Showing posts with label Adventure Time. Show all posts
Showing posts with label Adventure Time. Show all posts

Wednesday, November 25, 2020

Adventure Time: Pirates of the Enchiridion (PS4)


The quality of Adventure Time games is generally hit or miss, with Explore the Dungeon Because I Don’t Know! serving as the lowest point from my experience. However, when Adventure Time: Pirates of the Enchiridion was announced, it sounded like the Adventure Time game I always wanted and that alone piqued my interest, though it took a while for me to actually snag a copy and actually play it, eventually receiving one as a gift. For the most part the game delivers on these expectations, though it is somewhat held back by a number of bugs and glitches.

Tuesday, December 31, 2013

2013 - The Highlights (EHeroFlareNeos)

With 2013 nearing its final fleeting moments, now is a good opportunity to reflect on what we’ve reviewed here at Trophy Unlocked, both the good and the bad. Below, in no particular order, is my list of the top games, movies and disappointments from the year. This time, I’ve also not only resurrected a category I had hoped never to use again, I’ve introduced yet another that I hope not to use (the result may surprise you (or not)).

Top Movies of 2013

While Pixar has been known for making nothing but hits in its heyday, Cars 2 began a downward spiral that the studio seemed to only begin recovering from with the release of Brave. However, Monsters University is a noticeable return to form despite being a prequel to Monsters, Inc. It manages to capture the spirit of the original very well, though not perfectly, and has a good balance of serious and comedic elements. Though not perfect, I am, for the first time in a couple of years, actually wondering if Pixar will be able to replicate the success of this film with their next one, Inside Out; I now have a newfound hope for their future.

Metalocalypse is one of my favorite animated shows and, as a result, Dethklok is one of my favorite Death Metal bands. Metalocalypse: The Doomstar Requiem – A Klok Opera has a very ambitious goal: Tie up many of the loose ends from Season 4, but present it in the form of a rock opera. Not only does it live up to its promise, it has great music, plenty of laughs and the best animation I have seen from the show yet. I can’t wait to see what Brendon Small has in store for the future of Metalocalypse.

Admittedly, this movie only just barely qualifies to be on this list since it achieved immediate cult status through its source material and choice of Director, but it makes it here because I am a huge fan of the original book (it is my second favorite one) and I greatly enjoyed seeing it in movie form (also it was theatrically released in 2013). While there may be a couple of missed opportunities here and there, and the finished product will definitely not appeal to everyone, watching it was a lot of fun and it was clear that Don Coscarelli had fun making it as well. It’s thought-provoking, funny and a little gross all at once and is a ride worth taking at least once (and perhaps only once if you are not familiar with David Wong’s literature but know a friend who is and has this movie on DVD/Blu-ray/VOD).

Top Video Games of 2013

I’ve been a fan of the gameplay of the Devil May Cry series since Devil May Cry 4, but I have since played every other game and liked them (save the second one). When I first saw DmC Devil May Cry, specifically the new interpretation of Dante, I was a little thrown off by some of the choices they made, but almost immediately afterwards I gained a sense of optimism that only grew stronger as I saw the better elements refined and the worse ones forgotten; I even cosplayed as DmC Dante a few times. In the end, I saw that my optimism was not misplaced and thoroughly enjoyed the final result. Yes, the combat could have used a little more work, but it makes a necessary step by combining the abilities of both Dante and Nero (DMC4’s protagonist) to give a better sense of speed to the character. Story-wise, I actually liked the newer Dante as he showed compassion, empathy and a good deal of character development in a single game. While he isn’t completely perfect in his actions, nor is he able to provide the same testosterone/confidence boost from playing as him, this new Dante is still a character I can really get behind and I hope that a sequel can be made despite what you hear from the vocal minority.

Not only do I read Penny Arcade every time it updates, I own all of the book collections and have found the Rain-Slick tetralogy of games to provide an experience unique and very worthwhile to play. I really don’t mind that the combat is similar in nature to Pokémon because it managed to take the good elements of that franchise and refine them greatly, including the ability to have all of your monsters, whether they actually fought or not, gain EXP and level up at nearly the same rate. The final entry in the series manages to expertly combine serious and humorous moments together in a way that I will remember for years to come.

