Monthly Archives: August 2011

New screenshots for LEGO Harry Potter: Years 5-7 are magical

We know, Umbridge. We totally know. But do you hate these new screenshots of LEGO Harry Potter: Years 5-7? Me thinks no.

And I don’t hate them either. In fact, I think they are quite magical, really showing off just how far these LEGO games have come in terms of quality and polish. The lighting effects in the room where Dumbledore and Harry are searching for Professor Slughorn are simply stunning.

Unfortunately, I kind of keep forgetting this game comes out this year. Soon, I think. Late fall or just before the holidays hit. Maybe the blame could fall on the fact that the theatrical series is now over and done, and I was none-too-pleased with Harry Potter and the Deathly Hallows, Part Two, confident that it lacked emotion and soul and was just there to end things, not resonate with a core audience. I mean, we’ve seen Hagrid cry over a hippogriff and a spider, and yet when it comes time to shed waterworks over The Boy Who Lived…well, they are strangely not there. He’s a soaking mess in the book, but not the film. Unexplainable. But I digress…

I’m very much looking forward to the coverage of the last book in LEGO form, and no, I’m not a fan of camping. It’s just that…well, I exhausted a lot of time exploring Hogwarts in LEGO Harry Potter: Years 1-4, and I know that castle in and out, up and down, diagonally and all around. Maybe the only person who knows it better is Peeves, but you can ask him that yourself. I can only pray that we don’t have to do all that over for years 5 and 6, re-learning spells we already learned back when kids at this school still wore robes. Places of interest I’m stoked for include Grimmauld Place (not the house Tara and I are moving into next month), Godric’s Hollow, and the Ministry of Magic. Years 1-4 did a great job of making the castle an ever-evolving hub world, but that doesn’t mean the same trick needs repeating.

That said, I think the above shot is irrefutable proof that Traveller’s Tales can make any villain–no matter how cruel, how sadistic, how villainous–truly adorable. Hem-hem!

A great videogame is not coming for A Game of Thrones

Evidently, there’s a videogame in the works for A Game of Thrones. This should be cause for excitement and celebration, as the series is riding a great high currently, blowing up bookstores and flatscreens with its epicness and sexy beards. Alas, if you want a game version of Westeros and its politics, I suggest going with the card game or board game version. Heck, feel free to print out my ASoIaF drawings and make them attack each other with your imagination. Do it. Because A Game of Thrones: Genesis from Cyanide Studio does not look promising.

Which sucks, because lore-wise, the game is digging deep, taking place before the events in A Game of Thrones and exploring the time of Aegon the Conquerer. This, of course, even means bringing in dragons and Robert’s Rebellion and other great historical happenings from the good ol’ days of Westeros, of which much is talked about in the books. Maybe even some insight into Lyanna. Who knows. Well, I won’t. Cause I’m not going to play A Game of Thrones: Genesis, not willingly at least.

It looks pretty crappy. The rooftops in this screenshot remind me of The Elder Scrolls III: Morrowind, and that was nine, almost ten years ago. Surely we’ve come farther than this. Granted, it’s an RTS game, meaning that for most of the battles and main gameplay, the camera is zoomed out to get a better view of the battlefield and where units are, but still…the graphics are not knocking me back. Everything is clunky and separate, as if the layers are showing. And I promise y’all, I’m not a graphics whore. I just need them to look good enough to not notice the ugly seams, flat textures, and lack of refining. Because Cyanide is obviously going for a more realistic look and failing. Any other style, even a Borderlands look, would have worked better.

Kind of want to see this little game fly…right out the Moon Door!

Originally, I didn’t think the whole A Game of Thrones RPG video from College Humor was all that good. It kind of plays on the same cliches and ideas that these videos cull from. Take something popular, boil it down to Final Fantasy era mechanics and look, add some obvious jokes, and watch the views roll in. But now…I’ll take it. Seven hells, I’ll take it!

Angry Birds should really be called Murdered Pigs

Yesterday, I played Angry Birds for the very first time. It was bound to happen. You can only avoid these things for so long; it’s kind of like how everyone eventually joins a social media site, no matter how vocal they are about hating those sorts of things; granted, every website these days integrates some kind of social media element in it, and then you’re there, stuck, updating your status, liking posts, and adding “friends” you’d never consider friends if you bumped into them while out shopping for books or something. Um…yeah. What was I saying? Oh, right: ill-tempered fowl.

