Cat Girl Without Salad – Windows 10 Game First Impressions

Cat Girl Without Salad Title Screen

Cat Girl Without Salad Title Screen

Revenge of the Mutant Camels meets Power Puff Girls in Cat Girl Without Salad developed by WayForward Technologies and released in 2016 as a Humble Bundle Original for the Windows 10 operating system platform. The game was originally an April Fools joke announced in 2013 billed as a game spanning all genres in one title. While my experiences with it thus far have revealed it to be primarily a horizontal side-scrolling shooter, Cat Girl Without Salad parodies familiar game elements from other video games integrated throughout its gameplay.

How to Play

How to Play

The protagonist hero of Cat Girl Without Salad is named Kebako. She is a robotic, ditsy cartoon girl bounty hunter with cat ears flying through space to fight enemies and take down bad guys. She is equipped with a default pea shooter that literally shoots peas. Throughout the game, the player will find what look like game cartridges that upgrade Kebako’s weapons in various ways. Each weapon upgrade is unique, creative, and sometimes annoying.

Starting Pea Shooter

Starting Pea Shooter

There is a platformer gun that shoots a cartoon platformer sprite who jumps on the enemies to kill them. The sports gun shoots golf balls at the enemies based on the direction of the player’s swing. A puzzle gun turns the side-scrolling shooter environment into a scrolling game of Bust-a-Move. An RPG gun opens up a fight menu similar to those encountered in Final Fantasy games where the player can choose to attack or use magic against approaching enemies.

Using the RPG Gun

Using the RPG Gun

I also encountered a dance gun that mimicks the Dance Dance Revolution games made by Konami. Instructions for how to play Cat Girl Without Salad are simple and provided to the player at the beginning of a new game. Guns can be fired using any of the four direction arrow keys on the keyboard. When using the dance gun, if the player times their shots appropriately with the “dance” arrows scrolling across the screen, they can achieve a combo score for each time they time their shot correctly.

Dance, Dance Gun

Dance, Dance Gun

Ice cream sundaes, pizza, cheeseburgers, and any other junk foods may be collected to restore health, but not salads. Suffice it to say, Cat Girl Without Salad is a crazy game. The game characters seem to act like characters from animated television shows aired on Cartoon Network or Nickelodeon to preteen girls. This somehow seems to actually add to its charm. The blasts of bubblegum pink and strobing pastels excite rather than frustrate. Whereas many such cartoons tend to grate on my nerves, the audio in Cat Girl Without Salad is thus far enjoyable. The development team seems to have really known what they were doing and enjoyed doing it.

Am I playing Bust-a-Move or R-Type?

Am I playing Bust-a-Move or R-Type?

For appearing to be geared toward younger girls, whether in fact or as a joke, Cat Girl Without Salad is a legitimately challenging game. It is far from the hardest side-scrolling shooter I have played, but it’s certainly not easy either. The game feels fair, challenging, and the controls are solid. While the weapon types are clever and creative, they are not immediately useful without adequate practice. Expect to play even the first level over again to learn how to get it right.

As I said, Cat Girl Without Salad is a Humble Bundle Original. This means it was made as an exclusive title for those who subscribe to the Humble Bundle Monthly service. When subscribed, it may be downloaded DRM-free to the subscriber’s local machine and launched from a simple executable. If Humble Bundle were to ever no longer be a thing, I could imagine this game would become a rare but coveted title, perhaps like Chex Quest is now.

Let the reader note that after I wrote this article, I saw that Humble Bundle will be removing this game from its Humble Bundle Monthly offering on February 2, 2018. If you’re a Humble Bundle Monthly subscriber, you’ll need to get it before then to play it as part of that packaged deal. Hopefully it will still be available to be purchased in some way after February 2, 2018.

The First Boss

The First Boss

The more I play Cat Girl Without Salad, the more I really like it. It is an addictive side-scrolling shooter that takes the genre to places that are completely different from where its ever been while keeping the core elements familiar, but fresh. If you sign up for a Humble Bundle Monthly subscription, make sure you check out Cat Girl Without Salad.