Within the past year, I’ve played nearly every Metal Gear game (at least among the main entries), so I was looking forward to Metal Gear Rising: Revengeance based on its premise alone: a Metal Gear game set after Metal Gear Solid 4: Guns of the Patriots and focused on Raiden as the main character. Not only is Raiden a total badass in this game, the game also delivers on its tagline, “Cut What You Will”, by allowing you to cut just about anything with physics that react exactly to where you cut an object. On top of that, the story isn’t that bad either and the soundtrack is one of the best I’ve ever heard (I even own a physical copy of Vocal Tracks). Even if you don’t care for the story, Metal Gear Rising: Revengeance was a total blast to play through and a worthy entry into the Metal Gear franchise.

Developed by Naughty Dog, known for the Jak and Dxater franchise, The Last of Us is their attempt to create a more mature game, and thus a new IP, for the PS3 that wasn’t an Uncharted game. They not only succeeded, but managed to create one of the most emotional games I’ve ever played, accomplished by managing to push the “father” button in me even though I don’t have kids. While I can see some points brought up regarding character interactions, and some plot points were a little more obvious to me, I still found myself drawn in and unwilling to let go until I was done. I found it hard to express my full opinion in this small blurb, so I encourage those interested to give it a go and see what you think of it.

The Stanley Parable is a game whose true purpose is so thought-provoking that my review of it was deliberately void of information about what the player can hope to discover. Still, The Stanley Parable is worth playing for the funny, but subtle commentary. You might find the time to money ratio a little off, but I hope you can trust me enough when I say that the time it takes to play really has no bearing on the price of admission and that exploring every possible thing is an act that you should not only know to do, but feel inclined to do as its temptation of choice is so overwhelming that you’ll find yourself lost for hours on end. Its enlightening qualities are what help it qualify for this list as one of the best games I’ve played this year.

Top Disappointments of 2013

Though Die Hard has had entries both good and bad, I still enjoy watching most of the movies. I liked Live Free or Die Hard, so when I heard about A Good Day to Die Hard, I was hoping for something that would continue the spirit of the franchise in a way similar to the other films. Instead, I got treated to a boring slog of a movie that ignored even the most basic conventions that one would expect from Die Hard, down to complete mishandling of John McClane’s catchphrase. If this is the end of the franchise, as the sixth entry is in limbo, then it’ll be sad to know that it went out with a whimper.

I’m not really a fan of Superman, since I haven’t really read any of the stories and he just didn’t appeal to me, but I was willing to watch Man of Steel to at least stay current with superhero movies and know what everyone would be talking about. When I finally saw it, it met my low expectations as it is not only a retread of Superman’s origin story, but it tries a bit too hard to emulate the Dark Knight trilogy in both tone and style, leaving behind the optimism that I admit I think Superman is supposed to embody. If this is truly supposed to be the new way the audience is supposed to see Superman, I think they got off on the wrong foot.

Reboots provide a rare opportunity to create an entirely new universe with completely original characters and stories (though it’s fair to want some familiarity as well for veteran fans). The 2009 Star Trek film was able to capitalize pretty well on said opportunity, but Into Darkness continues this baffling trend where those in charge feel a need to retread earlier stories, but slap a new skin on it. In this case, it basically has the cast reenacting The Wrath of Khan, except Benedict Cumberbatch’s portrayal of Khan is nowhere near as memorable as Ricardo Montalbán’s and the film has more of a pessimistic attitude about the future, partly due to the 9/11 conspiracy theories thrown in. It would be more understandable to revisit earlier stories if the movies came out at a quicker pace, but since the next one won’t be around for quite a while, it comes off as a decision they’ll probably regret later.

Let me say right off the bat that BioShock Infinite is only on here because of the story, as well as how I feel that I am in a small minority for liking its gameplay more. Gameplay-wise, I consider the latest entry in the BioShock series to be somewhat of an improvement over the previous games during combat, though I will also admit that even that has its shortcomings. The story, on the other hand, feels like something cobbled together as it constantly abandons interesting plot threads to the point where I cared less for the protagonists as time went on, constantly changes the direction of the story and manages to retroactively erase any potential conflict from the choices made throughout the game (in a series explicitly about choice). I was excited at the prospect of being able to to finally dry off and get away from Rapture, but after seeing the ending, it’s very disappointing to know that both the fans and the developers (looking at you, Ken Levine) can’t seem to get over the fact that this franchise needs a game with a new setting, not one where Columbia, temporally speaking, is Rapture in disguise.

