Monthly Archives: July 2010

Save your game or be super lame, the DQIX motto

Hi, my name is Paul.

HI PAUL

Uh, hi. Recently, I forgot to save my game when playing Dragon Quest IX. I lost roughly thirty to forty minutes of progress, a good portion of which was grinding, finding alchemy recipes on bookshelves, and a boss battle against the Ragin’ Contagion. Not the game’s trickiest boss fight, but a time-consuming one nonetheless.

TIME IS THE GREATEST BATTLE OF ALL

Quiet, you. Anyways, I was planning on saving my game. I really was. Just had to get back to the church in Coffinwell. Other RPG games like Pokemon HeartGold and Fallout 3 really spoiled me with the whole “save anywhere, any time” thing, and if there was one aspect that really frustrated me with Dragon Quest VIII, it was its save system. You’d think Level 5 would have opted for a more user-friendly save system on the DS, a gaming device most often played on the go or in short bursts. Saving one’s progress is especially hard in the first ten hours of the game because the main character has not learned Zoom yet, a fast travel spell which is, thankfully, free of an MP cost.

But yeah, I was playing, totally prepared to save, and then my brother-in-law’s wife showed up with her babies and everyone was heading out to David’s Bridal to do some dress shopping. Well, not me. I was going next door to look at tuxedos and suits and get an idea of how I want to dress for my wedding. If only it was as easy as it is in Dragon Quest IX; you know, a wedding get-up would be like so:

If only.

LIFE IS NOT A VIDEOGAME, PAUL

Well, it should be! And I thought I told you to be quiet. Whoever you are. Whatever you are. I’m talking about saving videogame progress here. And, uh, buying wedding attire. Anyways, Ellen and the babies showed up, and help was needed so I flipped my DS closed and dropped it in my pocket. I figured I’d save in the car as we drove to Wayne. Anyways, when I flipped open my DS later on, I found myself staring at two dark screens, void of life and animation and sound. Yes, somehow, most likely when I dropped the DS into my pocket, the power button on the side got hit, and off my game went. Goodbye, progress. I just couldn’t believe it. I even exclaimed to Tara about how much I couldn’t believe this. I mean, I’m a gamer…we’re trained from an early age to save often. Saving is what we do. I just couldn’t believe it, that I’d let myself get so distracted to not save, especially after a boss battle. I mean…what is wrong with me?

CLEARLY YOU HAVE FALLEN OFF THE WAGON

Hey, that reminds me! Man oh man, remember in DQVIII, remember when you had that silly girl horse and wagon and had to wait while your alchemy recipes cooked as you battled slime and slime knights. Now, in DQIX…it’s instantaneous! That’s just so great. A smart change. As was dropping the MP cost of Zoom down to 0 (I believe it was 2 or 3 MP in the previous game). A shame you can’t carry the alchemy pot with you though as backtracking to Stornway is (and most certainly will be as the game goes on) a tad annoying.

So yeah, if only they had updated DQIX with the ability to save anywhere. Because traveling to a church, speaking to the priest, selecting to confess, punching A through the same ol’ rambling text, selecting YES when asked to record data in priestly book of saving, and then selecting whether of not to continue playing afterwards…it’s a bit overdone.

THIS BLOG POST IS OVERDONE

You’re right, ominous voice. And so it ends!

Just the beginning of multiplayer fun perhaps

I don’t play a lot of online multiplayer games, and if I do, they usually end up being, uh, card games. Like UNO and Magic: The Gathering. Very different experiences when compared to shooters like Red Faction: Guerrilla and co-op Borderlands. I’m still learning how to properly listen and speak with strangers using a headset, as well as find a groove for playing strategically and effectively. Teamwork is a key aspect for online gaming.

That said, now for some irony. I played a match of Team Anarchy the other night in Red Faction: Guerrilla, and there were only enough gamers online to split us up into two teams, each with two members on them. Within seconds of starting the round, my partner dropped out, leaving me alone, one man versus two, on a map I never saw before, a n00b targeted and highlighted for certain defeat. Thanks, poopfacer54 (not actual gamertag)!

