Tag Archives: new game plus

Perfection is earning all the Seals from every level in Mark of the Ninja

mark of the ninja earned all seals post

Well, this certainly didn’t happen over night, but it finally happened nonetheless:

mark of the ninja perfection ach
Perfection (15G): Earn all the Seals in every level.

For those that don’t know, Seals are basically optional objectives, and there are three for every level in Mark of the Ninja. Some require you to reach a specific spot within a certain time limit and others are more tricky, requiring restraint and patience. Such as the last one that I got to unlock the above Achievement, which tasked our ninja friend with pickpocketing two keys instead of killing the guards holding them and taking them from their sliced up bodies. Well, that’s how I did it my first time through, but going the stealthier route forced me to move more slowly and be very aware of my surroundings. Which is fine, because this game is so dang rewarding, making one feel like he or she really is the shadow in the night, the hand from the darkness, the unseen that moves like the wind.

In the end, none of the Seals were too painful to get, just time-consuming. I tried to get what I could during my first playthrough of Mark of the Ninja, but due to tiny text syndrome, my bad eyes, and an iffy font choice, I had a hard time reading most of the instructions. So I skipped a lot of Seal tasks or just plain missed doing something because I didn’t know it could be done. And so, long after the fact, I did something I haven’t done in a while and don’t do often just from a sheer dislike in following along instead of figuring things out on my own: printed out a checklist from an online guide. The last time I did this? Hmm. Probably the alchemy recipes for Dragon Quest VIII. Well, I also began to record some item collecting in Borderlands, but that fizzled out fast as soon as Borderlands 2 dropped. Regardless, it really helped a lot to know exactly what tasks were in each level beforehand and then cross them off as I accomplished them.

Still working on completing all the Challenge Rooms, finding all the hidden haiku thingies, earning all upgrades for the ninja, and acquiring a ranking of three stars for each level. Yeah, all those tasks–at once. I’m pretty close on each of ‘em, but it’s a slow creep, with constant checking and sometimes having to replay the entire level to make ends meet. After this, all that’s left for me to experience in Mark of the Ninja is a New Game+ playthrough, which I’m hesitant about doing. I like to pretend I’m a great ninja, but truthfully, I’m great ninja because of all the systems already in place; remove those, and I’m just a dude in a funny costume hopping off walls like a madman. At least, that’s what I suspect. I’ll probably give it a try, but if the early levels prove troublesome, then there’s no way I’ll get through the final ones on my skills alone.

A shortened, but solid adventure in Ratchet & Clank: Size Matters

A quick flash of memory: I’m 24 years old, in Target, aimlessly wandering the aisles by the home entertainment section, just killing time. I am alone, as I’m wont to be. I walk by the videogames section and hear that distinct sound of bolts being absorbed by Ratchet as he moves about. Sticking out from an endcap was a demo PSP, with Ratchet & Clank: Size Matters there for anyone to experience. Now, at this point in my life, I had already devoured the original Ratchet & Clank trilogy with extreme pleasure during my formative years, though reflecting back on it I’m not sure which of the three I never beat, but there is one that I didn’t see to the end, and it had to do with a boss battle and grinding rails and losing a lot of health from one hit. Hmm. Anyways, back to Target; I’m standing there, holding a PSP attached to a wall, staring down at a game that looks just like its home console counterparts, a bit of drool beginning to form and escape over my lower lip. Alas, it was not meant to be, as I had already decided on my portable system then and there, a Nintendo DS.

But man, I continued to want to play that Ratchet & Clank game, as well as all the others that came out afterwards for the PlayStation 3, but the systems were not mine or ever going to be mine, and so it was not meant to be. Boo, wah, a thousand tears. That is until I found a PS2 port of Size Matters at my local GameStop last year for a fair price, probably during their buy-2-get-1-free promotions. Generally, console games get ported to handheld devices with devastating results due to size restrictions, but it all switching around the other way seems to be more frequent these days.