As a huge Deadpool fan, to where I have an effective monopoly on Deadpool books at my local comic book store and I can see a framed image of the character from where I’m typing this, I really looked forward to him finally have his own video game. Unfortunately, despite the laughs, the gameplay felt unpolished. Daniel Way isn’t the best writer, but his script for the game was filled with plenty of laughs and a few good cracks at game development in general, but I wish I could play a Deadpool game where combat isn’t a tedious grind. I hope this game gets a sequel so that I can play a game that does the character better justice.

Worst Movie of 2013

I’ve been a fan of My Little Pony: Friendship is Magic for quite a while now, since a good chunk of the way through Season 1, though my status has gone from curious (Season 1) to Brony (Season 2) to wavering fan (Season 3); My Little Pony: Equestria Girls certainly didn’t help. From the get-go I had very low expectations and no amount of trailers was able to raise them any higher. If I had to explain my reaction to seeing the movie to someone, as well as why I consider it the worst film of the year, then I’d say that with A Good Day to Die Hard I expected something and got nothing, I expected nothing from Man of Steel and got nothing and with Equestria Girls I expected nothing and got a negative result. What didn’t help was the audience I saw the movie with in the theater (but who goes to theaters anymore, right?), a group of Bronies so visibly obnoxious about their love for the franchise that not only did they treat the theater like their den at home, they also gave every other fan (including myself) a bad name. The edited TV version didn’t really improve on anything either, but I will never forget how awful that movie was or how awful my audience was (also, I will never forgive whoever yelled “wingboner” (for the uninitiated, it’s a fandom meme (one of many) that I don’t find funny) in a crowded theater with a little girl present in the audience).

Worst Video Game of 2013

Adventure Time is a very fun show with interesting characters in a unique setting with gradually deeper themes and stories. You’d think then that there would be a lot of potential for a great video game to come out of it, one that would take advantage of the unique world and take full advantage of the various RPG tropes and D&D-like environment to create a game that would be fun and interesting for even the uninitiated, right? Wrong. Adventure Time: Explore the Dungeon Because I Don’t Know! doesn’t do any of those things, instead choosing to be a boring, repetitive and broken mess that only got through because Adventure Time was slapped on top of it. The only reason to play is for a shocking, canon, reveal at the end, but you could easily save yourself $40 and just look it up on the internet or even wait for the show to give the same info. I really hope the reins are handed over to another developer so that we can get a good Adventure Time RPG in the future, but until then, this is unfortunately all we have to work with.

2013 - The Highlights (Tetris_King)

At the end of every year, it is sometimes good to reflect on what we may have liked or disliked about it. Below is a list, in no particular order, of what I liked or disliked about what came out this year that got reviewed on this blog, with links provided to the appropriate review.

Top Movies of 2013

Yes, I am putting another Transformers product, a TV movie, into the positive end of one of these lists, but I really, and legitimately, enjoyed this conclusion to the Transformers: Prime cartoon. I think everything really came together in the end, with the animation and voice acting being some of the most impressive here since Darkness Rising. It may not have answered every lingering question, though at least one of them was through an interview in an issue of the Collectors’ Club Magazine, but the end result was nonetheless satisfying.

In a first for these lists, we have a newer Pixar movie not considered a disappointment. While not quite as good as the film it was made be an extension of, Monsters University is more of a return to form for the studio, with a good story and great characterization proving that they have not yet lost their touch. Hopefully their next project, The Good Dinosaur Inside Out, continues this trend.

The third and final part of the Blood and Ice Cream Trilogy, and one of the few comedies of the year that actually grabbed my attention, The World’s End is an extremely funny movie, which is to be expected of an Edgar Wright/Simon Pegg/Nick Frost collaboration. Though the film is most definitely not for younger audiences, it stands out amongst other high profile movies released this year for having a more light-hearted atmosphere and sticking with it, even as the major sub-plot continues to develop, though I can’t say the same for its final minutes. Regardless of how it ended, this is a comedy that did not disappoint.

Another good comedy movie, this one based on a book by David Wong from Cracked.com, John Dies at the End is a great blend of hilarity and horror from start to finish (it also counts for this list because even though it was initially released in 2012, its theatrical run took place in 2013). Having gotten accustomed to David Wong’s style of writing, I thought the movie, directed by Don Coscarelli of Phantasm fame, served as an enjoyable adaptation of an enjoyable book, adapting whatever worked for the medium to great effect while taking creative liberties that worked in its favor. However, it should be stressed that this is not a movie for everyone, more so than The World’s End, due to the concept, graphic imagery, and rampant cursing. In spite of this, I would recommend people in the right age group to give this movie a shot, especially if someone who is already a fan offers you the chance.