But I soldiered on (pun intended). I quickly learned that using the jetpack backpack to climb in the air and scout out the land was a good tactic, as was tossing as many sticky demolition grenades as I could. Also, rocket launchers. Usually I shy away from big gun artillery, but not here, no. Not when blowing up a building and having it crush your opponent inside is a good way of securing a kill. Before I knew it, I had taken the lead, and I found myself ready to win the match all by my lonesome with a minute to tick down. Scared that I would lose the lead, I used up the 60 seconds of the match by simply hiding in the corner of a not-yet-exploded building, not moving, not making a sound. Then it was over. I was victorious and awarded a trio of Achievements:


Doing Your Part (10G): Killed 10 enemies in a Matchmaking Match.


Just the Beginning (5G): Won a Matchmaking match.


Start of Something Special (5G): Played 5 Matchmaking matches.

Woo! Go me!

::tosses confetti::

Yeah, I’m pretty proud that I won the match. I figured that I’d have no chance against two opponents, but actually, they were never working as a team to take me out. Each time I scored a kill, they were by themselves, running frantically around with no plan. And yeah, this whole “start of something” notion…it might be actually happening. I like the unpredictability. Will have to give online some more time, and I don’t really understand the whole gaining XP after each match and what to do with it, but I’d also like to try to play the single-player mission soon too. Can’t let my fallen videogame brother’s death go unanswered…

Scraping the bottom of the awards barrel

Achievements. I like ’em, and so do a number of other gamers. They add extra replay value to certain videogames, as well as reward you for doing something out of the ordinary or, in the case story-related Achievements, just continuing to play the game. Often times, they have fun titles or reference pop culture or a neat picture attached to them.

However, there’s also an entire population of gamers that ignore them and see them as nothing more than graphics to measure one’s e-peen with. Which I totally understand. Really, I do.

To me, getting all Achievements in a game is more of a personal mission rather than a bragging one. It’s something I want to accomplish because I want to see if I’m able to do it. That’s all. As you can see from my list to the right, it’s mostly LEGO games. I’m clearly not an Achievement whore. I just like getting them and talking about the hows and whys.

That said, soon after Achievements became all the rage, other systems and non-Xbox 360 games started looking into ways to hop on the trend wagon. PlayStation 3 introduced Trophies, which are, most of the time, exactly the same concept of Achievements. Little pings awarded for ping hunters.

And then came the Nintendo DS games. With no shared online community, they were less worried about branding a new concept than just coming up with tasks and rewards for players playing their games. Spore Creatures had Badges, Touchmaster 3 had its own versions of trophies, Scribblenauts had Merits, and now we come to Dragon Quest IX: Sentinels of the Starry Skies, which is really scraping the bottom of the barrel with…Accolades.

Yes…Accolades. A word originating back to 1615.

ac·co·lade

–noun

1. any award, honor, or laudatory notice: The play received accolades from the press.
2. a light touch on the shoulder with the flat side of the sword or formerly by an embrace, done in the ceremony of conferring knighthood.
3. the ceremony itself.
4. Music a brace joining several staves.
5. Architecture

a. an archivolt or hood molding having more or less the form of an ogee arch.
b. a decoration having more or less the form of an ogee arch, cut into a lintel or flat arch.

Hmm. I guess I can’t argue with that first definition there, but something about this word screams ridiculous to me. I mean, maybe calling them Honors would’ve been a better fit. And it fits the medieval fantasy world, but I think Nintendo needs to just get the ball rolling and solidify some kind of in-game rewards system for both their Nintendo Wii and Nintendo 3DS/DSi/DS systems.

My suggestion?

Laudatory Notices.

Just think about it. You’re playing Mario Kart DS, you’re in second place on the final lap, and you just zoomed through an item box. Lucky, lucky you…it’s a red turtle shell! Waluigi is a few feet in front of you, and you let the red death fly, zipping by to seal the deal and win the race. <insert catchy musical sound> Laudatory Notice! Shell Shock

It’s gold, Jerry. Gold!

So far, Dragon Quest IX is fun and familiar

Dragon Quest IX: Sentinels of the Starry Skies is Dragon Quest VIII: Journey of the Cursed King…just scrunched down for the Nintendo DS. There, I said it. Y’all were thinking it. But I put it to e-paper.

