Walkthrough: Kona

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The analysis I’ve been working on has again resulted in me writing a full-on game walkthrough, this time to Parabole’s 2017 game Kona. Again, I have decided that I might as well just post the results here, as a gesture of goodwill to the world.

There are some useful walkthroughs to Kona out there already, each with its own limitations. The most thorough walkthoughs explaining how to get 100% completion are videos, a format that I really dislike when it comes to games of this style. On the other hand, the written walkthroughs all exclude certain useful details, or sometimes have out-of-date details because they were written while the game was still in early access.

This walkthrough was written with the following goals in mind: thoroughly exploring and retrieving all documents from the game’s principle locations, and fully filling out the game’s journal. If you want to do those things, this is the guide for you. It’s not going to cover some other things, like where you can find all of the talismans and treasure hunt locations. If you want that sort of thing, you should check out another walkthrough (like this one here, which has a great map).  

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Walkthrough: The Painscreek Killings

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I’m in the midst of analyzing the detective game The Painscreek Killings (EQ Studios, 2017) right now, and as part of my process I ended up creating a quite detailed walkthrough. Since the work was already done, I figured I’d paste it over here, throw on some spoiler tags, and share it with the world. Might as well be generous.

There are a couple of other walkthroughs for Painscreek Killings out there, including this one here and this one here. I thought there was room on the internet for another walkthrough, though—one that was compact and consistently formatted. What follows are streamlined but nonetheless thorough details on how to proceed through the game.

Here’s a breakdown of how I’ve labeled things below:

gate is anything that obstructs your progress—usually a locked door, locked drawer, or literal locked gate.

Keys are absolutely necessary to get past a given gate in the game. These can be key items (literal physical keys, usually) that get added to your inventory, or key info (codes and puzzle hints) that often does not.

Clues point you in the direction of keys and solutions. They are not, however, mandatory. It is always possible (if unlikely) to stumble your way to the things indicated by clues just by exploring the world.

Embedded keys and clues are bits of information attached to an object that are important, but might not be immediately apparent: the date of a correspondence, a number stamped on a keepsake, a code mentioned in the pages of a diary, and the like.

Because of the nature of the game’s design (which is what I’m attempting to describe in my analysis), there is always going to be some amount of backtracking involved in it. The order I’ve listed the game’s locations in below minimizes backtracking as best as possible, without eliminating it.

Happy detecting!

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Let’s Study The Witness

This past March, at SCMS, I walked out on a paper being delivered by Oscar Moralde on The Witness (Thekla, Inc, 2016). I did so not out of disinterest. (I’ve enjoyed Moralde’s papers in the past.) Nor did I do so out of rudeness. Rather, I did it because of spoilers. Moralde was kind enough to warn ahead of time that his paper would spoil a small portion of the joy of teasing out the behaviors of The Witness’ world, and advised those who hadn’t played it to leave, lest they deny themselves a rich intellectual—and some would even say emotional—experience of personal discovery. And, in my eternal shame, as of March of 2017, I still had not played The Witness. Even though it had been sitting right there in my Steam library for months. (Ashlyn Sparrow and Whitney Pow can attest to the truth of this story.)

Moralde’s paper was a wake-up call to me that I needed to get better about my gaming backlog, if for none other than purely academic reasons. And I think I’ve done a pretty good job of keeping up on things in real-time since that moment. (I played Tacoma, already!) I offer this story, though, not (strictly) as a chance to to advertise my newfound dedication to keeping up with recent releases, but also as a warning. Basically, the heads-up Moralde offered in front of his talk also applies here. The pleasures of The Witness are the pleasures of discovering puzzle mechanics, and you will deny yourself a small portion of those if you watch this new video essay I’ve whipped together.

That said, if you don’t mind spoiling such things, or if you’ve played The Witness already, go ahead and dash right in. This video is considerably shorter and more focused than my previous experiments in the “Let’s Study” format. It focuses on the pedagogical aspects of the game’s puzzle design, in particular its fondness for safe failure. Whether it’s encouraging assumptions about its mechanics that quickly get proved wrong, or setting up perceptual bad habits only to nip them in the bud, Jonathan Blow’s puzzle design in the best portions of The Witness front-load failure, so as to hammer home lessons. I hope you enjoy my short tour through this technique!

As before, a full transcript of my narration is below the fold. (I’d love to eventually add these as subtitles to the YouTube upload for accessibility reasons, but that is beyond my abilities, at the moment.)

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Personal Puzzles

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Ian here—

When you first start playing Eli Piilonen’s The Company of Myself (2DArray, 2009), it feels as if someone found a way to perfectly weld together a diary entry with a puzzle platformer. This was back in the heady days in the wake of Jonathan Blow’s Braid (Number None, 2008), when the public at large was still reeling over the idea that puzzle mechanics could mean something. And, at first glance, The Company of Myself seems to take this trend and go somewhere quite confessional with it. Its central mechanic of cloning yourself to solve puzzles stood as a perfect expression of feelings of self-reliance. And not just any self-reliance, either, but rather that specifically incorrigible mode of self-reliance that emerges when one is a bit too much of an unreconstructed introvert, refusing even the most basic forms of assistance because you desperately wish to not bother, or to be bothered by, anybody.

The “cloning” mechanic has popped up elsewhere in games—for instance The Misadventures of P.B. Winterbottom (The Odd Gentleman, 2010)—but The Company of Myself was more ambitious, wedding the mechanic with a personal story of interior life. Or, at least, it seems to do this, until you realize the whole thing is bullshit. The story takes an eleventh-hour delve into the lurid, revealing itself as an over-the-top fiction, rather than a form of sincere self-expression on the part of its creator.

The Company of Myself takes the easy way out, tacking on an over-dramatic denouement that destroys its potential as a diary-game. But … what if it didn’t? Could one actually use puzzles to communicate the intricacies of internal lived experience, in an emotionally sincere way? In this entry, I’ll be looking at two games that try: Liz Ryerson’s intimate and beguiling Problem Attic (2013), and Atrax Media’s more slick and straightforward Sym (2015). Along the way, I’ll also be dipping a bit into Braid, just because it’s hard to talk about contemporary puzzle platformers without doing so.

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A Practical Guide to Problem Attic

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Ian here—

Liz Ryerson’s Problem Attic (2013) is a classic of the personal games movement. It is also notoriously difficult, for a number of overlapping reasons. I have come to realize that there are no real walkthroughs of it online, to help players that might be interested in examining Ryerson’s game and seriously considering its themes, but simply cannot get through an especially tricky area without help. I have decided to rectify this, before I teach the game for a class.

If you are looking for pedagogical notes or analysis, be forewarned: there will be none of that in in this post. This is a walkthrough, pure and simple. I’m planning on posting something more genuinely analytical on this game in the weeks ahead, but first I thought I’d do the world a public service. (If only making walkthroughs was something one could put on a CV…)

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