It starts off with a vacation. Heck, Ratchet and Clank have surely earned it. Heroic work is quite tiring–at least that’s what I’m told. A young, red-headed girl named Luna–voiced by that woman from MadTV and the one who walks Carrie’s father on Queen of Kings–stumbles upon them and asks for their help with her school report on heroes. Unfortunately, some robots show up and kidnap her, and then Clank finds an ancient artifact from the race of intelligent beings called the Technomites. Captain Qwark shows up too, bummed about never knowing his parents. The plot thickens quickly after that, but saying any more would ruin some surprises.

Gameplay remains, as always, a mix of platforming and shooting. Guns level up with use, and for me, it seemed like they leveled up a whole lot faster than ever before. By final boss time, all of my favorite weapons were at their max level, and I never used the Scorcher or Suck Cannon once, despite enjoying them in previous games. I’ll pour one out for them later on. Ratchet’s health increases too as he defeats enemies, eventually capping at 50 for the first playthrough. There’s a handful of planet to explore, but, as the title indicates, they are not as open and vast as previous games in the franchise. I mean, that makes sense for a portable game, as the planets are almost cut into distinct sections, rather than flowing from one to another naturally.

The concept of armor for Ratchet–which I love–came into play with Going Commando, strengthening itself in Up Your Arsenal, becoming pivotal in Deadlocked, and turning into a toybox in Size Matters. As you travel from planet to planet, you’ll collect pieces of full armor sets, like the Crystallix boots or the Wildfire helmet, naturally aiming for a full set. In the meantime, you can wear any combination of armor pieces to make your own type of suit, which varies on damage reduction and appearance. I played around with this a lot, finding new types of suits simply by mixing and matching. Seems like there are more armor sets in New Game+, too. In the end, I used the full Mega-Bomb Armor set the most.

Seeing as this version is a port from the PSP, visually and technically…it fails. On a larger screen, the environments appear much more bland and empty, and the game itself locked up on me twice for no reason. Cutscenes appear very compressed and lower quality than expected, but other than that, it plays fine. Not the greatest in the franchise, and not the better of the two, but it’s still another Ratchet & Clank game to devour.

Okay, now for something else: Size Matters is a funny title. One, it continues the trend of Insomniac’s games being heavy on the innuendoes despite their Pixar-like look, feel, and overly friendly vibe. Seriously, here’s a couple of ‘em, and just try to keep a clean mind as you read: Going Commando, Up Your Arsenal, Quest for Booty, Full Frontal Assault. Right. Two, this title also has to do with the fact that you’re playing a PS2-size game on a tiny portable system. And three, for plot’s sake, you are battling against the Technomites, which are teeny yet highly intelligent beings, and so, on occasion, Ratchet will shrink in size and/or Clank will grow to massive heights.

As with all the Ratchet & Clank games I’ve played so far, you can start over with a New Game+, keeping your weapons, skill points, armor, and bolts, but upping the difficulty, especially for the bosses, and dropping in new versions of leveled guns, as well as special armor sets. Mmm mmm. Usually, I skip New Game+ options, like I did in Deadlocked–yeah, I really need to write a blog post on why some day soon–but I immediately started over, excited to keep going. So far, it seems like you can now add a multiplier to your bolts collecting by defeating enemies in succession without taking a hit, which will definitely help in procuring those finer, mightier weapon editions. Plus, figuring out skill points and finding those large silver bolts to unlock Big Head mode is a totally legit excuse to keep playing.

Borderlands 2′s True Vault Hunter Mode is truly challenging

I beat Borderlands 2 a couple weeks back, finished up a few other sidequests I left hanging before taking on the Warrior,  and then even started over with a new character. I boosted Gaige the Mechromancer up to Level 5, just enough to see her robot in action. She seems like fun, but I couldn’t simply forget about my Siren. Not after all we’d been through. Not after I finally figured out how to spec her skill tree to my style of playing, which is based around stealing large amounts of health back and keeping enemies at bay with Phaselock to suffer from corrosive, burn, and slag damage.