At least, that’s my first impression of the game. I’ve not gotten very far, but the music, the graphics, the battle system, the character models, the church menu, the story progression, the towns, the skill trees, the everything–it’s right there with DQVIII. That’s not a slight. I love and loved DQVIII despite never beating it; I got the game back in late 2005 shortly after it released. I had just moved out of my parents’ house to an apartment in North Jersey for my first post-college job. Since money was tight then, I decided not to get cable/Internet for the first three months. Suffice to say, I saved some money and read a lot of books and played my PlayStation 2 every chance I could. DQVIII helped with this.

A massive world, lush colors and graphics, a steep learning curve, lots to do and see, character designs from Dragon Ball mastermind Akira Toriyama, a demo for the much-wanted-at-the-time Final Fantasy XIIDQVIII had it all! And it kept me good and busy.

This all seems to be said-able about DQIX. Everything you could basically do in the previous game, you can do here, just on a smaller screen. In fact, customization is even more developed on the Nintendo DS, with a slew of clothing and weapons to pick from, all of which do affect the way your character looks and fights.

The story so far goes that you’re a Celestian (guardian angel) tasked with protecting humans down below on Earth wherever. Something goes terribly wrong though and you’re cast down with the mortals, stripped of your wings and angelic power. Then you meet some people and get caught up in their quests as you try to journey your way back sky-high. Very religious, even more so than DQVIII was, and some of the writing is too archaic at times, dancing on the edge of ridiculously unreadable. The most I’ve really done at this point is built a team–minstrel, thief, spellcaster, healer–and grinded to get them closer to my main character’s level. Then we defeated a knight terrorizing a local kingdom. Haven’t got to try multiplayer/tag mode yet, but hopefully soon because my sister is also playing DQIX though most likely very far ahead because, when it comes to traditional, turn-based RPGs, she’s a bit of a nut. Gotta catch up. Gotta find time for the slime.

Don’t mess with this Fatherland Fighter

Well, Saarbrucken is no more. It took three return trips, but I finally cleared it last night of all white Nazi dots save for three or four hard-to-get ones:


Fatherland Fighter (15G): You completed 53 ambient freeplay in Saarbrucken.

…and let’s now transition into strange thoughts.

Part of me kind of secretly wishes that Sean Devlin, with each meaty explosion and Nazi death-scream, transformed into a much darker, looser form of himself like Wander did in Shadow of the Colossus as he took down moss-covered boss after boss after boss. Or maybe he instead lost color as the world around him blossomed. I understand why this wouldn’t work: Sean is doing a good thing, killing all those Nazis, because, as we’re taught, Nazis are bad, and killing them is good. The difference here between him and Wander is that: the Colossi are not inherently evil. They just exist, spending their days stomping around or hiding in caves, and Wander is the jerkface going around killing them because some bodiless voices tells him to. I just like seeing cause and effect taking place.

I mean, Devlin is basically a one-man army, and he’s taken out a lot of targets. With more to come. That’s gotta weigh heavily on his mind even if revenge is fueling his progress, even if he makes a funny Irish quip now and then, even if he lacks the same amount of remorse for running over a cow or pedestrian in the street.

There’s four more Achievements devoted to ambient freeplay events. They are as follows:

  • Wrecking Crew: Complete 333 ambient freeplay in Paris Area 1.
  • Unnatural Disaster: Complete 212 ambient freeplay in Paris Area 2.
  • Walking WMD: Complete 239 ambient freeplay in Paris Area 3.
  • Guerilla Warfare: Complete 425 ambient freeplay in the countryside.

Let’s do some math! To get all four, I need to blow up…1,209 more white dots. Well, maybe not entirely. Throughout the course of the main missions and just running around, I suspect I’ve taken out maybe 1/4th of those dots. But still. Man, that’s gonna take a lot of dynamite and rocket launching. I’m also working towards the Achievement of spending 75,000 contraband so this will help keep me focused too.

Either way, if there ever comes a day where someone is like, “Hey, do you know of a videogame with say 1,000+ missions?” I can answer with extreme confidence.