DuckTales: Remastered – Compatibility

DuckTales: Remastered

DuckTales: Remastered

System Requirements

Operating System: Windows XP, Windows Vista, or Windows 7
Processor: Intel Core 2 Duo, AMD Athlon 64 X2, or better
Memory: 4 GB RAM
Video: Nvidia GeForce 200, AMD Radeon HD5000, or better. 512 MB Video RAM
Hard Disk: 2 GB

Windows 10

DuckTales: Remastered seems to work flawlessly in Windows 10.

Psychonauts – Compatibility

Psychonauts Box Art

Psychonauts Box Art

System Requirements

Linux

Processor: 2.0 GHz or higher
Memory: 2 GB RAM
Video: 128MB Video RAM with OpenGL 2.1 compatibility
Hard Disk: 6 GB
glibc 2.7+ required. Binary is 32-bit.

Mac OS X

Operating System: Mac OS X 10.6.8 or later
Processor: Intel Core I Series Processor
Memory: 4 GB RAM
Video: ATI HD 3870 or Nvidia 8800GT or better. 512 MB Video RAM required.
Hard Disk: 4 GB

Windows

Operating System: Windows 2000/XP or higher
Processor: 2.0 GHz Pentium IV or AMD Athlon or higher
Memory: 512 MB RAM
Video: 128 MB GeForce FX 5600 or ATI Radeon 9600 or higher, DirectX 9 compatible.
Sound: DirectX 9.0 compatible sound card
Hard Disk: 6 GB

Windows 10

The Steam version of this game appears to work flawlessly in Windows 10.

Psychonauts – Windows XP, Linux, and Mac OS X 10.6 Game First Impressions

Psychonauts Box Art

Psychonauts Box Art

Psychonauts is a 3D-platformer action adventure game developed and published by Double Fine Productions. The original boxed version for the PC was published by Majesco Entertainment. First released in 2005, its story was written and directed by game design legend Tim Shafer.

The player begins Psychonauts playing as Raz, an adolescent who runs away from his parents to attend the secret Whispering Rock Psychic Summer Camp in order to learn how to use his psychic powers to become a Psychonaut. Since he is there without parental permission, he is only allowed to train at the camp until his parents arrive to either pick him up to take him home or grant permission for him to continue his training there. While Raz is eager to complete his training more quickly than his parents are able to arrive, most of his fellow camp residents are apathetic to the goals of the camp coaches and just want to go home. When Raz begins to demonstrate his abilities, some attempt to impede his progress.

Getting ready to attend "Basic Braining"

Getting ready to attend “Basic Braining”

Those familiar with Tim Shafer’s other games such as Full Throttle and Grim Fandango will note the same signature charm in the story, dialog, and artistic nature of Psychonauts. However, unlike those previous games, Psychonauts is a true action 3D-platformer, not a relaxing point-and-click adventure game. This makes sense given that a version of the game was also released for the XBox and Playstation 2 game consoles.

A piece of mental baggage.

A piece of mental baggage.

The first forty minutes of the game consists of cut-scenes introducing Raz and the characters at the camp and a tutorial on how to successfully implement the mechanics of the game across an obstacle course known as “Basic Braining.” The controls are a little awkward to get used to for a PC gamer utilizing the mouse and keyboard. I have played many more PC titles in the same genre that felt like they had much better controls. That being said, the effort to learn the awkward controls felt worthwhile in order to progress further into a rich, compelling game.

Swinging on poles was challenging until I learned you're supposed to press the direction arrow at the same time you jump

Swinging on poles was challenging until I learned you’re supposed to press the direction arrow you want to move in at the same time you jump.

Once through the tutorial, it is apparent that Psychonauts is a vast game with a great deal of depth to it. The player may press the “Esc” key to access the game’s journal. The journal keeps track of the quests the player has been sent on, any key game information the player needs, player stats, and games may be saved and loaded from the journal as well.The game may be saved at any time the player accesses the journal; there are no pesky save points.

Then there are these tightropes. A little tricky.

Then there are these tightropes. A little tricky.

Every few moments at the beginning of playing Psychonauts there is something new being introduced. I sometimes hate writing first impressions articles on games like Psychonauts because I feel like I haven’t spent enough time playing yet to adequately describe the essence of the game as a whole, but only a sliver of the tip of the iceberg. The character acting and animation are phenomenal. The game does a good job introducing the player to a large, bizarre story world a little bit at a time to keep it all fresh, interesting, and fun.

But the trapeze was the most challenging of all.