And so I selected her to journey once more across Pandora in what the Gearbox folks have dubbed True Vault Hunter Mode. Basically, it’s New Game+ with some alterations. Most of those ramp up the difficulty, but with great challenges comes great rewards. Unfortunately, sometimes three Super Badass Maniacs stand in the way, and for the solo player, that’s just death–over and over and over again. You start the game over completely, but get to keep your level, weapons, equipment, skins, and Badass ranks. Enemies are scaled to your level the first time you enter  an area, which means I was taking on Bullymongs ranging from LV 35 to 37 right from the start, and all it takes is one leap-hit from them to deplete a shield. Yeah, I was mostly getting by on Second Winds for those first few encounters.

The original Borderlands had this feature as well, and it was great for speeding up the leveling process. My Soldier got to Level 61 speedily thanks to playing storyline missions a second time on a raised difficulty, but I really don’t remember them being nearly impossible to do. Tough, sure. But not like what Borderlands 2 has been throwing at my Level 35 Siren now. Well, except for some missions in The Secret Armory of General Knoxx DLC. Those Badass Crimson Lance Shock Troopers were tough buggers.

So, in short, it’s tough. Really tough, especially for solo players. And from some over-read Internet grumbling, I am not looking forward to running into any of the following by myself: Rabid Stalkers, Blood Varkids, Badass Wormhole Threshers, and Badass Constructors. This might be a case of where I swap between playthrough 1 and 2 to level up though that’s a much slower way to advance. And besides, all the best gear is in playthrough 2, especially as you creep closer to the current level cap of 50. Though the first DLC for Borderlands 2 looks somewhat uninteresting story-wise and mission-wise, it might be just what I need to level up a few levels quickly. We’ll see. But either way, all Vault Hunters should take this post as a healthy dose of warning: playthrough 2 is no joke. If you’d like to help me get through it, I’ll be crawling along the ground, fighting for my life, a Super Badass Maniac standing over me. Approach at your own discretion…

Hacking and slashing goes ever on in Lord of the Rings: War in the North

I pretty much lean very close to all things related to Lord of the Rings, but the real reason I picked up War in the North was because I wanted more hack-n-slash action after the disappointing Aragorn’s Quest and knew exactly where to get it. See, I had previously bought War in the North for a single buck way back in the day when OnLive was having some kind of crazy sale. I played it for a little bit, only to quickly realize that playing streamed videogames over a shaky wireless connection was not ideal, especially when timing attacks and rolling away from enemies is vital to digital breathing. And so I never went back, but I also never forgot. Cut to scene of me picking up a used copy for the Xbox 360 for relatively cheap.

Like other videogames set in a popular, fictionalized world heavily licensed and thus restricted on various elements–think Game of Thrones: The Game, Lord of the Rings: The Third Age, Jurassic Park: The Game–you are there, but not as the main characters. Or characters you even know. Chances are high you’ll see the real stars as you journey along, but you will be secondary to the end. For War in the North, you control one from a trio of familiar looking characters: Eradan, a ranger from the North; Andriel, an Elven loremaster from Rivendell; and Farin, a Dwarven warrior from the halls of Erebor. They are basically Aragorn, Legolas, and Gimli, respectively, and yes, I find it amusing that the effeminate Orlando Bloom got a gender swap. Their own journey takes them across Middle-earth, and their actions and results thereof help the Fellowship–you know, the real heroes–without ever getting in their way. Sauron is commanding his minion Agandaur to conquer the North for the Dark Lord. It is up to the magical trio, and some helpful, colorful allies, to put an end to all that, so that Frodo and company can do what really needs to get done.

So, you do all this by hacking and slashing your way across large levels broken into small sections, defeating a lot of Orcs, Uruk-hai, and spiders, as well as minibosses and bosses alike, restocking on health potions back at town and picking up side missions, looting chests and skag piles of bones, and strengthening your character’s skills as your level increases. It’s a fairly typical action RPG, with bonus limb severing and buckets of spilled brown-red blood to liven things up. Action skills are assigned to the face buttons, there’s a roll mechanic, and you can chain attacks together, increasing the damage you do and the amount of XP you earned. If you’ve played games like Champions of Norrath, Daggerdale, or DeathSpank, this adventure won’t surprise you too much in the mechanics department.