While it’s been pretty easy to ignore almost all games on Facebook thanks to some settings tinkering and the fact that I really don’t hang out there as much as before, a host of new clickfest titles debuted this week at Google+, a website that I originally called “like Facebook, but without the games.” Guess I can’t say that anymore. What is nice though is that the games section is totally separate from the main feed of the site, so I don’t have to see how many points Joe Hoeblow got on level 9-154 of Murdered Pigs as I’m trying to see what people are really up to. That said, don’t you want to be my friend on Google+?

For those that don’t know, Angry Birds is a physics-based game of tossing birds via slingshots at rather innocent-looking pigs, trying to kill them all. I think there’s a storyline here. Something about the pigs stealing these birds’ eggs, which doesn’t really make sense when you consider that pigs don’t often climb trees. You toss the birds and gain points for how effectively you murder these pigs, as well as how few birds it takes to do so. I played up to 1-15 of Poached Eggs, the first episode, without a hitch, just sort of floating along. At 1-15, a new type of bird is introduced: a tiny blue bird which, when clicked again while in mid-air, splits into three birds. Very cool. Sadly, the game itself neglected to tell me this. I guess it did try with an unclear image while waiting for the level to load, but nothing ever specifically stated that these birds had a secret power, one vital to solving the upcoming level. I only learned this key strategy skill by accident after trying to beat 1-15 for the nineteenth time.

At no point did I ever get the sense that these birds are angry. If anything, they seem cracked out of their tiny  bird brains, shrilling in glee as they are hurled at stone walls and piles of wood, tossed to their death so systematically. All for the murdering of pigs, purported to have stolen eggs. A pig steals, a pig dies. What? I mean, things weren’t even this harsh in 16th century medieval times. Severe cases of theft back then could be punishable by flogging or the cutting off of one or both ears or a hand. And yeah, death by hanging. But surely that’s better than death by bird to the face.

It’s an okay little game. I just don’t get the logic of it all, but that’s the writer in me. Pigs and birds have no famous (or infamous) connection in nature. Might as well toss pineapples at polar bears. I’ll probably continue to play here and there as I find a moment of gaming emptiness, but I can’t really imagine myself going the distance here and seeing all 250+ levels to the end. That kind of grind is for the birds…

BONUS UNUSED BLOG POST PHOTO:

George Stobbart is dirty, makes me laugh

The other week, Tara and I spent most of the afternoon moving stuff into our new place. Since I got out of work earlier than she did, I arrived at Grimmauld Place first, did what I had to do, and had a good hour or so to kill until she arrived. Thank goodness I never go anywhere without my Nintendo DS 3DS!

It’s been some time since I played Broken Sword: The Shadow of the Templars (first half-hour review here), and I had a hankering for something other than my usual go-to titles (Dragon Quest IX, Pokemon White, Let’s Golf! 3D, or Scrabble). I couldn’t quite remember where I had stopped plot-wise, but I do remember that I had just finally broken free from the restraints of only exploring Paris, arriving in Ireland outside a pub and schmoozing with the locals about a ruined castle–that’s also haunted. Oooooh. I did not actually enter the pub back when I saved the game for the last time, which was around the six-hour mark, so it was a great re-starting point, entering a bar with lots of people to talk with and lots of new items to pick up. Eventually, George learns a heap of new information and leads, and we’re back to Paris to see what Nico’s up to. Mostly spoilers.

Back to George, and the game decides to suddenly get really funny. I mean, it’s been decently funny from the get-go, but when George infiltrates the hospital and has to pretend to be a competent doctor amongst an array of incompetents….it goes to a whole new level. Exhausting dialogue options has never been so humorous.

Plus, this little bit of inner dialogue happens later on in a church:

Sorry for the shoddy camera work. I had to resort to using Photobooth on my Mac, holding my 3DS up at an angle I can only describe as awkwardly decent. If you can’t make out the text, George is talking about the firm buttocks of young ladies. In a church. Ya dirty boy.