But the trapeze was the most challenging of all.

Psychonauts includes a little something for everyone it seems. Collecting various items throughout the game allows the player to level up their character’s abilities. There are pieces of mental baggage to find and sort through. I felt all sorts of good when I received my first merit badge and could score more as the game progresses. Psychonauts is a challenging 3D platformer, and provides an intense, deep story for adventure gamers as well. This seems to be a classic in every sense in my gameplay so far. I’m eager to continue playing through Psychonauts to really see how good it is.

Treasure Adventure Game – Compatibility

Treasure Adventure Game Title Screen

Treasure Adventure Game Title Screen

System Requirements

Operating System: Windows XP or higher
Processor: 1.8 GHz
Memory: 1 GB RAM
Video: DirectX 9 compatible graphics cards
Hard Disk: 2 GB

Windows 10

The GOG.com version of this game worked flawlessly when I played it in Windows 10.

Treasure Adventure Game – Windows 7 Game First Impressions

Treasure Adventure Game Title Screen

Treasure Adventure Game Title Screen

Treasure Adventure Game is an action adventure platformer released in 2011 for Windows PCs. It was developed by Stephen Orlando and published by Robit Studios. The music was composed by Robert Ellis.

An evil demon attempts to wipe out all magic from the world. A young apprentice called Huayin, who was training to become a wizard, gathered 12 enchanted items with which he used to face the demon. Though Huayin was ultimately successful in defeating evil, the battle between himself and the demon caused all the land of the world to break up into small islands scattered about the world.

Centuries later, an archaeologist by the name of Baggus, along with his friend Gagwin and his son, go on a quest to find all 12 lost enchanted items from the epic battle fought between Huayin and the demon with the intention of opening a museum to house the lost artifacts. Upon finding all of them, Baggus opts for them to retire with their treasures while Gagwin convinces Baggus to press on in order to find the temple that can only be accessed by the one who has possession of the 12 artifacts. Gameplay begins on the island supposed to have the location of the missing temple. The player takes control of Gagwin’s son. They enter a cave and then the player’s character wakes up to his grandmother in her home.

Grandma gave me a boat.

Grandma gave me a boat.

The player’s grandmother presents him with a boat and encourages him to seek his fortune as an adventurer. Traveling to the east, the player very quickly meets up with Baggus in his shiny new museum that is soon to be opened. Baggus vaguely recognizes the character but doesn’t give it much thought. He tasks the player with finding the three essential items all treasure hunters must have, a hat, a compass, and a sail. Once the player finds these items, he may return to Baggus for additional training.

Treasure Adventure Game plays a lot like Zelda II: The Adventure of Link. The game is quite clever and to its strength doesn’t take itself too seriously. That being said, I have seen this action adventure platformer formula in many sorts of games released for the PC spanning decades. There is nothing revolutionary here and not much new. If you enjoy this tried and true game formula however, you will have fun with Treasure Adventure Game.

Treasure Adventure Game Setup

Treasure Adventure Game Setup

Treasure Adventure Game serves up an extra bit of nostalgia in one way I never expected nor wished for. In order to change the game controls there is a companion Setup.exe file installed along with the game, like many of the DOS games from the late 80s and early 90s, instead of being an option in the game’s main menu for some unknown reason. This is also the tool that must be used to change the size the game graphics take up on the screen. When in game and you are told to press any key to continue, the game actually means it will only respond to any key currently configured on the virtual gamepad. Pressing any other key does nothing but increase the frustration of the player. Though I have been stubbornly playing Treasure Adventure Game using the keyboard, I would imagine it’s far more fun to play with a gamepad given its action platforming style.

Always save your progress. Save early, save often.

Always save your progress. Save early, save often.

Treasure Adventure Game plays like a PC game that really wants to be a console game. There are extremely verbose scrolling text dialogs to convey the story everywhere throughout even where it doesn’t make sense to have them, much like what you would expect from a 16-bit title. The player may have at most three save files, which is pretty standard for many console titles. Perhaps most frustratingly, Treasure Adventure Game also implements save points. These save points are shiny blue orbs you will encounter in various places throughout the game. When they are used, the player’s progress is saved and health is restored. You will want to keep your eyes peeled for these and make use of them each and every time you see one. While playing, I would ignore one eager to move on to the next area only to be faced with creatures in the new area I could not quite handle. When you die you go back to the last save point and lose all of the progress made since the last save. To my knowledge there is no autosaving mechanic anywhere in Treasure Adventure Game.