I played the whole campaign as Farin, the Dwarf. He’s a tough little bugger, which is to be expected, but it felt great rolling right into the thick of things, sweeping around in a full circle with a shiny, sharp axe, and then finishing off each fallen enemy with a cinematic stab to the throat. That said, he’s slow everywhere else, and his ranged attacks, from a crossbow oddly enough, something a true Dwarf would never use, are rather useless, even if you spend points on upgrading abilities there. His main ability is War Cry, which strengthens you and your allies for a limited time. I used it a lot to good effect, especially when going against two trolls. Something I will always love: loot you pick up changes your appearance. Hopefully long gone are the days you get a sick magical set of armor, and it barely looks like you changed shirts.

The story, which granted does come from the actual source material, is a bit dull. It’s of this ilk: see bad guy, chase bad guy, fight swarms of disposable grunts, just miss the bad guy, chase bad guy, and repeat until you get to the final level, and the bad guy is out of running options. Strangely, most of the regular fights against dozens of little enemies proved much easier than any of the boss fights. Oh well. My favorite story moments involved talking animals, like Beleram the Great Eagle and making a deal with a dangerous dragon. Everything else just kind of stretched on or screamed of sidequest-ness, and I will openly admit that towards the end I was just mashing the “skip dialogue” button because I can read a whole lot faster than I can listen. The voice acting is decent, though weakened by the fact that character models of Elrond, Arwyn, Frodo, Aragorn, and so on look like their movie counterparts, but are obviously not voiced by them. At least Aragorn’s Quest had the real Samwise Gamgee in it.

Once you beat the game on Normal difficulty, you can play again in a New Game+ mode on a higher difficulty called Heroic. Normally, I skip New Game+s–that’s a longer post down the road–but I still needed to ping a few different Achievements and thought this was a fine way to get them. I played as both the Elf and ranger for a bit, getting up to a level that has you guarding a door from attack. The door has a life bar–or maybe the Elven brothers protecting it do–and so it can only sustain so much damage. This part was no problem on Normal difficulty, but Heroic proved undoable, no matter who I controlled. Attempted four or five times. Seemed like if one enemy slipped by me, they’d break that door down in a matter of seconds. And so ends my attempt to beat the game on Heroic difficulty. Honestly, no big deal.

Finished the game with 40 of 46 Achievements unlocked, which is a much higher  rating than other games I finish. Not sure if that’s do to skill or if the game just gives them out like candy, but here are a few I’m proud of:


Keen-eyed Marksman (20G): Kill 50 enemies with headshots in a single playthrough.


Victorious in Battle (25G): Complete a playthrough on at least Normal difficulty.


In the Dragon’s Den (20G): Meet a dragon and survive.


Sudden Fury (10G): Perform 3 critical hits within 10 seconds.

As we loom closer to the release of LEGO Lord of the Rings and part one of forty-seven for The Hobbit, I’m really jonesing for some more LOTR videogames. Yes, even more. Told you I lean real close to it all. I got a few in my collection. Don’t be surprised if I bust out The Third Age again and begin blathering about it here. Also, don’t be surprised if I don’t. My gaming whims fluctuate by the minute, and words are wind.

Smart, smooth stealth action in Mark of the Ninja

As frustrating as they can get, I love stealth-based videogames. It probably all began, to no one’s surprise, with Metal Gear Solid for the PlayStation 1 back in the late 1990s. As Solid Snake, a real grunt of a guy, you had to sneak through a nuclear weapons storage facility on Shadow Moses Island, which has been attacked and overtaken by a group of terrorists known as FOXHOUND. The terrorists have taken two hostages: DARPA Chief Donald Anderson and ArmsTech President Kenneth Baker. For me, gameplay was fundamentally different than anything else I had thus experienced on my PlayStation 1 and SNES before it. Your goal was to avoid detection, as much as possible. And when you did, after much crawling under things, pressing your body against walls, and creeping down the line under a cardboard box, you truly felt like king of the castle.

