Monthly Archives: August 2011

Witness that I am intrigued over Jonathan Blow’s The Witness

Great, truly unique puzzles are hard to come by these days. We’ve seemingly done everything across a myriad of videogames spanning the past, present, and future: move blocks, match colored gems, flip switches, use portals to our advantage, bend time,  and so on. I thought the cloning and time-heavy puzzles in The Misadventures of P.B. Winterbottom were fantastic, excruciatingly tricky and humbling. Monkey Island 2: LeChuck’s Revenge had a few brain-twisters, too. But other than that, it’s all been pretty ho-hum, and yes, I’ve not yet played Braid, but do plan to soon.

And so with that said, I’m pretty excited about The Witness, Jonathan Blow’s next game after Braid, and I’ve barely seen much of it in action, just read several lengthy, praising articles over the last couple of days about the stuck-on-an-island puzzler. Which is all about discovery, and listening, and looking–and seeing. Seeing is solving.

The Witness has a Myst feel to it, playing from a first-person perspective and exploring a lush, but isolated and empty island. Why is it people-less? Who are you, anyways? What’s with all the tech? Questions, quizzical uncertainties, a pristine and thriving locale void of human life…only one way to figure it all out, and that’s to go exploring, picking up recordings for deeper insight. There are blue computer screens littered across the island, and they all seem to be connected to a door; to open the door, a player must draw a line from point A to point B, and that sounds simple, but it seems like the kind of thing that can grow dangerously difficult over time. Some of the answers for the line are actually found by looking around at the island; that group of trees, perhaps, with their weird-looking branches; that bird chirping overhead, chirping high then low then high again; these are not just bits of nature, they are answers. Seeing is solving.

It sounds fantastic. However, if I’m truly going to love The Witness, I’m going to have to stop reading about it, as I don’t want to know all the puzzle solutions long and before it even comes out. The lesser known, the better.

And here’s some lo-fi video footage of the game in motion:

Bouncing around the cosmos with Osmos

I think it’s safe to assume that I’m going to be talking about many of the indie games I’ve recently added to my collection over the last week or so. It started with just five darlings from Humble Indie Bundle 3, but that list quickly expanded as bonus games were added to the collection, including everything from a former bundle, one that I missed out on when it released in December 2010. Let’s just make things simple and list ’em all, okay? Okay, good. Glad to hear you’re a fan of lists, too. Ka-ka-kaboom:

  • And Yet It Moves
  • Atom Zombie Smasher
  • Braid
  • Cogs
  • Cortex Command
  • Crayon Physics Deluxe
  • Hammerfight
  • Machinarium
  • Minecraft (free for a limited time)
  • Osmos
  • Revenge of the Titans
  • Steel Storm
  • VVVVVV

Yes, I put them in alphabetical order. You wanna make something of it?

Anyways…thirteen games. Probably half don’t work on my crappy Macbook. I dunno. I haven’t spent too long trying to see. I do know that Atom Zombie Smasher, Cogs, and Crayon Physics Deluxe definitely don’t work. Will have to try others later. I really really really hope Braid plays as it’s something I’ve been interested in for a long while, having heard it’s a great puzzler and a great story.

One game that does work on Mac OS 10.5.8–and plays extremely well–is Osmos. It’s an ambient strategy game set in outer space, giving the player control of a tiny mote which is trying to grow bigger by absorbing larger motes. You do this by bouncing/pushing the mote across the galaxy; however, moving the mote makes it lose some of its shape, getting smaller and smaller, making each click vital to its very survival. You better be hoping you’re moving towards another mote you can absorb, otherwise it’s best to just restart the level. As Isaac Newton would say, “For every action, there is an equal and opposite reaction.” This actually leads to a surprising amount of strategy.