I’m kind of stuck on a tripod puzzle at the moment, and it’s basically “steal a tripod,” which is not as easy as it sounds. While online looking for better screenshots of the above moment of glory, I discovered that Ireland is like only the second place out of six or seven locations that George and Nico will be visiting during their search for shadowy Templars secrets and killer mimes. And I’ve played for six-plus hours so far. This is a long game. I hope to finish it soon, but if I continue to only nip away at it in bite-size increments…it might take a good while. Hmm. So long as George continues to voice his dirty thoughts, I’ll make a more of an effort then.

GAMES I REGRET PARTING WITH: Wild 9

Wex Major is out for revenge. Makes sense. His team of ragtag teenage freedom-fighters, known as the Wild 9, was attacked by Lord Karn’s Elite Shock-troopers. Some heavy damage was done, and six members of the crew were captured to be experimented on. Now it’s up to Wex (and his cohorts B’Angus and Pilfer) to save them, as well as kill as many of Lord Karn’s goons as cruelly as possible. Thank goodness he has the RIG, a high-tech weapon that shoots out an energy beam, which Wex can use in multiple ways: grabbing enemies and throwing them into deathtraps, picking up objects, using it as a grapple-swing-thing, and so on.

Wild 9 was an impulse buy. That much I remember. I was looking for something to play, and here was something to play. And from the makers of Earthworm Jim, too. Platformers don’t get kookier than that one. I assumed that their latest offering would be much of the same. I don’t recall getting very far in Wild 9 though. I think the torture aspect lost me, much like it put me off in Bulletstorm. When the RIG hits enemies, they moan and scream loudly, clearly in pain. Not my thing. I don’t want “bonus points” for dangling an enemy over spikes before finally dropping him to his death. I want to save Wex’s friends, and that means killing efficiently, progressing left to right, our destination always ahead. I might’ve stopped playing after the first boss chase sequence.

But Wild 9 has personality, and that’s the main reason it has remained lodged in my brain all these years. Loading screens contained some original artwork of the Wild 9 crew in amusing moments, and the art style and animation is clearly taken from the very same pages of Earthworm Jim. That’s not a bad thing, as they nailed something there and knew it. There’s some decent animation work too, in that Wex reacts to what you’re doing. Use the RIG to grab a crate, but accidentally drop it on your foot? Yup, he’ll hop about in pain. Really evokes that sensation of the Sega Genesis and SNES days where game characters were that–characters. However, his walking animation is trollish and clunky, but don’t tell him I said that.

Like Klonoa and Viewtiful Joe, Wild 9 helped usher us into a new form of platforming, that which is known as 2.5D. Yup. 3D graphics (as in polygonal), but still a side-scrolling action title. The camera angles could get a little jarring at times yet it was still a neat effect, especially when some levels have Wex is way up high with a gorgeous backdrop that seems miles away in the distance. Games like Shadow Complex will use this look to great success many years later.

The above text might seem contradictory–I love the style and personality of the game, but actually did not enjoy playing it. So, why would I regret trading in Wild 9? for some measly space credits that I don’t even remember spending? Well, I’d like to try again. As a youth, I did not have the attention span or devotion that I do now, and if a game didn’t interest me, it was off the list and over to the next. I feel like I gave Wild 9 a small amount of time and moved on to something else, eventually forgetting about it until the day came where I needed to trade in some games, and there it went. I’d just like to give it one more shot, to see if it will always be more unique than fun.

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.

Some great Nintendo DS games yet to come

I don’t know about you, but I kind of thought that great Nintendo DS games came to a stop with Monster Tale back in March 2011, and that all further energy and expenses were put towards making the Nintendo 3DS a roaring success. That latter hope has not worked out quite like the big Nintendo head-honchos would’ve liked, and any glimmer of light that gamers would get another title for the bereft DS handheld as high quality as The Legend of Zelda: Spirit Tracks or Professor Layton and the Unwound Future or Dragon Quest IX seemed unlikely.

However, strangely, there seems to be a number of great titles coming out in the next few months, even during the rebirth of the 3DS, and I’m all for this. In fact, these are the sort of games that will get played in my Nintendo DS Lite, as playing them in the 3DS might feel a bit like betrayal. They were created for the DS; that is their home, their haven. It’s only right.