Other games did this as well. Tenchu, which holds the honor of being the first 3D stealth game, lets you run along rooftops and use a grappling hook to get around enemies. With the use of certain Plasmids, one could totally be a sneaky sneakster in BioShock–though not for all scenarios. And from what I’ve dabbled in with Lone Survivor, hiding from freaky monsters is vital to surviving and up to you to do. Some games though, like Deus Ex: Human Revolution and Hitman: Blood Money (for the Ps2), were more punishing and less fun.

Mark of the Ninja blows them all away–not with its story, mind you, but how it implements and improves upon the many elements that make up a stealth game. Namely, sound. Everything you do makes a sound, from running to landing on the ground, and the volume of that is measured in a blue ring that you can see right on the screen. If a guard is within the blue ring, he will hear you. Simple as that, but the clear and conciseness of it all works marvelously. Stealth kills are quickly successful if a short button prompt press is won. Cones of vision come right off a guard’s face, leaving behind the map as a constant picture-within-picture mandatory check. You can also easily tell when you are visible and not, depending on whether you, the ninja, is colored in or all in black. And lastly, movement. This ninja is fast and silent, and it shows when you move from one side of the screen to the other so fluidly and without detection.

There are 12 levels in Mark of the Ninja and…no, wait. I guess I should mention the reason why you are going through these levels. Again, the story was a letdown, especially since it did eventually build to a great mystery. Alas, a mystery left for you to unravel in your spare time. Anyways, you are a ninja of the Hisomu Clan, awaken by a mysterious female ninja after learning that the clan village was just attacked by an organization called Hessian Services. Your body is covered in crazy tattoos that are twofold: they give you power, and they also might make you crazy and commit suicide. As you learn more about the attack, friends become enemies, and you then begin a quest for truth. It’s all kinds of mediocre, but towards the middle the story does intensify, and the ending, which is a choice-based thing a la Bastion, did make me pause and actually think before picking. Unfortunately, unlike that previously mentioned game, your choice leads to nothing. Just credits. I was hoping for more confirmation in the end, whether the ninja was crazy or not, but I guess it’s not an answer easily said.

Regardless, the levels are a blast. Each is a puzzle itself, in that you can get through them all without being detected, without killing anyone, or doing a bit of both. There are nine upgrade points to be earned in each level: three are findable scrolls, three are score-based, and three are special challenges to do. I’m currently replaying many of them to find everything, and it is still immensely enjoyable. Two nitpicks are that laser puzzles are annoying, and that some areas are really dark, forcing you to up the gamma on your TV screen.

After beating the Mark of the Ninja, you unlock New Game+, but I don’t think it is something I’ll be able to do. Not now, maybe not ever. Firstly, the sound ring is removed, something which I rely on a lot. Enemies are tougher, too, and there’s a third change that I can’t remember, but it’s probably a doozy. Either way, for $15, this is a great game for fans of stealth, with plenty of things to do once the disappointing story is told. Also, some great and creative Achievements, like freaking out a guard to kill another guard or throwing three different items at once or making a stealth kill from inside a box. Really good stuff.

To comprehend Fez is to comprehend one of life’s greatest mysteries

As you might’ve seen recently, I beat Fez. Just to clarify one thing–I did not beat Fez recently, only posted recently that I beat it. Clarity on that is important, as I’ve had plenty of time now to ponder and muse over the indie darling that demands scrutiny and dissecting tools to really get under its skin. Supposedly, that’s where things get interesting. Unfortunately, I wouldn’t really know.

Before I start, a note: since I’m not sure what is what in Fez‘s world of cubes and shapes and shapely cubes and how you interpret things, any of the below could be considered spoilerish. Read at your own risk.

So, I reached Fez‘s “kill screen” by using 25 cubes and 7 anti-cubes to open the final door. Thankfully, I was able to get enough regular cubes by finding my way into the sewers, which a high number of people seem to miss on their first run, and therein the connecting levels to them; otherwise, I would’ve really had to put my thinking cap on to obtain most of those anti-cubes in order to proceed. I had treasure maps and a sliver of an idea for a few of them–but my attempts ended all the same: spinning that room, checking that map, trying a few random button sequences, and moving along after too many uneventful minutes.

