In the last progress log, I mentioned that I was probably a little over halfway through the game. It turns out that I was slightly under halfway through and there was quite a bit left to go. Having now finished it, I can say that Maize is one of those games that gets better and better the further you play, but explaining why that is in any meaningful detail would require spoiling some of the most entertaining things that happen. Things best experienced when you don’t see them coming. This makes talking about it especially tricky since the only things safe to post would be those highlighting graphical bugs and little flaws like that, and that would be a one-sided portrayal of what Maize is like as a whole since there are great moments that render such imperfections meaningless. It’s time for some super vague praise! Read more →
Maize is a weird little game, and one that I hadn’t heard of until I saw that it was getting a console release. Apparently it had a PC release in December 2016 and was one of those titles that slipped under my radar when things started to get busy. I’ve now played through what feels like half-ish (or possibly slightly more) of the game and can confidently say a few things about it. First, it doesn’t make a particularly good first impression. I managed to get stuck and have to restart the game within my first minute of playing, which set off all kinds of alarm bells. Second, the humor and adventure-game-meets-walking-simulator style give the whole thing an incredibly weird (but nevertheless relaxed) vibe. Third, there are a whole lot of oranges, and the way they block off areas is undeniably game-y. Fourth, I’m enjoying myself quite a bit now despite the issues I’ve encountered. This is one of those humor-centric games where the constant self-awareness is charming enough to make nagging little imperfections easily forgivable things. Thus far, at least. Read more →
Chapter 5 is technically a “defend a certain point from enemies” stage where you’re supposed to feel like you’re under siege, but Ike and company are currently strong enough to engineer the death of every enemy on the entire map. In doing so, we’ll acquire a small handful of dropped items that will make later chapters a bit friendlier. Read more →
This is the progress log where we start playing with fire. Well, actually wind. Which is weak to fire because the magic in this game has its own weapon triangle that dictates that. Obviously I’m not going to respect this weapon triangle either. Anyway, this is the chapter where the story really starts to kick into high gear. Read more →
Chapter 3 is deceptively important, and failing to do one simple, easily-missed thing can result in you being unable to recruit one of the better characters in chapter 9, and another character further down the line as a direct consequence of not having the chapter 9 character. Surely I wouldn’t mindlessly make that mistake and then save over it, forcing me to replay through the early chapters again to get back to the same point. Surely! Also, Ike is a little stronger than he used to be and Boyd is a little weaker, much like they would be if such a crazy thing happened and they both received slightly different stat gains. Even though that definitely didn’t happen.
Cough. Read more →
We’ve now come to the most thoroughly boring chapter of the early tutorial ones! Hurray for us! I mean, things technically happen here, but it’s mostly just a shallow excuse to introduce a bunch of characters who are either worthless or who won’t actually become relevant until we bump into them much later in the game. Read more →