Let me boast about protecting the Le Havre coast

Work progresses slowly on The Saboteur as I sneak and sabotage my way to eliminating more and more white dots, also known as ambient freeplay missions. I try to focus on pockets of them, but do occasionally get sidetracked when escaping Nazis in pursuit and end up in a different area of the map than previously planned for. However, with a headquarters located in a church in Le Havre, I decided to try my luck clearing out the place, knowing that if Sean was killed in action, he’d respawn pretty close by so I wouldn’t have to trek back across the countryside and could easily stock up on grenades and such. This plan took some time, a lot of dynamite, and too much frustrating on having to constantly fight the same Nazis in the same spots after dying and returning to the scene, but it worked. See:


Coast Guard (15G): You completed 76 ambient freeplay in Le Havre.

Yeah. 76 is a lot of white dots. I’m sure I took out a few when playing the main story missions, but there was a good chunk I had missed. None were too hard to destroy save for three dots inside the fortress atop the hill, which, as you can see from my now unlocked Achievement, were not needed.

Le Havre is a nice little port town in the upper left corner of France. There’s docks and boats and a wharf and seagulls. It’s quaint, something out of a literary classic, and I like that. I can only imagine what it’s like now, in 2010, with iPads and tourists and sneakers with power laces. Maybe not as quaint, maybe not as literary. I almost felt bad when some citizens would spy me placing dynamite and go running off, shrieking, “He’s got a bomb!” as if I was ruining everything. My bad. Only trying to free y’all from Nazi oppression. I can just go back to drinking if that’s what’s preferred. Sorry, Jules.

My next Achievement target is for clearing out 53 white dots in Saarbrucken. Should be a piece of cake in comparison to Le Havre. I got a few last night before getting too sleepy. The problem this time around is that there isn’t a local HQ in the area, nor a weapons dealer. So, I need to stock up and go in prepared, not wasting a single grenade or bundle of dynamite. Otherwise, it’s a lot of back and forth, back and forth, and that’s just not fun. Yeah, if anything, The Saboteur could use a fast travel system. I understand why it’s not there–those Nazi checkpoints exist to keep you on your toes and give you something to run from–but it would sure make this end-of-game grinding a lot more feasible. Oh well. Still having a great time, and that’s nothing to complain about.

GAMES I REGRET PARTING WITH: Oni

Back in the late 1990s and early 00s, I was very much heavily into all things Ghost in the Shell. The movie, the manga, the TV miniseries, the art style, and the crazy robotics. You name it, I ate it up. It didn’t even have to be Ghost in the Shell; so long as it came close or paid homage to Mamoru Oshii, I followed like a hungry dog, a transformation that ultimately led me to picking up this little one-shot game from Bungie West called Oni.

It’s a third person action-adventure game that blends gunplay, exploration, and hand-to-hand combat as players help Konoko (who is not too far off design-wise and name-wise from Motoko) strike back against the Orwellian government known as the Syndicate. She’ll sneak around and break enemy’s necks with her killer assassin moves. She strafe around corners and fire at goons with a multitude of weapons: handguns, rifles, special energy weapons, and more. And the story unfolds via in-game cutscenes. At the time, it was a very impressive game. It felt dauntingly large and yours to do whatever with.

I first saw Oni at a friend’s house, and it was basically the tutorial level that teaches you the punches and kicks of things and then the very first mission, which has Konoko clearing out a Syndicate warehouse and eliminating a mole within their operations. I remember now, upon seeing it, just being wowed by the fact that it was–despite obviously following a linear path–pretty much up to the player to clear out the warehouse as they pleased. This I liked. Exploration and freedom is always good, a trend that the PlayStation 2 will continue to push later on with games like Grand Theft Auto 3 and Persona 3. Also, ammo is pretty scarce on Konoko’s first foray into enemy terrority so she had to rely more on punches and kicks and deadly neck-breaking flips to weaken the enemy. Having only experienced then Dark Cloud as an action-adventure battle system, this one in Oni was fast-paced and nerve-inducing. Though it did take some time to master, learning how to block and move around an enemy’s attack.

