Eric’s wee empire, thinking about how this time, I’ll finally defeat him, and the next, Eric’s landed on the moon. But I’d rather lose to Eric than that Montezuma AI.

Because Montezuma’s a jerk.

Originally posted January ’07 for the now-defunct Faster Than The World magazine, but reposted (with minor edits) today because we’re playing Civ 4 – Beyond The Sword again.

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Cary Is Now Less Awesome

I just heard from Orin of I Heart Chaos (NSFW) that the Awesome Street sign was stolen!  Cary has now become less awesome.

PS I’m in New Jersey this week, I have an alibi!

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Lost in Blue 2

lost-in-blue-2I’ve been playing Lost in Blue 2 on the DS for a while now, and while I always love games about island survival, like MyTribe, Sims 2: Castaway, etc., there’s a lot of room for improvement in Lost in Blue.

Cool minigames make use of the the DS’s capabilities, but the hundredth time you have to light a fire, it stops being fun. The same can be said for cooking, fishing, catching animals, and every other repetitive action. I’m a big fan of Cooking Mama 2, but this is no Cooking Mama. Also, the actions you need to perform repeatedly are hidden in sub-menus or are only available after a chain of choices, instead of being accessible, one-click actions.

The story begins as two high-schoolers are washed up on a beach after a shipwreck. Players can choose Jack or Amy as their primary character, but they are responsible for the survival of both. I choose Amy, and before I complain any more, I should mention how much I enjoyed playing a sweet teenager protagonist, a girl with a cute haircut and school clothes (did I mention how not-pink they were?), neatly pretty without defaulting to videogame sexy.

Jack, Amy’s companion on the island, is not the brightest bulb in the box. You need to feed him, making him more like a rather dim pet than a boyfriend. (If you choose to play as Jack, Amy becomes similarly dull-witted.)  Every time he gets hungry, you need to let go of his hand (one click), target Jack (varies), select Talk (one click), tell him you have something for him (one click), wait for him to ask what it is, tell him it’s something to eat (one click), wait for him to ask what he’s eating, and then select the item from your backpack to feed him (varies, but you select, choose ‘give’ and confirm), he says it’s delicious (one click to confirm). Early items, like raspberries and coconuts, fill his meter between 3 and 5 percent, out of a possible hundred percent, so even if he doesn’t perform any physical labor — like a million walks to the stream to quench his inexhaustible thirst — which makes the hunger meter empty faster, you’ll need to do this series of actions between 20 and 33 times in a day to get him full.

Also, items must be fed from Amy’s backpack to Jack. You cannot feed him items that he’s carrying, and he will literally die of starvation with a backpack full of lunchboxes and fruit. To exchange items between backpack, you need to let go of his hand (one click), target Jack (varies), select Talk (one click), tell him you have something for him (one click), wait for him to ask what it is, select give (one click), wait for him to ask what you’re giving him, and then exchange items between the backpacks. So. Not. Fun.

A lot of the game involves learning about the island, for better or for worse. Discovering new environments is inherently rewarding, and the combination of exotic jungle life and retro platformer right angles was charming. Sweet animations, which Amy looks down over a steep cliff or when she looks over her shoulder to make sure Jack has jumped across the stepping-stones safely, make exploring ever better, although, like everything else in the game, what’s fun the first time is annoying the twentieth time.

Much of the game is based on discovery, but unfortunately the rate of success is skewed so that I felt like I was always thwarted by doing things at the wrong time, in the wrong order. I could solve this by printing out a map, or recipes, or a fishing timetable, but that feels a lot like getting a walkthrough. I’ve used internet hint when I’ve gotten stuck (That would be every puzzle that requires me to distinguish between musical notes…), but I don’t like playing game that require a strategy guide hints to complete.

Certain events trigger cutscene stories, which advance the story but cause their own frustrations. At one point, the characters took themselves home and slept, waking up nearly dead of hunger and thirst. Another story had Jack disappearing, unfortunately with our food in his backpack. While Jack was away, Amy refused to go away from the cave-home to collect food or water because she was waiting for Jack. Another time, Amy wouldn’t go in the cave to cook… You get the picture. This is horribly flawed — a cutscene should not be able to kill me. I was unable to enjoy the stories because I was afraid they would go on too long and Jack and Amy would die of hunger and thirst while they talked about making ropes. (I also disliked the cutscenes because the story seems to be leading to a romance between the two characters, but I like to think that Amy has standards, even if Jack is literally the only guy around!)

I’m having trouble summing up because I can’t recommend that others buy it or even rent it because it’s so flawed in so many ways… but at the same time, although I do turn it off in frustration, I put the game down for later instead of selling it back. Even when I’m frustrated with tools that keep breaking and bored of running to the spring to slake our unquenchable thirst, I keep picking it back up to play a few more days trapped on an island with my dimwit boyfriend.I can’t explain it — I think I have a dysfunctional relationship with Lost in Blue 2.

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Summer Camp

I’m in my hometown in New Jersey for a week, helping with Vacation Bible School at my dad’s church. I’ve gotten some surprised looks from different clients and co-workers when I said I’ll be out of town because I’m going to help my pastor father with church camp. At one of my more irreverent workplaces, I could almost see the mental wheels turning as the team tried to remember if they’d told any religious jokes around me. Sometime I should post about becoming a PK in my early twenties, and by “PK,” I actually meant Preacher’s Kid and not Player Killer.

PK is a new role for me, but teaching kids isn’t. Today I was helping the kids at camp with their art projects, which mostly means keeping glue away from clothing and breaking up disputes over the purple marker, when a little boy called me over to help him with the picture he was making.

“Miss Meg!” he asked, sure that I would be able to help him, “How do you spell alien anti-gravity controller?”

Edit 8/16: My dad asked me if this post was true, and I assured him that it was, but in the interest of complete factual accuracy, I should point out that the art project actually says alien-controlled gravity controller.

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Green Thumb

“And how are your plants doing? Are they still alive?” my mom asked on the phone the other night.

“Yes!”

“Meg, that’s great!”

“You didn’t have to sound quite so surprised, Mom.”

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