Top Games of 2013

As someone who had never actually played a Devil May Cry game until this one, I actually had a fun time with it. While the controls may be a little complex and some arguably important game mechanics were missing, I enjoyed seeing how well the new version of Dante was handled, as well as the conflict that unfolded between him and his brother Vergil. While this new interpretation of the Devil May Cry mythos might upset some of the older fanbase, I found this game to be a good starting point for any newcomers and hope that any potential sequel continues to improve on what was on display.

After a few years of inactivity, we finally have a new Sly Cooper game for a new generation of PlayStation (before the PS4 came out). Even with a change in developer it feels just like a Sly Cooper game, down to the characterization and gameplay, along with a couple of extra features to keep things fresh, such as the connectivity between both the PS3 and Vita versions. Though some minor things in the plot might be a little questionable, it still feels like a natural extension of the previous game and I hope developer Sanzaru Games continues to show their passion for the Sly Cooper brand in any games in the series they might make down the line.

As a fan of the Penny Arcade webcomic, I enjoyed my time playing the Rain-Slick tetralogy of games, with Episode 4 being a fitting conclusion to the story. The Pokémon-esque battle system was executed well and the characters were developed and explored rather nicely, each displaying what exactly was on the line by the end. With shocking twists combined perfectly with Penny Arcade’s brand of humor, this game deserves a spot on this list.

The ideas behind Brothers: A Tale of Two Sons are not only interesting, but the game executes them really well. Even if you can’t understand what the characters are saying, there is enough in the animations that you can still understand them, not to mention there are some absolutely gorgeous background visuals that really flesh out the world. The game also has some interesting puzzle elements and the controls, while seemingly unorthodox at first, are an integral part of the experience. This is definitely a game that should not be passed up.

Top Disappointments of 2013

Having seen every Die Hard movie, including both the theatrical and uncut versions of Live Free or Die Hard, I expected this movie to continue working with what made the fourth one so good. However, A Good Day to Die Hard did not really live up to these expectations, instead having an uninteresting story with moments that feel out of place in a Die Hard flick, and on top of that the timing of the series’ well-known catchphrase was way off. If a sixth Die Hard movie ever gets made, I’m hoping it can once again raise the bar for the franchise like the fourth one did.

Since I enjoyed watching the first in the recent reboot of Star Trek movies, I expected the second of these, Star Trek Into Darkness, to take full advantage of the fact that there is now an entirely new universe to play around with. Instead, it turned out to be a remake of Wrath of Khan from the previous continuity, with some iconic scenes altered in some way. Benedict Cumberbatch did do his own take on the Khan character, but it didn’t do Ricardo Montalbán’s performance from the original series enough justice. Since there evidently won’t be a new movie in the new universe for quite some time, I’m left to wonder why there isn’t more of an effort, outside of tie-in comics, to keep fans interested in the meantime.

I don’t have much personal experience with the Superman mythos, having only seen one movie all the way through and read only a handful of his stories, so I wasn’t sure what to expect out of this latest interpretation of the character, Man of Steel. This movie didn’t really do much for me, since it not only seemed to break from the whole point of the Superman character, what with people punishing him in his youth for saving lives, and felt more like an installment from the Dark Knight trilogy with Superman stuff on top of it. If this is how DC wants to begin their own version of the Marvel Cinematic Universe, they certainly got off to a bad start with this movie.

My reasoning for considering this game as a disappointment is similar to why I considered Alice: Madness Returns to be one for last year, in that it mainly comes down to the gameplay, more specifically the combat, which is more akin to what’s present in the (unnecessary) multiplayer function, rather than trying to improve upon what already worked in previous entries. Aside from that are the visuals of the game, which can often seem too good (this is a rare time in all of the games I have played where a game’s imagery made me physically squirm). Ascension is otherwise an acceptable entry in the God of War franchise, even if I wasn’t expecting it to top God of War III.

Even Bigger Disappointments of 2013

I wasn’t expecting much from this movie, especially given the teaser trailers, but somehow I walked away from it with even less. Though it has some real talent attached to it, it seemed like the script could have used at least one or two more re-writes before being handed over to the voice actors, since much of the plot and characterization felt rushed and the fandom nods forced, not to mention it felt more in some places like a re-telling of the first episodes of the base show, but with humans in place of ponies. The TV edit makes the overall experience better, but sadly not by much.