Graphics then were top-notch. Top of the notch. A notch at its toppest. Now…eh, not so much. I mean, there was a serious lack of texture throughout:

So yeah, the game’s pretty ugly. But the fun factor was high. Guess that’s enough ying/yang for me.

Truthfully, I don’t recall ever getting far into the game. Maybe five or six missions and that’s it. No real reason is jumping out to me as to why I stopped, and I guess at some point I traded it in for, most likely, a measly lump of store credit. And yet…I miss it.

I dunno. I think if I spy it in a bargain bin for $5.00 or less, I might have to get it again.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

Welcome to Mars

I thought I needed a game to fill in the gap until I could play LEGO Harry Potter: Years 1-4 again, but I think I was wrong. That’s like only two days away, and tonight I’m visiting Tara, leaving really only yesterday evening and tomorrow evening to battle boredom with my Xbox 360. Well, not really boredom…more like…procrastination. Yeah, that.

So. Red Faction: Guerrilla is cheap. The good kind of cheap. I found a used copy for $17.00 and, always having been a fan of the first two in the series, decided to give it a go. I’ve been on an open-world kick as of late, and for the first hour or so, it was actually hard to tell the difference gameplay-wise between this and The Saboteur. You run around and destroy the enemy’s stuff; you can hijack vehicles at the push of a button; the cover system is pretty lame; and you die a lot because instructions aren’t clear. But it’s fun. And crumbly. And set on Mars.

Red Faction is one of the first games I got for my PlayStation 2 way-back-when. That and Dark Cloud. It promised me I could blow holes in walls…and then go through the holes. Finally! It and its sequel were first person shooters, and they handled pretty well. I actually have more fond memories with Red Faction than with Red Faction II because I enjoy being a low miner in a renegade faction than some super soldier taking out zombies. Yup, zombies again. The only thing Red Faction II had going for itself was its multiplayer, even if I only ever shot at bots.

Red Faction: Guerrilla is more of an action-adventure game set on a very red, very dusty, and very empty Mars. You’d think with all that terraforming they’d have built a mall or burger joint. Anyways, this change is welcome. You play as a dude. Mason something. Something Mason. It doesn’t matter, and neither does this spoiler that comes at you predictably in the very beginning of the game: you are out for revenge against the Earth Defense Force (EDF) for killing your brother. Basically, you want to blow up EDF stuff and make people on Mars happy. Along the way you’ll collect salvage to buy new weapons and perks.

I played the main story for about two hours last night, which involved liberating a small development–I struggle to call it a town or anything close to that–from EDF hands. Blew up some buildings, defended a dorm, ran over some radio transmitter towers with a reinforced vehicle, and so on:


Spread the Word (10G): Liberated Parker Sector.

After that I roamed around the area, trying to collect some more salvage before exiting to the main menu screen. From there, I decided to see what this Wrecking Crew thing was about. Turns out…you wreck stuff! You are given a choice of levels and game styles, each with their own restrictions. Some limit the time you have for destroying stuff, and others limit your ammo. Fun all around. I tried each one once. Here’s proof:


Party Time (10G): Played all Wrecking Crew modes once.

I also partook (now that’s a funny word) in one multiplayer match over Xbox Live. I was not on the winning team, and I think I shot an enemy player once. There were also a bunch of jetpacks I didn’t know how to use. Yeah, gonna need some more practice…

So, all in all, it’s a decent game at this point. Like I mentioned before, very same vibe I got from The Saboteur. Big open world, lots to do and collect. That could be a good thing. We’ll have to see how it all plays out…

Spelunking for sweets and a soggy bottom

Soggy bottoms. Am I talking about that lusted, best-selling boy band in O’ Brother, Where Art Thou? or something babies always have? Well, neither actually. I’m referencing the fourth movie level in The Misadventures of P.B. Winterbottom, where in our pie-loving dastard is stuck deep below the ground with broken pipes, sewer rivers, and evil clones. I just completed it last night, and had to only look up one guide to help me move along when stuck:


Soggy Bottom (10G): Completed the “Spelunking for Sweets” movie level.