Oftentimes, strategy can equal stress. You plan and plan and plan–and then everything goes wrong, leading to last-minute decisions to save your skin or keep things together. I didn’t really find that to be the case with Osmos though. It’s actually quite hard to plan ahead; the level starts, you see a mote nearby, try to click over to it, and then watch as it is absorbed by an enemy mote, turning it red, turning it deadly. You have two options: try to click away or just charge head-on, meeting death, which is the quickest way to restart the level. Other levels require you to be big enough to absorb a specific mote or chase down this one mote that is constantly avoiding you. Can get quite challenging, but even after failing like seven times in a row, I was having fun, learning, and just enjoying the all-around chill vibe the game’s soundtrack evokes.

I especially like zooming out using the mouse-wheel. Really gives off a great sense of size and wonder, and strengthens the idea that we’re all just tiny motes in a vastness, desperate to get bigger, hungry to get big.

Have only done the first few levels, having gotten to the point where I can decide my mote’s path. Looking forward to more Osmos, especially after chatty titles like Bastion, horrible vehicle sequences in Half-Life 2, or simply pure boredom on my Nintendo 3DS.

Totally died five times while reviewing Minecraft’s first hour of gameplay

At long last, my dear readers…at long last! I’ve mentioned here at Grinding Down and more than occasionally tweeted about the Minecraft review I’ve been working on over the last few days. Well, it is now done and posted and ready for your consumption. Head on over to The First Hour to see how I spent sixty minutes in the blocky world of Minecraft!

That about does it for this post. Short and sweet.

NOTE: The images in the review are from my own gaming experience, and those are my drawings on top. I like how they came out. Hopefully you do too.

Achievements of the Week – The Burning Love Edition

Here we are for the second stab at rounding up all of those juicy Achievements unlocked during the last week. Don’t expect the naming convention of these posts to be conventional; they are born on a whim, on a phrase, on a wild brain-bite, with most often the first Achievement listed acting as the muse. Okay, let’s do this!

From Team Fortress 2…


Flamethrower (5G): Set five enemies on fire in 30 seconds.

I was trying so hard for this Achievement, managing to set three enemies on fire before a turret took me out. Was bummed. But then, after respawning, I quickly shuffled back to the warzone, lit two more dudes on fire, and ping. Glad to see that it didn’t have to be all five on one life. I have to imagine though, that since it took me about 10 seconds to respawn and five or so more to get over to the fighting, that it was down to the wire.


Nemesis (5G): Get five revenge kills.

Revenge is a dish best served BOILING HOT, YA BUNCH OF SNIPING SNOTHEADS. This one also tied in with the above Achievement, in case you couldn’t figure that out on your own.

I actually unlocked several more Achievements for Team Fortress 2, but I did them in a whoring kind of way and am not terribly proud of my actions. We’ll leave them unmentioned this week.

From Half-Life 2…


Hot PotatOwned (10G): Kill a Combine soldier with his own grenade.

Ha, funny.

From L.A. Noire…


Johnny On The Spot (30G): Respond to 20 street crime cases.

Petty crooks and ruffians are no match for the mighty Cole Phelps. I also unlocked the Miles On The Clock Achievement, which gets some coverage here. Closing in on a few more, such as The Long Arm Of The Law and The Brass. Maybe they’ll ping this weekend. Maybe they won’t. I’m no fortune-teller.

And that’s it. Been a slow week for Achievements, mainly because I was focusing more on other projects, like journal comics and Supertown comics. Writing up a crazy review of Minecraft. Watching some old Shark Week stuff on Netflix to make up for the fact that I don’t have the Discovery Channel currently. Oh, and moving. Always with the moving. Wish I could get Achievements for packing boxes and carrying them to my car, over and over and over again. Something like this, perhaps:


Professional Boxer (100G): Packed five consecutive W.B. Mason boxes, carried them down two flights of stairs, loaded them into your car, and broke a sweat.

Hells yeah.

Games Completed in 2011, #26 – Super Mario Land

I’m scrunched up in the backseat of a loaded minivan on my way to Walt Disney World. It’s hot and uncomfortable, unpredictably bumpy; something’s jabbing into my ankle, a part of the seatbelt clicker, and there’s only so many ways for a little boy to twist and turn to avoid burning exposed skin on lava-hot plastic. The cup holder next to me is full of lollipop sticks and wrappers, most red- or orange-flavored, their savory candy heads long devoured. My mom is driving, excitement keeping her foot pressed to the pedal; there might be others in the car, but most of this is fuzzy because what I really remember most is the GameBoy gripped tightly in my sweaty hands, my time-passing device. See, I’m piloting an airplane and submarine with amazing skill, murdering everything in my path, all for a princess, a taste of freedom. I’m nine or ten years old, and I’m playing Super Mario Land for the very first time.