The world of Adventure Time presents many great ideas for a potential video game, with the many creative landscapes and monsters, not to mention the various RPG elements, presented in many of Finn and Jake’s adventures. A boring, repetitive dungeon crawler that punishes you for wanting to save something for later is not one of them. It may feature the original voice cast from the show and have creator Pendleton Ward as head writer, but these good elements are not enough to outweigh the bad, with the only real reason to play being to see the big reveal at the end.

Saturday, December 21, 2013

Adventure Time: Explore the Dungeon Because I Don't Know! - ...Why I Kept Playing This Game


Let me start off by saying that I absolutely love Adventure Time. At the start, I had been aware of it, but after seeing how popular it was during one visit to Comic-Con, we (my family) knew we had to see what all the fuss was about. After finally watching an episode, specifically “Henchmen”, it grew on us and we never looked back. I’ve seen every single episode of the show, I own some of the official merch, my brother has repeatedly cosplayed as Finn and he and I even got a calendar for one year (and now one for next year as well). Heck, we even went through both Comic-Con Quests with our parents. So when I say that I actually looked forward to playing Adventure Time: Explore the Dungeon Because I Don’t Know! (stylized as Adventure Time: Explore the Dungeon Because I DON’T KNOW!) (Explore the Dungeon), developed by WayForward Technologies, then know that my enthusiasm came from a genuine source. When my brother and I read that the game was also supposed to contain a big reveal that would only, at first, be found in this game, we knew we wanted to play it even more than we did before. So when Finals ended in school, and we reviewed a couple other things in the meantime, we started to play the co-op function and tried to dedicate as much time as we could to beating the game and finding out what shocking secret its plastic contained. Just so you know, “tried” is the operative word in that sentence; we only made it about 45 levels in before we grew too bored, and frustrated, to keep playing.

Explore the Dungeon opens with Princess Bubblegum calling on Finn and Jake to come to the entrance to the Royal Dungeon underneath the Candy Kingdom, where she explains that several prisoners have been mysteriously escaping. Marceline and Cinnamon Bun show up as well and wish to help (also they are totally best buds now for no discernible reason). Princess Bubblegum is fine with this arrangement and asks them to explore the dungeon “because I don’t know.”

That’s it, that’s the whole story. That is your entire motivation for exploring a dungeon, all so that the developers could make one joke about the title of the game. Naturally, as befitting the incredibly insightful introduction, the story is very razor thin and ultimately disappointing in its execution. Sure there are more characters introduced as you advance in an attempt to add story depth, like Lumpy Space Princess and Ice King, but their interactions feel shallow and the story is moved forward in such tiny increments that it takes much too long to see what’s supposed to happen, not helped by all of the technical issues plaguing the experience (more on that later). Sadly, viewing a cutscene was actually my favorite part of the whole game, which makes the whole thing even worse.

Peppermint Butler is also playable via DLC.

In Explore the Dungeon, you have to fight your way through all 100 floors of the Royal Dungeon while playing as any of the four starting characters, those being Finn, Jake, Marceline and Cinnamon Bun. As you reach certain floors you unlock more characters, like the aforementioned Lumpy Space Princess and Ice King. Every five floors is a checkpoint where you can be teleported back to the hub world and every ten floors you encounter a boss and view a cutscene advancing the story. This structure sounds simple enough, but there are way too many design flaws that hold the game back from being any fun to play through at all.

First, we have our floor layouts. Each floor is randomized, so you have no idea what it will look like or even how many rooms there will be before you begin (then again, we noticed some familiar patterns while playing, so it’s probably not completely random). This gives the floors the ability to set their own difficulty depending on how it lays out the elements, but it can also lead to some rather bizarre setups, like a room where enemies are trapped by the land forming a natural cage or a room where much of what you see is almost completely inaccessible to certain characters (more on that in a bit). The most insane thing however is that every single floor, no matter how many rooms you are allowed to go through, looks exactly the same texture-wise. Sure the setting changes about every ten floors, but every single texture will be recycled and just given a new coat of paint without any sort of thought to sell the player on an ice zone or an ancient city. This lack of visual variety gets very tiresome to look at after a while and lends to the repetitive nature of the experience.

Picture this, except forever.