Let’s take a looksie…

Dragon Quest Monsters: Joker 2

Release date: September 19, 2011

From what I understand, the Dragon Quest Monsters: Joker series is basically Pokemon, but in a universe where classic blue slimes and puns reign supreme. I found a copy of the first game the other week at GameStop for less than $10.00; haven’t got to play much of it yet as I plan to cover it for The First Hour. However, if it’s anything like the monster battling mini-element from the end of Dragon Quest VIII, I’ll be pleased. DQM: J2 seems to be more of the same, but with the usual shtick of better graphics, better online connectivity, and huger monsters, the kind that take up both screens.

Kirby: Mass Attack

Release date: September 19, 2011

A new Kirby game is always reason for excitement. The little pink hungry puff‘s latest adventure comes with a new gimmick; he’s been turned from one Kirby into many, and you’ll use this mass of Kirby to solve puzzles, platform through levels, and fight end bosses. The fact that it’s not trying to force 3D at us or use it in some stupid way is welcoming. Seems like a fun time overall.

Solatorobo: Red the Hunter

Release date: September 27, 2011

A follow-up to Tail Concerto, a PlayStation game I actually did get to try out as a youngling. It was just a demo level and entirely in Japanese, but still…the dang thing resonated with me so well that I still flash back to it from time to time. It focused around Waffle Ryebread, a dog police officer out to stop the nefarious workings of a cat named Fool. Silly stuff, but there was such confidence in the world-building that I bought in, and the same effect seems to be happening here with Solatorobo: Red the Hunter. Maybe deep down–really deep down–I’m a furry fan. I dunno. Kind of hope not. I just want to play a videogame about a doggy sky hunter and his sister as they try to steal a special file from an airship called Hindenburg. That’s totally normal.

And that’s three great-looking titles that don’t need 3D witchery to enhance their fun (and price tag). I’m definitely interested in picking up all three whenever they come out. Which is in…uh…all of them in September, two on the same day. Dang it. We’ll see what’s possible. If anything, since I just picked up Dragon Quest Monsters: Joker for cheapy cheap, I might forgo the newest edition until the timing and financial situation is better. But still, two desirable and quality DS games come out next month, and that’s definitely something to pay attention to, gamers and game developers alike.

Achievements of the Week – The Police School of Philosophy Edition

Ahhh…another week of posts at Grinding Down comes to a close, and we have another round-up of earned Achievements. Alas, this was a light week. Extremely light. I mean, I did earnestly try for some Achievements in Fallout: New Vegas over the last couple of nights, but between getting distracted within the game and it freezing on me…it was all for naught. Besides, both Caravan Master and The Legend of the Star are time-heavy deals, frustratingly slow and methodic, and I’m inching closer, I swears, but nothing’s popped yet. Just need a few more Sunset Sarsaparilla Star Caps (41/50) and a few more Caravan wins (24/30).

That said, here’s my only two unlocked Achievements this week:

From L.A. Noire…


The Brass (30G): Achieve maximum rank.


The Long Arm Of The Law (30G): Complete all street crime cases.

I wrote about this one over here.

And that’s it! Boo.

My goals for this upcoming week are to beat Bastion, grind LEGO Pirates of the Caribbean to completion, and maybe give the extremely silly Nier a few more minutes of my time. We’ll see what gets done. I’m kind of teetering on my depression between wanting to do lots of comic work and not, so it all depends on the state of my headspace. If comics take the reins this week, most likely gaming gets pushed to the back-burner. Plus, there’s going to be even more moving and things to do this weekend. Really looking forward to stay-in weekends once Tara and I get into our new place, as the coming and going really does mess up my passion and trivial scheduling. Okay, sorry about that. The mind, it speaks what it wants…

Okay, Grinding Down readers. What’s your favorite Achievement unlocked this week?