The second time I’m playing Super Mario Land? It’s twenty years later, and everything is different. I’m married. I’m a corporate zombie. I’ve gone through high school and college and emerged with very few friends. I’ve tried a number of different, creative ventures, failing all more or less equally. I’ve become even more responsible than I ever believed possible, taking care of everything I want to take care of by myself, because I have to. I’m motherless and crazy sad and grasping for happy straws. But some things are the same. It’s still Mario, tiny, jumpy plumber extraordinaire, and it’s a game still being played on a handheld except I’m in a comfy armchair and not on my back, seatbelt clickers stabbing me with glee. The Nintendo 3DS does a decent job of emulating Super Mario Land, and I do welcome that with the new system, one can save their progress any time they want. Back in the day, if you wanted to complete Mario’s quest and rescue the princess, you had to do it in one large gulp. Which I believe I did do.

Like Super Marios Bros 2, Super Mario Landdoes not feature Bowser as a main villain. Instead, we have the alien Tatanga, who has gone ahead and captured Princess Daisy. To save her, Mario will have to travel across the Kingdoms of Sarasaland, which is basically four worlds with their own themes. And they are…drum roll…

  • Birabuto Kingdom – Desert theme, taking place inside pyramids and so on.
  • Muda Kingdom – Water-themed levels, including an underwater stage where Mario pilots a submarine.
  • Easton Kingdom – Easter Island-themed kingdom, with some underground levels.
  • Chai Kingdom – Asian-themed kingdom, with the final level taking place in the sky.

The game’s easy. I don’t remember it being quite so easy, but then again, as I’m sure many have discovered over time, a lot of levels from Super Mario Bros 3 felt really long and challenging once, and it was always sad to discover how actually short they are and easy to skip through. Even those dancing ninja enemies in Chai Kingdom (seriously, like chai tea?) that liked to hop about were easy to avoid or take down once their pattern became obvious; I remember them giving me a lot of grief as a young plumber. The only trouble I still had many years later were the bosses, piloting plane Mario or submarine Mario to safety.

Super Mario Land was a nice trip down Memory Lane. Unfortunately, it’s not a very long or challenging game, but at least I can always boot it up again and find myself back in that minivan, back on the road, back elsewhere.

Free-roaming and not knowing what to do in Minecraft

About a week or so ago, I openly mused on my Twitter profile about how I both wanted to give Minecraft a try and at the same time…did not. The former desire comes from the fact that Minecraft-related things are everywhere across the Internet; can’t go to YouTube without seeing some video about how this person and that person faithfully recreated Middle-earth or Mass Effect‘s The Citadel or all of Westeros. Can’t visit any kind of videogame-related blog without seeing a post or two or three devoted to why this beta game is greater than fully completed titles. Crazy things like that. The game’s infecting my brainspace, and I love its trixel art style, which helps it stand out as, yes, indie, but also something different. The latter desire…well, I guess you could say I was a bit worried about getting addicted to it, hard.

Magically, the peeps behind Humble Indie Bundle 3 were listening in, and have now included a free Minecraft acceptance coupon for as long as the bundle is running. No, wait. The bundle ends in five days. So that’s not correct. Customers that bought the bundle can play Minecraft for free up to…August 14, 2011. Ten more days. Now I have no excuse but to give the game a try and see if it’s for me, if it’s something I’d like, if it’s something worth devoting time and wrist cramps to on my crappy Macbook or if it’s better to wait for the Xbox 360 version.

All of those questions will be answered. I’m currently writing up a special first-hour review of Minecraft for, well, The First Hour naturally. And by special, I mean special. Just y’all wait and see…

In the meantime, I’ll continue to roam aimlessly, punch trees and grass and pumpkins, and die every time the sun goes down. That’s been my experience so far, but who knows–it might all just click randomly. Do I really have to build my own fort?