Next, we have the monsters, and there’s not a whole lot to say about them. Between the pink tentacles, birds, sword-wielding skeletons and a whole other assortment of creatures, you’d think there would be more variety, but there simply isn’t. Explore the Dungeon does occasionally offer a new enemy, like the pigs with magic wands from “The Pods”, but more often than not it will just be a stronger version of something you’ve already spent several floors defeating, like a red bird that can duplicate itself. What doesn’t help is that monsters may repeatedly spawn from something akin to the wombs from NeverDead (yes, I’m bringing that game up) so the only way to really be rid of them is to destroy these spawn points, but the tedium is ratcheted up when you have several of them in close proximity to each other and you’re surrounded by enemies already onscreen. The worst thing is that you hardly ever get a bonus for beating the monsters, aside from having fewer of them to worry about while you try to locate the exit.

Fighting these monsters also turns into a real chore because the controls are terrible. You have a standard attack button with a short range, so you have to be very close to enemies to even hit them. It’s also possible to equip a sub-weapon, the effect of which can vary greatly. Some of them allow for a long range attack, while some are short range but give bonuses to certain attacks, like adding a chance to freeze enemies or attack multiple foes at once. We were able to find a couple of favorites, some of which I actually found to be far better to rely on than the standard attack. Then there’s a blocking mechanic, which requires timing that is so specific with hit detection so poor as to be completely unreliable. Characters can also access a special move by building up an Imagination Meter through combat, which can be helpful at times, but other times it hardly feels like it makes a difference. Moving is also a hassle, since the characters can only face in four directions, so it’s possible to want to attack in one direction, but the characters will strike a completely different direction, which can be very costly.

Lumpy Space Princess' special attack (even she looks surprised by the game she's in).

But the absolute worst aspect about the controls is that the game does a poor job of explaining them. Even in the tutorial I had to figure out what certain buttons did, since it doesn’t even tell you how to do half of the things you can do. What’s worse is that there’s no way to look at the controls, since the options menu is just adjusting the sound levels and the game doesn’t even come with a manual, physical or otherwise. The game box doesn’t even have the supposedly standard slip of paper that’s just copyright info and a seizure warning.

What I loathed about this experience the most however is the fact that it manages to simultaneously encourage and punish exploration and treasure hunting. Confused? Allow me to explain. Remember when I said that the floor layouts were monotonous? That was only the tip of the iceberg. Explore the Dungeon encourages you to, you know, explore the dungeon in search of treasure. However, the guessing game elements of its random design make it a little difficult to predict what’ll happen next, so naturally you would think that the map screen would help, right? Wrong. The map screen is one of the worst that I’ve seen in any game I’ve played. There’s no detail aside from where the exit is, nothing to help you locate certain key things, it’s just a gray box with nine sections that can become a lighter gray when you visit that part of the room. This screen has no variation whatsoever, no different shapes, just an unhelpful patch of gray.

Also bad is the fact that, after reaching a certain part of the dungeon, it is possible for Death to show up if you take too long to get to the exit. That’s right, even if you still have a bit of one room to explore or are fighting off a few monsters to get to some treasure, the absurdly powerful Death shows up in an attempt to kill you before you get to the end, and dying against him can cause you to lose a lot of progress (remember that you only get a checkpoint every five floors). As a result, we ended up rushing to the exit after a certain period of time out of fear that Death would eliminate all of our hard-fought progress. The difficulty in doing this was only compounded further by the fact that the player characters’ natural movement speed is slow as molasses.

Pictured: Death (as seen on the show).

At this point, I think it would be good to bring up the different characters again. Each of the different characters has a special ability that can affect the experience, though they don’t matter much in the long run. For example, Jake can stretch over pits, Marceline can naturally float over pits and Finn can equip three tokens instead of two. Yeah, you can equip tokens before you enter the dungeon each time, which grant special abilities such as increasing your strength, upping your health by one heart or allowing grounded characters to float over pits. These tokens can be gathered in chests or by killing some monsters throughout the dungeon floors, though they show up less often than other items you may encounter. When you use a token, you permanently lose it should you go back up to the surface or die in a boss fight. The former makes sense, but the latter makes it frustrating and caused us to not even equip tokens when coming back to life if we were just going to lose them anyway.