30 Days of Gaming, #26 – Best voice acting

Blood Omen: Legacy of Kain is infamous for its truculently long loading times, but I actually really liked the game, especially its voiceover work. If anything, that’s what I remember most, Kain narrating his own journey to the Pillars of Nosgoth. Now, I know the topic train for today’s meme entry calls for the “best voice acting,” but there were really too many choices to pick from these days, as the bar has been raised and re-raised over the last few years thanks to titles like L.A. Noire, Mass Effect, and Bioshock. So, instead, I went with a game that had great voice acting though I’m positive nobody would back me up if I called it the best.

As will soon be revealed, I love The Legend of Zelda: A Link to the Past. It’s a game I’ve played and replayed, discovering new things in it each time and just losing myself in the world and its characters. I can still remember how confused I was when Link switched between the Light World and Dark World, turning into a bunny elf thing, a sad reflection of his inner self. And when he…wait, no. I’m not here to talk about Link’s journey to rescue Zelda from Agahnim, as well as get the Master Sword and three mystical pendants. That’s another blog post, definitely forthcoming.

Transitioning on, when Blood Omen: Legacy of Kain came out in 1996 for the PlayStation, it was like getting an adult version of A Link to the Past. There was blood and violence and cruelty and creepiness, all played in a top-down perspective with a journey across an expansive land where collecting items and power-ups would help the hero explore even further. Plus, you drank blood from unsuspecting humans to regain health. I don’t even remember how I was able to buy it at the sweet age of 13, but I had. Or maybe someone else had for me. Can’t really picture that happening, as the only times I used a neighbor’s help was for getting discounted games from the now extinct Kay Bee Toys, such as Suikoden and Wild Arms. Either way, I had a copy of Blood Omen: Legacy of Kain, and I played it night after night, my best friend over, stretched out on the floor, wide-eyed at the crazy beheadings and bloody swordsmanship. It was crazy times back then.  And while FMVs were a new and cool thing at the time, they were bereft of voice acting. For that glorious work, you had to play the game and discover.

Going back, it’s amazing to hear how similar Kain narrates his journey in an almost Bastion-like way, commenting on items he picks and locales he passes by in real time. It’s hard to say what was more exciting: gaining a new power or hearing Kain’s description of it. Simon Templeman‘s confident, scorned voice does wonders to bringing Kain to life, and that’s saying a lot considering he’s undead. The soundtrack also plays ally, backing Templeman with bells and choir harmonies and ominously held notes. If medieval times had a soundtrack, this is it. Kain is certainly the star of the show in Legacy of Kain: Blood Omen, but there’s some other spectacular performances to call out, such as Paul Lukather as the ancient and reclusive vampire Vorador and Tony Jay as the cunning puppet-master Mortanius.

Some of my favorite quotes from the game follow. Naturally, they do not read as well as they are heard, but whatever. I’m not in the mood to link to a bunch of YouTube videos. Those interested can certainly seek Legacy of Kain: Blood Omen out to see and hear what it’s like. Right:

“In his life, he was unknown…a petty noble. In death, he was unknown. Yet by choosing oblivion, he restored balance to the land. Shades cast no shadows.” – Ariel

“I am the last Pillar. The only survivor of the Circle of Nine. At my whim, the world will be healed or damned. At my whim.” – Kain

“The world had changed to my eyes. I had not expected such cruelty from the light. For in the embrace of the sun, I could find no comfort, only malice. This would change in time for the worse, along with other thing.” – Kain

I never got to play any of the other games in the series, like Legacy of Kain: Soul Reaver, but it seems like some of the same voice actors carried over. Might have to try and find a used copy or two. Y’know, just to hear my friends again.

Changing discs and stopping crimes in L.A. Noire

Last night, as I progressed towards reaching the highest law rank and stopping all street crime cases in L.A. Noire, I found myself constantly changing game discs and wondering if I had somehow slipped through a tear in the universe and traveled back to the days of massively epic RPGs on the original PlayStation. Nope. I checked my computer. It was 2011, it was the age of industry, and I was playing a game on the Xbox 360. I didn’t count, but I’d venture a guess that I got up from my comfy armchair to change game discs at least more than five times–within a ten-minute timeframe. Let me explain the why though.