Running with my parrot friend.

Running with my parrot friend.

In the beginning of the game, it is important to look out for the jumping fish in the waters between islands. They will tax you one point of health any time they jump out of the water and touch you. This isn’t so bad when you are at full health, but when you’re trying to get back to another island to save and heal, it’s bad news. My strategy has been to move directly toward the fish until they jump, then pull back just enough where the arc of their jump falls short of my boat, then push forward quickly before they have a chance to jump again.

Outside the local 6-Fifteen.

Outside the local 6-Fifteen. I’m assuming this is a play on 7-Eleven.

Treasure Adventure Game doesn’t seem all that original, but my brief encounter with it thus far as been enjoyable. While it’s not at the top of my gameplay list, I do want to continue further in it and keep playing. At the time of this article’s publication, Treasure Adventure Game was being offered for free on GOG.com in celebration of the release of its sequel, Treasure Adventure World. I would recommend picking up a copy; this is a cute game worth playing.

Oxenfree – Compatibility

Oxenfree Title Screen

Oxenfree Title Screen

System Requirements

Linux

Operating System: Ubuntu 16.04
Processor: Intel i5 2.5 GHz
Memory: 4 GB RAM
Video: Nvidia GeForce GTX 460 / Radeon HD 6750
Sound: DirectX 9.0 compatible
Hard Disk: 3 GB

Mac OS X

Operating System: Mac OS X 10.8
Processor: Intel i5 2.5 GHz
Memory: 4 GB RAM
Video: Nvidia GeForce GTX 460 / Radeon HD 6750
Hard Disk: 3 GB

Windows

Operating System: Windows 8.1 64-bit
Processor: Intel i5 2.5 GHz
Memory: 4 GB RAM
Video: Nvidia GeForce GTX 460 / Radeon HD 6750, DirectX 11 required.
Sound: DirectX 9.0 compatible
Hard Disk: 3 GB

Oxenfree – Windows 10, Linux, and Mac OS X 10.11 Game First Impressions

Oxenfree Title Screen

Oxenfree Title Screen

I saw Oxenfree pop up in ads on Steam and GOG for some time and wound up getting it on both platforms during two separate specials. It seems like this game has developed quite a following and from the little time I have played through it, it is easy to see why. Oxenfree is a graphical, point-and-click adventure game released in January of 2016 on Windows 10, Linux, and Mac OS X 10.11. It was developed and published by Night School Studio.

The player character plays the role of Alex as she goes along with her friends to camp and party for the weekend on the beach of Edwards Island. Alex’s friend Ren takes her and her new stepbrother Jonas on the last ferry of the day to the island. When they arrive, they meet up with Clarissa, who once dated Alex’s brother, and Nona who is Clarissa’s best friend.

Think fast when presented with dialog options.

Think fast when presented with dialog options.

Oxenfree relies heavily on auditory methods to tell its story. Even more so than most adventure games, I would advise using a pair of earphones since dialog is everything in this title. The primary game mechanic in my gameplay thus far has been how I chose my dialog when interacting with non-player characters. If you don’t choose your dialog quick enough, your option to say anything in the context of the moment disappears. If you choose your dialog too quickly, it seems like the game actually allows you to talk over people, a clever mechanic. Already around thirty minutes into the game, I want to go back and replay it. There appears to be so much rich story here that I want to continue through many, many hours of gameplay.

The party at the beach.

The party at the beach.

In Monkey Island 2: LeChuck’s Revenge there was a percentage notification that would tell you how far you progressed in the game each time you saved it. This progress indicator would continually depress me the further I progressed in the game because I was sorry that the game would eventually be over. I haven’t seen such a progress indicator bar in Oxenfree, but thus far it has provided me that same feeling of sadness that the game as I have been enjoying it will at some point be finished.

The game designers intentionally developed the story in such a way where the characters have such depth to be interesting in their own right, while holding a great deal back within a veil of mystery that keeps the player intrigued as to what plot twists will come next. Oxenfree’s synopsis on Steam is ominous.

Oxenfree is a supernatural thriller about a group of friends who unwittingly open a ghostly rift. You are Alex, and you’ve just brought your new stepbrother Jonas to an overnight island party gone horribly wrong.