30 Days of Gaming, #25 – A game you plan on playing

As with many other topics for the 30 Days of Gaming meme, there are always a number of choices. Or at least I assumed there would be for today’s topic train. But when I sat down and took the time to mimic Auguste Rodin’s most famous sculpture, I found very few game titles coming to mind in terms of “playing soon.” Especially in terms of new releases. Sure, there’s two big blockbusters dropping in November 2011–The Elder Scrolls V: Skyrim and Assassin’s Creed: Revelations–but to me, that’s not soon. That’s a couple months away. That’s an entirely different season.

And as a 3DS Ambassador, I’m getting a boatload of games over the next couple of months, but all of those titles are nothing new. Most pre-date fire. I’ve already played a majority of them at some point in my sad, little life, and I kind of suspect that–while I will download them all–not all will get love and play-time. I’m too busy for even 10 new games at once, and it might very well just break me in half.

Looks like the next game coming out soon that I’m gonna get to play is Deus Ex: Human Revolution. That pops up towards the end of this month, August. I’m quietly interested in it simply for the fact that it will be as close to a new Fallout experience as I can get currently. And probably won’t have as many bugs as that game does. Though I’m a little worried about how blurry it looks, with a lot of bloom and lens flare effects, and whether or not I’m going to be able to read its text. It gives off the tiny text vibe.

Funnily enough, weeks ahead, I already know that I’m going to play it as stealthy as possible. According to developers, with a combination of certain skills and augmentations, it is possible to play through the entire game killing nobody, but the bosses. I’m down with that, regardless if there’s an Achievement linked to it or not. Confrontation is for kids–or braver people than myself. I’d rather talk my way in or entirely avoid danger or just walk around in another universe, happy to be elsewhere. Might have to pop back in Deus Ex: Invisible War to refresh myself on how this series ticks.

So, yeah, this is a game I plan on playing. What an exciting meme topic. For my next trick, I’ll share with y’all some food I plan on eating.

Borderlands 2, a treasure hunter’s wishlist

Not surprisingly, Borderlands 2 has been officially confirmed. That’s cool. Looks like a possible April 2012 release window, which is also cool as I’m still plugging away at the original Borderlands and have plenty to do there. Mainly trying to find slices of pizzas, panties, and fish in bags, as well as creep towards level 69. Once most of that is done, I’ll definitely be done with the game as I am not interested in replaying it for like a third time with a brand new character class or anything. So a new Borderlands game sounds just about right.

And here’s a quote from Gearbox about the newest entry in the series:

“Combining invention and evolution, Borderlands 2 features all-new characters, skills, environments, enemies, weapons and equipment, which come together in an ambitiously crafted story. Players will reveal secrets, and escalate mysteries of the Borderlands universe as they adventure across the unexplored new areas of Pandora.”

Looks like we’re back on Pandora. I kind of felt like most of the planet had been explored, but I’m sure they’ll come up with truly new locations. I’m excited for this, but I do have some wishes. They seem sound in my head, but you might not agree. I’m sure all many want is just more shooting, shooting, shooting, and weapons with a thousand and four different stats. I get that. I’d like that…and more. Here’s my wishlist for Borderlands 2!

Character customization

In Borderlands, there were four classes: soldier, hunter, siren, and berserker. I’ve only played at length with the soldier, Roland, but I did give the other three a sporting chance. Meh. Once you have your class and increase in levels, you’ll gain skill points, which allow you to customization your character’s skill tree and how he or she plays more effectively. What you can’t tweak is what they look like, other than changing armor colors. I guess this isn’t a huge deal as you don’t often actually see your dude unless they are getting in or out of a vehicle, but it definitely doesn’t give you the impression that your treasure hunter is any more special than somebody else’s.