See, I’ve already beaten L.A. Noire, but wanted to go back and finish up all the street crime cases that I skipped during my intense, focused playthrough. I did a few of these petty crime cases in the beginning, but as the main story cases got more crazy and Cole began to lose himself in his work, so did I, letting many of these appetizers fall to the background. Thankfully, via the main menu screen, you can go back to each desk’s respective section and free roam in that world, gaining the chance to find locations, golden film reels, and stop criminals in quick, bite-sized side missions.

The problem is that since L.A. Noire on the Xbox 360 is so huge, it had to be expanded onto three separate discs, with the different desks divided up like so: Patrol and Traffic on disc one, Homicide on disc two, and Vice and Arson on disc three. My quest forward began with me popping in disc three and doing some street crimes from the Arson desk; once those were done, and the map was seemingly empty of red markers, I went to the Vice desk to do the same thing. A message popped up that said I had finished all the street crimes for this desk. Cool, thanks for that. Off to the second disc then, to play the Homicide desk. Did a few more crime missions, creeping closer to all 40 completed. No more markers on the map, but no message like before had popped up either. Oh well. Off to see what I missed during Cole’s time on the Traffic desk (Patrol has no “free roam” option). Upon starting free roam for Traffic, I got that message indicating all street crimes were complete for this desk. All right. Back to Arson desk then, switching the discs out. Load up free roam and can’t find any red markers on the map that highlight available street crime cases. I drive around for a bit and the police radio chatter cranks up, alerting me to a nearby crime in progress. Off I go…only to discover it’s a street crime case I had already completed. Grrr. Okay, maybe I missed something on the Homicide desk. Same thing happened, with no map markers, but getting called to a mission I had previously done. At this point, I only need to finish up two more street crimes to brush them all under the rug, and this is driving me mad. TO THE INTERNET, ROY EARLE! YOU CAN DRIVE.

Oh. Duhhh. Discovered that some street crime missions are only available at specific times of the day during each desk, meaning some during daylight and some at night. I had no way of knowing that.

Asdfghjkl!

ASDFGHJKL!

ASDFGHJKL!

Basically, for the Homicide and Arson desks, I had to drive around for a good amount of in-game time, waiting for the sun to set/rise, and then–and only then–did the last two street crimes become available. They were easy ones, a car chase and a hand-to-hand brawl. I just wish that there had been a better way of keeping track of completed street crimes in the game. Like, why not have the stats printed next to the “free roam” option in the respective case folders so we wouldn’t have to load and switch out discs so much? Makes sense to me. Unfortunately, this experience does not instill me with a sense of excitement towards chasing down that final newspaper, the remaining 25+ cars, and, uh, 49 golden film reels. Yes, forty-nine. Throughout my entire L.A. Noire experience, I only stumbled across one out of those fifty collectibles.

Anyways, here’s my reward for all the back and forth disc-changing madness:


The Long Arm Of The Law (30G): Complete all street crime cases.

Games Completed in 2011, #27 – Harry Potter and the Deathly Hallows, Part One

Hey, remember when I played a little bit of Harry Potter and the Deathly Hallows, Part One for the Nintendo DS last month? Well, immediately after the alloted 30 minutes of review coverage was up, I actually came down with a severe case of sadisticaurus meh, a horrible fever-inducing infection that makes gamers play horrible videogames simply to add them to a “completed games” list.

Yes, I continued to play Deathly Hallows, Part One, all the way to the end credits, simply because I knew I could polish it off in a few hours, not at all because I was having a good time. If I was having a good time, I’d have played it to the end as well, but I wouldn’t feel so guilty, much like I do right now. Well, the first step in admitting you’re a completionist-whore is…admitting you’re a completionist-whore. Hi, my name is Paul, and I like to complete things.

What else can I say about Deathly Hallows, Part One that wasn’t said so viciously in my half-hour review?

Not much. It sucks. It doesn’t even try to grasp some of that Rowling magic, and it is beyond a waste of material. Throughout the game, there is still a lack of music, a lack of innovation, a lack of fun. I have to wonder if anyone outside the development team gave it a look before it shipped. Probably not. If you’re looking for a fun Harry Potter game on the Nintendo DS, this is not it. Go for the LEGO version instead. I beg you.

And that’s it. I refuse to spend more time and words on this matter.

::Apparates the funk outta here::