I haven’t gotten to the ghostly rift part yet, so I hope Oxenfree retains all the charm and intrigue it has managed to muster thus far as I continue to play it.

The radio is causing strange things to happen here in this cave.

The radio is causing strange things to happen here in this cave.

One frustration I have had while playing Oxenfree is with understanding the controls. To my knowledge I never saw any tutorial on what button to press to interact with objects within the environment. Once I understood that I needed to stand in the right place and press the Spacebar, things became a lot easier. To the game developer’s credit, they labeled every object that can be interacted with throughout the game using a white circle. If you see a white circle, then there is an object behind it that can be interacted with. This is a remarkable thing for those who have experienced point-and-click adventure games where you just blindly click every pixel on the screen to progress at some point during the game.

Press W, A, S, or D to move.

Press W, A, S, or D to move.

Alex is moved by the player across the screen using the W, A, S, and D keys on the keyboard. The Ctrl key brings up a map of the island, and right-clicking the mouse button brings up the radio. These controls are presented and integrated into the storyline fairly well at the beginning of the game while Alex, Ren, and Jonas are riding the ferry to the island. As I said previously, the player must always be ready to press a dialog option when they pop up using the left mouse button, since they can disappear rather quickly.

Circles indicate interactive objects.

White circles indicate interactive objects.

I have really enjoyed playing Oxenfree thus far and I’m really excited about playing more of it in the coming weeks. I have been burned in the past by prematurely recommending adventure games that I haven’t played all the way through (I’m thinking of you, Myst.), but thus far Oxenfree has been a very intriguing adventure that has set itself apart already as one of the best, fresh adventure stories I have played in the past few years.

Endless Ocean – Nintendo Wii Game First Impressions

Endless Ocean Title Screen

Endless Ocean Title Screen

Endless Ocean was developed by Arika and published by Nintendo for their Wii console in 2008. Many critics seem to consider it to be an adventure game. My current impression is that Endless Ocean is an exploration and collecting game, in many ways similar to Pokemon but without combat. The game is set in the fictional waters of the Manoa Lai sea.

Map of Manoa Lai sea.

Map of Manoa Lai sea.

The game begins with a tutorial where the player learns how to use their wiimote to swim underwater while wearing their scuba gear. Katherine Sunday, the player’s partner, instructs the player on what controls to use. The controls seem a little awkward and I’m not sure they were the best choice for underwater swimming. In order to swim, the player presses the B trigger button and then points with the wiimote in the direction they want to go. The wiimote must be pointed at the screen when the player does this since the player’s direction is based on the position of the infrared camera inside the wiimote. If the infrared camera is not detected by the Wii’s sensor bar, then the player halts movement. This was mildly aggravating when people would walk in front of the screen while I was playing.

I found a new fish!

I found a new fish!

Pressing A on the wiimote, the player can interact with various sea creatures. Using the D-pad, the player may pull out food to feed creatures encountered or select the option to return to the boat. When the player first returns to the boat, they are greeted by their partner Kat. She explains how the player’s job and her own are sponsored by the Marinas Foundation. Periodically missions will be sent to the player from the Marinas Foundation that provide direction to the game. Kat makes it very clear, however, that just because the Marinas Foundation writes the paychecks that doesn’t mean she nor the player have to do anything they say. I get the impression Kat would never make it in the corporate world. It is also discovered early on in the game that Kat cannot swim and is therefore not a licensed scuba diver.

I'm Katherine Sunday. I'm kind of a big deal.

I’m Katherine Sunday. I’m kind of a big deal.

While seemingly short on underwater ocean skills, Kat is supposedly an expert regarding all things wildlife. She has been compiling an encyclopedia of all ocean life around the Manoa Lai sea. The encyclopedia acts as a scrapbook of sorts. There are forty pages of wildlife that fill in when the player discovers them, and there are three types of study milestones that can be achieved with each creature.

Each discovered creature shows up in your encyclopedia.

Each discovered creature shows up in your encyclopedia.

The underwater scenes were somewhat breathtaking for the Wii at the time Endless Ocean was released. Given that the Wii’s graphical capabilities are limited to 480p, the graphical experience is somewhat underwhelming today. This might be a good title for Nintendo to release an HD version. The soundtrack is calm and soothing. It appears there are several tracks that can be unlocked as the game progresses which can be selected from the load screen as the player is diving from the boat into a mission underwater.