Anyways, here are the notes I took while playing Fez:

I think I got close on a few things, but, more or less, it all looks Greek to me. I did my best to avoid looking answers up online while I was playing Fez, but in the hazy days afterwards I did stumble across some clearer clues, and to be honest, despite being an editor for nearly eight years now and priding myself on knowing English and idioms and the way language works–well, I’d never have figured this out. I’m just not familiar enough with that phrase.

I skipped the bell. I skipped the clock. I skipped the pyramid sitting in water, which clearly had some kind of hidden door below it. I skipped that treasure chest just beneath the ground, the one where you could only see its silhouette. I skipped that room with all the doors. I skipped all those weird pillars that your floating glowthing guide would point out in wonderment. I skipped that weird door that only revealed itself when the sun set. I skipped a lot of parts that seemed important, but were undecipherable, and I’m okay with that. Fez really is two games in one, and I appreciate that there’s a crazy complicated child in it, but prefer the straightforward runthrough over it. The platforming is adequate and quite simple, but the experience of entering a door, finding a new level, and learning how to climb up it via spinning was quite relaxing…and rewarding. Mostly because when you collected a whole cube, glorious beams of light and sunshine shot out of little Gomez.

After the “kill screen” craziness is over, you can start a New Game+ to go and find those bereaved cubes and anti-cubes. I jumped in out of curiosity and played around with one of the new abilities you earn for finishing the game once. It’s neat, but I’m not sure how it’s really going to help unlock more cubes. And that said, I just don’t think I’m going to go after ‘em. Fez was a great experience to play part in, learning and not learning and trudging through it stupidly, but now that I know a few things–not everything, mind you–it just seems less fantastical. I wish I could’ve figured it all out on my own, but I’m not terribly distraught that I didn’t.

What I disliked about Chrono Trigger

I know that the previous post to this one was a game review haiku and for Chrono Trigger itself, meaning that that was going to be it in terms of “reviewing,” but I do want to talk about this powerful RPG from the SNES heydays a little more at length. I mean, I finished it up in early January 2012 a few days after GiantBomb completed their Endurance Run and have been rather silent since then, letting my thoughts and feelings about Crono, his friends, time, and Lavos stir and grow inside my mind. And don’t worry. While in this one I will be moaning and groaning about the parts I found disappointing, there will be another post devoted to what Chrono Trigger did right and why it is, many years later, still an amazing game.

Okay, let’s break this down for easy peasy squawking.

The writing (at times)

Chrono Trigger, despite all the destruction and malice that Lavos brings to the table, is actually a lighthearted tale. It opens with a festival, there’s a lot of bouncy music, and characters exaggerate in large and loud ways to get home their personalities. The writing also reflects this with Ayla, Robo, and Frog speaking with heavy dialects, which is not fun to digest. The biggest problem with the writing is that, when it came to quests and where to go next, nothing was clear. There’s no quest log, and so you just have to talk to everyone, and sometimes they will say something important, but it’s hard to decipher what is worth following and what carrot is not. I had to look up the solution to the Rainbow Shell quest because there was no way I’d ever figure it out on my own; I just can’t think that abstractly.

The old man at the End of Time could’ve been a bigger help, too.

Unclear stats

You can obtain a variety of accessories to put on your pals, but I never really changed them out too much as it was never clear what a lot of these things did. A MuscleRing gives its bearer Vigor +6, but in no way is it made known what Vigor means. Is that the same as Power? Stamina? Strike? Tickle? Your guess is as good as mine. I did not do a ton of weapon/armor switching, focusing only on whatever pumped up my people’s Power and Defense the most. Sometimes that meant everyone wearing Nova Armors and being boring clones.

Overpowered

The point after this one might seem contradicting, but about halfway through the  time-traveling adventure, fights became super easy. Like, just mashing the attack command for all three party members and never even glancing at dual techs or higher skills.