Stronger story

There’s so much potential in the Borderlands universe for a great story, and alas, the first game did not do the best job telling one. It had fantastically cool characters, but it lacked a conclusion and a true goal. I mean, if the Vault was supposed to house all this crazy treasure, why did we not get to loot it at the very end? Hmm? The quests and sidequests featured some great lore, but I suspect many gamers didn’t spend a lot of time reading and scrolling down to finish reading. I think some actually dialogue between characters could help strengthen the story, really immerse the player, and maybe even offer some choices in how things play out.

Storage space

I know Gearbox added some kind of storage bin with one of the DLCs (not one I have), but this element should have been implemented from the get-go. If you’re going to have an astronomical 17,750,000 weapons, please give us a place to store all our favorites. It became frustrating to have to either drop or sell gear simply to keep space open for more loot. A lot of times, I wouldn’t even get a chance to try out most of these weapons before giving them the axe.

LESS DRIVING

I hated the driving in Borderlands. Hate, hate, hate, hated it.

Varied multiplayer modes

Okay, the online multiplayer bug has finally bit me. I’d like to see more online interaction for the Borderlands franchise other than co-op. Not just deathmatch things, but maybe online challenge modes or something even wackier. Imagine an online mode where players would be dropped into a randomly generated map, given a time  limit, and instructed to kill as many skags as possible. At the same time, another player is also on the map trying to do the same thing. You may kill each other as well to slow progress/steal skag kills. This I want.

This is just a few tidbits, but I’ll wait until more details about Borderlands 2 are revealed. Until then, Gearbox…please deliver!

Putting miles on the clock in L.A. Noire

I beat L.A. Noire a couple weeks ago, but I’m not going to be talking about the game as a whole or its ending just yet or all the things I loved slash hated. That will all have to wait until I get to it on my 2011 Completed Games list. In the meantime, I’ve dipped back into the game to play clean up for Achievements, as well as just drive around Los Angeles without the constant pressure of finding clues, undermining suspects, and closing cases. It’s been really nice.

Team Bondi and Rockstar’s 1940s Los Angeles is bland in terms of things to do other than driving from point A to point B, but brimming with beauty and buildings to look at, observe, eye hump, and be amazed with. Aesthetics is the name of the game here, and hoping into a car, tuning in to Billie Holiday, and driving down busy city streets is a little like time-traveling. It’s also quite relaxing because, unlike Grand Theft Auto IV, bumping into a car or accidentally swerving over to the sidewalk does not get the black and white chasing after you; in fact, you’re the black and white, and the game does quietly reprimand you for reckless driving, but never enough to put the fear in you to drive as straight and narrow as they come.

I do try to drive safe and civilian-like, but sometimes I get sleepy and veer into another car. Or some dinkhead begins to turn, but suddenly decides to stop in the middle of the road; that seems to happen a lot. No worries. Cole and his partner are always fine, never thrown from there car or anything, and the cars don’t ever explode like they would in Liberty City. Crash a car, find another, and so on. The developers have made it extremely easy to stay in the game, to keep exploring and listening to those snazzy, jazzy tunes, and that’s pretty amazing as most open-world games get boring real fast. Die a few times in The Saboteur or Grand Theft Auto IV, and seeing that I’d have to re-drive (or re-walk) all the way back to where I was is more frustration than I need, and off goes the system. However, with L.A. Noire, there’s none of that. The only pain, I guess, is having to switch out between three different discs to “free roam” certain crime desks.

Anyways, last night, as the heat and sleepiness wore me down, I found out that I’d been driving a whole lot so far, unlocking this fun Achievement:


Miles on the Clock (15G): Drive more than 194.7 miles.

Obviously, this took some considerable time, especially since I reveled in the fact that, during the game’s main missions, you could totally make your partner drive to the desired location without fear of ruining your car or losing your way or simply getting distracted. However, doing so did not count towards your total mileage for this Achievement. Post-game, finding hidden cars and completing more street crime cases definitely helped with this. I think I was mindlessly driving around near the Hollywood sign though when this nugget pinged. Vroom vroom.

I still have a few more somewhat attainable Achievements to go after, meaning I’ll be spending more time in the glitz and glamor of L.A. That sounds fine to me. Locations, newspapers, more street crimes, hidden cars, golden film reels–here I come!