Now the treasure hunting bit is where the design really goes off the rails. Within the dungeon, you can collect treasure to buy things from Choose Goose (who must be unlocked) or upgrade stats via NPCs in the hub stage. You gain treasure at a pace that is a little disproportionate to the amount of treasure certain things cost, so sometimes you have to save up quite a bit to get what you want. However, before you go back into the dungeon again, Princess Bubblegum will take any and all unspent treasure from you as “candy tax”, which eliminates the ability to save up treasure over time to get exactly what you want, especially considering that every character must be upgraded separately, forcing you to grind through the dungeon just to try and buy something (argh!). Add to that the fact that if you die in a boss fight, you can come back to life at the cost of half of your treasure, which makes it feel like the game is actively trying to stop you from buying anything you want. What sort of designer would intentionally have their game tell you that “treasure = good stuff” only to then take it away from you? Essentially, Explore the Dungeon exists for the sole purpose of robbing you of your hard-earned treasure and ability to tolerate the unnecessary hardships, like a Möbius Strip of continuous pain.

Choose Goose might be able to sell you his wares,
If it weren't for this messed up state of affairs.

Before I go on, I also need to mention that there are quests, but going through them can be a real chore. Princess Bubblegum is the primary quest giver, though hers are more progress-based (and you can probably imagine how I feel about doing those). Progress through the dungeon can unlock more NPCs to give out quests, like Tree Trunks (which is as far as we really got), but even these other side quests can be incredibly tedious to go through. Some of the rewards are great, like additional treasure (which you’ll lose in the end to PB’s candy tax), but just going through the quest is a real pain and the reward just doesn’t feel worth it in the end.

The graphics are just okay. Explore the Dungeon has some sort of 2D/3D mash up going on, which gives the impression that they couldn’t really decide what they wanted to go with. I find it interesting that they overall went for a faux retro feel, which is fine as a concept because games like Penny Arcade’s On the Rain-Slick Precipice of Darkness 4 make it work, but it’s not something that really gels with this game. This shines through most of all in the cutscenes (which are only my favorite part since there’s no actual gameplay involved) in all of their “8/16-bit” glory. Because of the attempt to replicate games from the 1980s, these scenes are very stilted and aren’t engaging, since they contrast with the visually freeform style of the show and lose a great amount of much-needed energy in the process.

The bigger shame however is that the entire voice cast of Adventure Time is in the game sounding about as good as ever. But the voice quality is a little all over, with some lines that sound perfectly fine and others sounding like there’s a mysterious echo in the Candy Kingdom. With such a fine voice cast, it’s so terrible that they had to waste all of their potential, since the dialogue pool recorded for each character is severely limited and equally repetitive. Spend about five minutes in any of the dungeon’s floors and I’ll guarantee that not only will you hear everything connected to specific actions, you’ll hear it as though the same three lines were on a constant grating loop. That’s what I call a true waste, when you never want to hear Finn and Jake talking ever again just so you can continue on with your business in peace (but you can’t mute it because otherwise you won’t know if Death has shown up). The other sounds in the game, including the music, are okay though, but not really anything to write home about (except for the Goblin Whip, which was literally our only source of entertainment).

Whatever fun might be had from listening to this dialogue is effectively eliminated.

One final nail in the coffin is the unstable nature of the game. A few times while playing, the game would freeze and we’d have to restart the console. This caused us to sometimes lose up to an hour of solid progress at a time and do it over again, except without any of the treasure or tokens used prior to going back into the dungeon. Once the game did this for about the fourth time, we knew it was about time to quit.

And what was the point of the exercise, you may be wondering? What secret could be so big that you have to endure countless hours of glitches, terrible controls and bland gameplay just to get to it? In the interest of spoilers, I’m going to cover this in white text, but basically: we find out that Princess Bubblegum is not only 827 years old, but she ejected from a pink goo, possibly the one seen in “Simon and Marcy”, and gained sentience, allowing her to become the independent being she is today. If you decided to read that, I just saved you $40 and hours of pain and suffering.

Adventure Time: Explore the Dungeon Because I Don’t Know! is a poor excuse for a game. Its weak story, bad controls, unwillingness to help the player, lack of freedom and waste of talent are definitely not worth the price of admission. What could have been a very exciting traditional RPG is instead a pile of garbage that only got as much attention as it did because the Adventure Time license is now forever associated with it. As a continuing fan of the show, I would strongly advise anyone against playing it, but if you really must play it despite all of my warnings, then only do it through a purchase from the dollar bin, which is where this game will probably, and rightfully, end up.