The final battle

Boss fight after boss fight after boss fight after boss fight. I had plenty of Elixirs and Full Elixirs and all my dudes leveled up, but man…it was grueling. No breaks or chances between to save and breath meant it was tense, and on my first real attempt to end it all I died midway through due to not paying attention intensely. My fault, but still…

DS bonus stuff

Yes, that’s right. I did not find a creepy pawn shop, sift through countless boxes of moth-ridden clothes and old VHS tapes to find a dusty–yet still workable–copy of Chrono Trigger for the SNES. Instead, I picked up the Nintendo DS version, which contains a translated version of the 1995 gem rainbow shell, as well as some bonus content. Namely, this:

  • Anime cutscenes from the PlayStation 1 port
  • The Lost Sanctum
  • The Dimensional Vortex
  • Arena of the Ages
  • A new ending (bringing the total to…17, ugh)
None of it is stellar. The anime cutscenes are a weird and kinda jarring, especially when you see Crono and his goofy hair in motion. The bonus areas…well, I didn’t even find them. Unless they only pop up in New Game+. So, good job there. I tried Arena of the Ages for a pinch, but it’s basically Pokemon diet, and not even near as gripping. Otherwise, it’s easy to not miss it, but at least I was able to have a copy of the game for portable purposes.

Multiple endings

I only toss this under the bus because I really don’t have time to play this game more than once, and I definitely don’t want to do that final battle again just to see a new ending. Maybe I’ll YouTube some of ‘em…

And that’s it. I basically enjoyed everything else about Chrono Trigger, but I’ll call those aspects out in a separate post down the road. If you’re a Chrono Trigger fan, did any of these above points ring true for you as well or is it perfection from beginning to end? Let me know below in the comments. And don’t hate me too hard; I loved Chrono Trigger, but I’m still able to see its faults. That’s just one of the problems stemming from me playing the game as a 28-year-old man versus a young boyconstantly high on Mode 7 and Super Mario World.

Games Completed in 2011, #32 – Bastion

It’s easy to feel like you’re floating when playing Bastion; in fact, due to the Calamity, a catastrophic and harrowing event, the world of Caelondia is now a set of floating islands, and it’s up to The Kid to recreate the Bastion, a safe haven where everyone can go for food, shelter, and answers. But that’s not the real reason for feeling suspended in the air; no, one floats through this colorful and amazing downloadable title because it’s just so freaking special. It begins and makes a home in your heart. It ends, but never leaves you.

Bastion is an action RPG, but it’s greatest strength is in its story, which is paced effectively thanks to the Narrator. Voiced by Logan Cunningham, Rucks the Narrator is both a storyteller and employee for Big Brother, remarking on your every move. Fall off the side of the level? He’ll make a quip. Slash like a maniac with your war machete, murdering a dozen squirts? Be prepared to be called wild and raging. It’s a solid hook, though at times it can be distracting or hard to even hear him over the frantic cries of on-screen enemies and spellbinding soundtrack. Because of this, I missed a few bits of commentary, but thanks to New Game+ got to hear them a second time around, as well as new dialogue made specifically for those on playthrough two.

The game is more action than RPG, but both elements mesh well with each other. The Kid can choose a weapons loadout before heading off to find Shards to complete the Bastion; these include tools of destruction like muskets, hammers, bows, and pistols, as well as a secret skill. All of these weapons can be upgraded with found items and gems, earning stats like 25% more damage or longer ranges/less spread. The Kid himself increases in levels too, with each new level letting you acquiring a new drink from the distillery; these do things like absorb stray fragments (Fetching Fizz), 33% speed while defending (Cinderbrick Stout), or automatically retaliates when injured (Stabsinthe). All of this makes a difference in staying alive and just rolling/slashing your way to an early grave. And be ready to roll a lot; combat can get fast and frantic, but if you know what you’re doing and remember to block now and then, it’s survivable. Of course, if you ever want to up the challenge, turn on some idols.

I won’t go into all of Bastion‘s story details, but it’s a hefty, emotional affair. There comes a time near the game’s end where The Kid will have to make two–not one–major decisions. These are presented blandly on a menu, with some modest flavor text, but they forced me to sit and ponder their individual outcomes more than anything else of late. Watching these choices play out is extremely satisfying; we all play videogames with the hope of completing them, but here, it was more than that. I needed to see what happened next, and not just to get to the credits. I never wanted the credits to scroll, in fact.