The theme to this one was…evil clones. You record them only from specific starting points, and then can’t come into contact with them save for jumping on their top hats. They are red and evil. They eat evil, red pies. That’s kind of all you need to know about them. It made for some interesting and frustrating puzzle-solving, but we got through it, got our pies. Only one level–“Pie Own Worst Enemy”–proved troublesome and, again, once I saw how someone else did it, I felt annoyed that I didn’t take the time (pun intended) to figure it out.

Only one more movie hub world to go through, and then that’s it for the main point of the game. After that, the only Achievements left have to do with the challenge levels, and I don’t know if I’m skilled enough for them. Will have to give it a go, naturally, but I’m also a little apprehensive. I mean, I still don’t really understand the ins and outs of recording clones and mostly stumble upon a level’s solution with a little luck and patience. We’ll see. Next bottom I desire dearly is…Smacked Bottom. Hey-o!

This post is all about LEGO Harry Potter: Years 1-4

Apologies for the lack of content over the last few days. It’s summer, it’s the holidays, and it’s just not fun for me to update a silly blog when I’m spending time with loved ones, but that doesn’t mean I don’t care about you Muggles reading this drivel. Oh, I certainly do. You’re the best, even if you’re extremely quiet and reserved. Anyways…

LEGO Harry Potter: Years 1-4. I can has it. I left work last Tuesday and immediately headed to my local GameStop. Walked in, eyed the clerk, and cast my spell. “Avada Kedavra!” I shouted, throwing my wallet into his face. He fell over dead, heavy as a bag of rocks, faster than Edward Cedric Diggory could say, “Cho.” Another clerk came out, and this time I thought about what I really wanted.

“Um, do you have LEGO Harry Potter for the Xbox 360?” I asked.

“Sure.” He rung me up, almost in a daze, and then before he could call the cops on me for taking out one of his own, I threw a Stupefy in his face and hurried home. Alas, I had some other stuff to do, so the game just sat on my desk like a letter from Hogwarts, begging to be enjoyed. Finally, after some coffee and Clarkesworld slushing, it was time.

I played the first hour of the game and then, in some sort of crazy fever rush, wrote about it for The First Hour in the very same evening. No idea how that happened. Usually, it takes me a day or two to clean up my notes. Add in how lazy I can get and well…this is a miracle and should be looked upon as such. You can check out my review of the first hour of gameplay for LEGO Harry Potter: Years 1-4 by clicking this very sentence. I know, just like magic.

After that, I had to wait for Tara to come over so we could experience Hogwarts co-op style. We played the first hour again together and have, as of now, gotten to the middle of Book Two. Our next mission is most likely following the spiders into the woods to deal with Aragog. You’d think with an entire weekend we’d have gotten farther in the game, but the castle itself is almost like a never-ending level, with so much to explore and a Metroid-like progression to it. This means you’ll come across lots of spots you can’t access until you have a new ability, such as speaking Parseltongue to get by a snake or the right kind of spell to take out a specific obstacle. It makes retracing familiar ground a treat, and there’s always something new to see or experience or collect.

By far, it’s the best LEGO game I’ve played yet. LEGO Star Wars comes in a close second, but the simple fact that everything you see or interact with is magical allows for a much more fun–and surprising–environment. Hitting a couch in say LEGO Batman might just have it explode into a bunch of studs. Hitting a couch in LEGO Harry Potter could mean anything: seriously, so far, couches alone have done backflips, jumped high into the air, disappeared entirely, swallowed students, and shrunk down to the size of a dustball. That’s what I’m talking about.

Co-op is pretty fun. The camera occasionally still goes wonky, especially during lessons where you’re stuck in a small room, but otherwise it works well when splitting up. One thing Tara and I both really don’t like is that certain spells are lumped together under one spot, meaning if you want to cast a certain one, like where you shrink an opponent’s head or tie him up with rope, you have to wait for it to cycle through to it. Annoying and unnecessary. And since co-op is fun, I’ve decided that’s how I want to play the rest of the game. So, until I see Tara again over the weekend, no LEGO Harry Potter for me. That’s okay. I might go find a cheap game to fill in the gap until then since I’m mostly done with everything else in my collection, save for blowing up an endless stream of white dots in The Saboteur.