Some creatures come visit you on your boat.

Some creatures come visit you on your boat.

Endless Ocean appears to be a fantastic game for the gamer who loves to explore and collect on their way to completing all the tasks offered. The map and the encyclopedia are inviting, and the atmosphere is calming. This might be an excellent title for adolescents who are old enough to grasp the handling of a wiimote controller. Since I found no overtly frustrating gameplay in Endless Ocean, I would imagine this would be a good game for children who are easily frustrated by more unforgiving and challenging games. Endless Ocean won’t be for everyone, but it may surprise you how much fun this non-game like game is to play through.

Endless Ocean Game Disc

Endless Ocean Game Disc

Blast Works: Build, Trade, Destroy – Nintendo Wii Game First Impressions

Blast Works Title Screen

Blast Works Title Screen

Blast Works is a side-scrolling shooter game released in 2008 for the Nintendo Wii. It was developed by Budcat Creations and published by Majesco Entertainment. From the little research I have done on this game, it appears to be a port of Tumiki Fighters from the PC to the Wii.

Tumiki Fighters was developed by Kenta Cho and released as free software in 2004. Written in the D programming language, it uses OpenGL for graphics rendering. I would assume Kenta Cho had a good deal of creative license with Blast Works given that versions of his other games, rRootage, Gunroar, and Torus Trooper are included as unlockable bonus items in the game.

Come At Me

Come At Me

Blast Works has a unique game mechanic that I don’t believe I’ve seen in any other side-scrolling shooter I have played. When an enemy is shot down and is falling toward the bottom of the screen, the player may swoop in to catch the enemy or the enemy’s guns. Wherever the enemy makes contact with the player’s plane is where the two objects connect. Once connected, the enemy’s guns will fire from that position as the player’s own guns toward other enemies. The former enemy will also serve as a buffer from being hit directly and losing a plane. As a level progresses, downed enemies hook to downed enemies creating a massive structure of firepower the player has accumulated to take on the level’s final boss.

There's nothing quite like a good boss bullet hell.

There’s nothing quite like a good boss bullet hell.

When I first witnessed this game mechanic it surprised me. I had a great deal of fun connecting out enemy planes to the end of the screen and blasting anything in my path with my own bullet hell for once. I then got to thinking that due to this game mechanic the game might turn out to be too easy. Not so. The game makers did an excellent job balancing the game. Each boss I played outside of the first couple levels made me sweat. The player may choose three different levels of difficulty. The bullet hells are intense and Blast Works provides a similar experience to other classic side-scrolling shooters I have played in the past.

Come with me little girl on a magic carpet ride.

Come with me little girl on a magic carpet ride.

Another interesting feature provided in Blast Works is a full-fledged level editor. The player may create their own level, with their own enemies, and custom build their own planes to fly through those levels. Even new bullets can be created and customized. The game offers a CAD-like program to create and save new shapes and modify environments. The amount of detail to which a player can create their own levels is incredible. Blast Works feels like a PC game that still works incredibly well with the standard Wiimote/Nunchuck controllers.

Blast Works features three modes of gameplay for playing through the side-scrolling shooter levels. Campaign Mode allows one or two players to play through campaign levels in a sequential order. I assume extra game features are unlocked through this mode of play, but I have yet to unlock anything yet. Arcade Mode allows one to four players to play through levels sequentially for points. And as mentioned earlier, one to four players may play through a custom level created by a player in the User Levels mode.

Blast Works Game Disc

Blast Works Game Disc

The music in the Blast Works is good. It sounds like a typical Wii game soundtrack, but mixed with the heavy synthetic techno kind of themes I would expect from a classic side-scrolling shooter of the Super Nintendo era. While the graphics are a bit blocky and look quite dated for the time this title was released, Blast Works more than makes up for it in gameplay and replayability. I picked up my copy of Blast Works used for less than four dollars. From a quick Amazon search it appears buying a new copy might cost less than ten dollars. At that price it’s well worth it. I would especially recommend this title for children who enjoy playing with Legos. It’s certainly not Minecraft, but who knows? Maybe this will be a gateway game for getting my son to play with CAD software someday in the future.