As an artist, I have to comment on Jen Zee‘s work in Bastion. Lush, colorful, hand-painted–these all work as adjectives for what makes the game’s visuals pop so much, but I’m sure there’s even better ways to describe. Initially, the look of the game is what bought me; everything from the way the world floated up in front of The Kid to the blurred yet still distinguishable underworlds had a sense of oneness. Even the darker levels let color shine. At times, I wished to zoom in more to get a better look at those crates or gasfellas.

Oh, and I unlocked all the Achievements in the game, which is pretty rare for me. Only a few required some work, but I’ll get to that in another post. Hopefully. Don’t let me forget.

I highly recommend Bastion. For 1200 Microsoft Points (or it’s now on Steam, too), you get an experience unlike anything else, one that continues to resonate long after you’ve completed every Proving Ground, survived every trip to Who Knows Where, and fully upgraded the Bastion itself. Get it, and get restoring the world. Hurry, before Rucks calls you a slacker!

Games Completed in 2011, #17 – Ratchet: Deadlocked

This isn’t the greatest analogy, but it’s all I got this early in the morning and with only one mediocre cup of coffee to keep my membranes ticking: Ratchet: Deadlocked is the adopted kid in Insomniac’s Ratchet and Clank series. You can just tell that it’s not naturally comfortable around its older siblings, what with their love of platforming and exploring open planets. Instead, Deadlocked focuses on shooting and mission-based objectives, giving the game a quick sort of feel; there’s no wandering around, looking for hidden secrets; there’s just the more or less same-same missions on various planets, divided up by hilarious sports-like faux commentary and jesting cutscenes.

Initially, I was a little put off. The missions were so straightforward that I found myself annoyed that I couldn’t wander around as I pleased. Instead, I had to go from point A to point B, shooting all enemies, and so long as I lived to tell the story, that was good enough to make it to the next mission. Wait, I’m getting ahead of myself. These aren’t really missions…they’re events in a reality TV game show that…um, let me start at the beginning.

In Deadlocked, Ratchet and Clank get kidnapped by Gleeman Vox, the head-honcho behind Dreadzone, a reality TV game show that shares some links with our very own American Gladiators and The Running Man. In order to earn their freedom, Ratchet will have to fight his way to the top of the show’s leaderboards and prove himself worthy. Otherwise, his explosive collar will go ka-boomie. It’s not as interesting of a plot as previous titles, but it works well for the mission-based format, with each planet in Dreadzone acting as an arena filled with challenges to conquer. These range from tiered rounds of enemy swarms, to piloting a huge mech called the Landstalker or hovership, to fixing generators, to boss battles. With Clank on the sidelines, Ratchet gets some new help from two assistant fighter-bots; I can’t recall their names, but they make funny comments and can help with some objectives though I found myself repairing them more often than not.

When you’re not doing main story missions, you can complete challenges to earn more Dreadzone points and currency, which will help you buy upgrades and visit other locations. I ended up buying every mod and every weapon save for one: the Harbinger, which costs 2,000,000 bolts. Eep. I still love that weapons upgrade the more you use them, which is a nice way of getting me to try guns I’m not really interested in. Like the Holoshield Launcher. Still, my favorite weapon is the Miniturret Glove with just about any kind of crazy mod on it. Try it with the Morph mod for a laugh.

The cutscenes and voiceover work for the Ratchet and Clank series has always been top-notch, and there’s no exception here. The commentary during main story missions would usually get a snort out of me, and I still can’t get the way Dallas says Juuuuuanita out of my head. However, I was still surprised to hear Gleeman Vox curse–well, they bleeped it out, but the intent remained there–and it just goes to show how much darker this entry is than others. Kind of like how Jak II was drastically different than what came before it. Not necessary, if you asked me.

After you beat the game, the option for New Game+ opens up, which I both love and hate. I love it for the fact that I could play the game again with my weapons already kicking bolt butt and the chance to earn enough currency to buy the Harbinger, and I hate it for the fact that I don’t really have the time to play Ratchet: Deadlocked for a second time. Sorry, Insomniac. There’s too many other games demanding my love and praise (or wrath), but I had a great time on one playthrough, and that certainly counts for something.